Log in

I forgot my password

Account switch
Switch Accounts


Search
 
 

Display results as :
 


Rechercher Advanced Search

Top posting users this week
Va'tet
 
Adyna
 
Hanzō Judai
 
Sithis Monomyth
 
Azalea
 

Top posting users this month
Sithis Monomyth
 
Shiroki
 
Hanzō Judai
 
Va'tet
 
Echidna
 
Azalea
 
Adyna
 
Admin
 
Osamu
 

Latest topics
» Meeting with Va'tet.
Today at 2:38 pm by Sithis Monomyth

» Rot Dragon (Finished)
Today at 1:45 pm by Adyna

» Stat Upgrades(Training) Need grading~
Today at 12:12 pm by Azalea

» The New Lieutenant (Open)
Today at 11:55 am by Hanzō Judai

» Safe Passage (Open)
Sun Sep 23, 2018 2:12 pm by Sithis Monomyth

» Self Training(Training thread)
Sun Sep 23, 2018 12:40 pm by Sithis Monomyth

» Testament of the Great Teacher (Open Thread)
Sat Sep 22, 2018 12:30 pm by Va'tet

» Sithis Monomyth Captain of Sixth Division(Finished)
Tue Sep 18, 2018 1:42 pm by Sithis Monomyth

» Osamu, Forsaken Shinigami WIP
Sat Sep 15, 2018 1:54 pm by Osamu


New System

Go down

New System

Post by Admin on Wed Sep 05, 2018 2:30 pm

I’m posting this not because I expect to force any changes, but because I’m working on a replacement system and am interested in getting input on things as I create them. This post will serve that function.

Admin
Admin

Posts : 19

View user profile http://bleachdamnation.forumotion.com

Back to top Go down

Re: New System

Post by Admin on Wed Sep 05, 2018 2:31 pm

Damnation, like another other role playing game ought to, comes equipped with a multifaceted system designed to fairly compare created characters against one another. The first of these parts are a character’s attributes, of which there are four rated with a number one through fifty. One represents an everyday, average soul’s capacity, whereas fifty represents the pinnacle of that attributes expression.

PRESSURE is the combined total of the following four attributes. It represents what a character feels when prodding you with their spiritual senses, often simplified in terms of “Lieutenant” or “Captain” class threats.
PHYSICAL STRENGTH measures the raw force behind one’s physical attacks. How much force your fists bludgeon foes with, the precision of your sword swipes.
SPIRITUAL STRENGTH measures the power of all attacks of spiritual nature. Shinigami Kido, an Arrancar’s Cero, and a Quincy’s arrow are all examples of things that would be dictated by this attribute.
MANEUVERABILITY measures the overall agility of your character. A higher maneuverability reflects speedier, nimbler characters.
DURABILITY measures the overall vitality and constitution of your character. Higher durability means a character capable of withstanding more damage.

In addition to the four core attributes, there exists a second level to the equation. Every character has access to five general skills, in addition to a number unique to their chosen race reflecting expertise across a variety of different areas. All skills are leveled one through four: Novice, Proficient, Expert, Master.

ARMED COMBAT reflects a character’s capacity to fight while armed in some way. A Shinigami or Arrancar fighting with their zanpakuto, for instance, is considered armed combat. Ranged melee (or spiritual in a Quincy arrow’s case) attacks are included under armed combat.
Novice: declare one between attacking or blocking. Gain a single point bonus on checks of that type.
Proficient: your previous choice is increased to two points.
Expert: declare one between attacking or blocking. Gain a single point bonus on checks of that type.
Master: your previous choice is increased to two points.

UNARMED COMBAT reflects a character’s capacity to fight using only their bodies. A Hollow attacking with its fearsome talons, or a trained martial artist all rely on Unarmed Combat.
Novice: declare one between durability or maneuverability. You ignore one point of opponent’s (durability/maneuverability) on checks using armed combat.
Proficient: your previous choice is increased to two points.
Expert: declare one between attacking or blocking. Gain a single point bonus on checks of that type.
Master: your previous choice is increased to two points.

STEPPING reflects a character’s high speed movement. Shunpo, Sonido, Hirenkyaku, all names for the same technique. Characters can use their movement to grant a 5 point bonus to their Maneuverability at the cost of numbered round cooldown dictated by their level in this skill.
Novice: you can step twice before a two round cooldown.
Proficient: you can step three times before a two round cooldown.
Expert: you can step five times before a single round cooldown.
Master: your steps grant a 6 point bonus to your Maneuverability.

PERCEPTION reflects a character’s innate spiritual senses. How characters digest incoming spiritual information is unique to them.
Novice: declare one between dodge or block checks. You receive a single point bonus in your chosen check.
Proficient: you get a two point bonus in your chosen check.
Expert: ignore one point of Maneuverability when an Opponent steps.
Master: ignore two points of Maneuverability when an Opponent steps.

RELEASE reflects a character’s relationship with their race specific release. Your character’s unique abilities are governed by the release skill; how potent and trained your abilities are compared to others.
Novice: your first release lasts for four rounds before expiring.
Proficient: your first release can be maintained indefinitely.
Expert: your second release lasts four rounds before expiring.
Master: your second release can be maintained indefinitely.

SHINIGAMI ONLY SKILLS

HADO is a Shinigami’s destructive spell tree. All spells require an incantation. Attacking with an incanted Kido gives your opponent a two point bonus to dodge or block checks when reacting to your spell. Successful hits lower the victim’s Durability by one point for every rank in Hado.
Expert: you can cast Hado spells without an incantation.

BAKUDO is a Shinigami’s binding and utility spell tree. All spells require an incantation. Attacking with an incanted Kido gives your opponent a two point bonus to dodge or block checks when reacting to your spell. Successful hits lower the victim’s maneuverability by one point for every rank in Bakudo.
Expert: you can cast Bakudo spells without an incantation.

KAIDO is a Shinigami’s healing spell tree. Kaido can be used to treat a single wound before going on cooldown.
Novice: reduces one wound by one level before a three round cooldown.
Proficient: reduces one wound by one levels before a two round cooldown.
Expert: reduces one wound by two levels before a single round cooldown.
Master: Kaido can be maintained, healing a single wound by one level each round.

SHUNKO is a Shinigami’s solution to spiritual strong but physically weak fighters. By combining Kido with Armed or Unarmed Combat, Shinigami can replace their Physical Strength with Spiritual Strength for melee attacks.
Novice: your Shunko lasts two rounds before expiring.
Proficient: your Shunko lasts four rounds before expiring.
Expert: your Shunko can be maintained indefinitely.
Master: your Shunko ignores a single point of durability on a successful attack.

HOLLOW ONLY SKILLS

CERO is a devastating ability employed by Hollow breeds. Every cero must be charged prior. Attacking with a charged cero gives your opponent a two point bonus to block or dodge checks when reacting to your attack.
Gives a bonus to Spiritual Strength before a cooldown.
Novice: regular cero with a two point bonus and two round cooldown.
Proficient: gran rey cero with a three point bonus and two round cooldown. Regular cero don’t require charging.
Expert: black cero with a four point bonus and two round cooldown. Gran rey don’t require charging.
Master: black cero don’t require charging.

BALA are ultra fast, precise, and deadly variations of a hollows cero ability. When fired, bala ignore a number of points in a block or dodge check before going on cooldown.
Novice: ignore three points against a block or dodge check when firing bala, before a two round cooldown.
Expert: you can fire three bala before a two round cooldown.
Master: your bala ignore five points against block or dodge checks.

REGENERATION is a hollow breeds natural ability to passively heal wounds. Given time, even the most grievous of wounds will eventually heal.
Novice: regenerates all wounds one level over four rounds. Cannot affect fatal wounds.
Proficient: regenerates all wounds one level over tree rounds. Cannot affect fatal wounds.
Expert: instantly regenerate one wound three levels before a four round cooldown. Cannot affect fatal wounds.
Master: instantly regenerate one wound four levels before a four round cooldown. Can affect fatal wounds.

HIERRO is a hollows ability to temporarily harden their skin, preventing even the deadliest of blows from affecting their softer, more vulnerable parts. Can be used a number of times per thread for a specified bonus to durability.
Novice: can be used twice per thread for a five point bonus to durability against damage.
Proficient: can be used three times per thread.
Master: can expend a charge to increase the bonus by 5.

QUINCY ONLY SKILLS

BLUT VENE is a Quincy’s Physical Strength overdrive skill. By pumping their veins full of reishi, their resulting attacks are amplified. Adds a five point bonus to Physical Strength while active. Cannot be used simultaneously with Blut Arterie.
Novice: lasts two rounds per thread.
Proficient: lasts four rounds per thread.
Expert: can affect Spiritual Strength instead.
Master: can be used for five rounds per thread.

BLUT VENE is a Quincy’s durability overdrive skill. By pumping their arteries full of reishi, their durability increases greatly, preventing damage while active. Adds a five point bonus to durability while active. Cannot be used simultaneously with Blut Vene.
Novice: lasts two rounds per thread.
Proficient: lasts four rounds per thread.
Expert: can affect Spiritual Strength instead.
Master: can be used for five rounds per thread.

SKLAVERIE is a quincies ability to dominate ambient reishi, bending it to their will. Quincies employ this skill often, whether through summoning their munitions, spirit weapon, or ripping spiritual based attacks apart.
Novice: all incoming spirit based attacks are lessened by two points.
Expert: if you reach advantage against an incoming spirit based skill after check, you can mimic that skills effect for the duration of the thread.

TOGABITO ONLY SKILLS

CHAINS OF HELL reflect your binding to the realm of eternal suffering. Bound not to your physical body but to your literal soul, these chains pull you back to hell upon your eventual demise. Fledgling Togabito rarely manage to keep their chains hidden, while more skilled ones can call on them at their whim.
Novice: declare one between block checks or durability. You get a two point bonus to your chosen.
Master: your choice increases to three.

Admin
Admin

Posts : 19

View user profile http://bleachdamnation.forumotion.com

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum