Bleach System
Bleach System
Name: Where your character’s name goes. Pick something Japanese to fit with the theme if you want.
Speed: This is how fast you can move, it starts at 30f at default.
Spiritual Pressure (SP): Your resource for using techniques. You have 10+1d10 to start with.
Hit Points (HP): The amount of damage you can take before you are downed. You have 100 + 1d100 at game
start.
Base Guard: Write your base guard here that is what your guard would be without any modifiers. This is 40 at
character creation.
Head Guard: What guard your head has. Your head has 50 guard instead of 40.
Torso Guard: What guard your Torso has. Your torso starts with 30 guard instead of 40.
Leg Guard: What guard both your legs have. There are no left and right leg guards because the effects of
losing either one would be the same.
Core Attributes
Intelligence: How smart you are, it is used for learning Kido techniques and intelligence checks like finding
out what that muscly guy is planning to do with that bolder. It also increases your head guard and modifies
your Kido attacks.
Strength: How strong your character is, it’s used for learning Hakuda skills and strength checks like throwing
a bolder. It also increases your both your arms guard’s and modifies your melee attacks.
Finesse: How dextrous your character is, it is used for learning Hoho skills and finesse checks like dodging a
bolder. It also increases your leg guard and modifies your ranged weapon attacks.
Perception: It is how good you can see, hear, smell, taste, and feel. It is used for detecting abnormalities such
as traps or finding the weakest point in people or objects like that bolder that’s blocking your path. It also
increases your Torso guard.
Resolve: How brave and unyielding you are, it is used for learning Zanjutsu skills and resolve checks when
being intimidated or enduring the pain of a bolder that broke your leg. It also increases your hit points by 5
for each point invested.
Presence: How intimidating/ impressive you are, it is used for intimidation, resisting magical status effects
and determining initiative by slowing others and resisting their spiritual pressure slowing you; but it also
makes you easer to detect. It also increases your SP.
Potential: This is what you could be. At character creation you cannot put attribute points into this. You can
spend potential to learn sword releases, attune to magic items and obtain new powers such as becoming a
vizored. In
Skills
Traits:
Character traits: This is where you write traits you have picked up either from the traits list at character
creation (choose 1), or what a teacher has taught you.
Sealed Zanpakuto descriptions: This is where you wright the description for your Zanpakuto, what colour its
sheath is and what colour the blade is. This has no mechanical effect.
Shikai traits: This is where you write the effects your Zanpakuto in its Shikai form and its signature attack/s/
Bankai traits: This is where you write your Zanpakuto in its Bankai forms effects and its improved signature
attack/s.
Misc
Inventory: This is where you write what you have on your person.
Notes: Wright your personal notes here about anything you want like backstory details or last session details.
Scar’s: Whenever you take a crippling injury or become downed wright down the description of that scar and
its location.
Character creation:
Determining your squad:
After the soul society’s collapse the squads formed into their own kind of states and smaller factions with their
own cultures and rules. Which squad you often hale from can affect how you interact with other squads. You
have a badge with your name on that identifies you as part of your squad. Pick from the squad list below.
Squad Description:
number:
1 Those of squad one are located in the ruins of the Seireitei; they seek a recreation of the soul
society and the reunification of the squads but this is overshadowed by the melancholy of the
question of what the soul society will do without hollows or reincarnation.
2 Squad two act as an assassination guild for the most powerful and stable socitys, this is because
they believe that the Seireitei is gone and that if the masses seek to survive they must have a new
stable and strong hierarchy.
3 Squad three acts like a nomadic group of tribes that wander seeking a way to open the holes
between the worlds to bring in the need for the Soul society to exist again. Although the tribes
tend to get side tracked with smaller matters. Unlike squad one they seek a return to the old ways
more than a “new” soul society. They have a captain but most do not know or follow him/her.
4 Nomadic guardians with no organisation that travel from place to place helping those in need.
They are often in conflict with squad 11.
5 Acting as their own house vying for more power and land. Unlike squad 9 however they respect
the other squads and avoid conflict with them.
6 Squad six is nothing but a name for the warriors of the Koagai noble house. They follow orders
and adhere to a strict code of honor.
7 Highly organized protectors of the Rukon districts refugees. They seek only to protect people in
this new world.
8 Dissolved, those of this squad have virtually no status, if one happens across another though
there is a kinship about them and they will normally help each other without question.
9 Acting as their own house vying for more power and land. They seek to subjugate all other squads
under their rule.
10 Resisting squad 9’s despotic rule and defending those threatened by other despots.
11 Squad 11 acts a gang that wanders around and mooching off of food. They only respect the strong
and have no organization of any kind; but still have a strong sense of pride about being “an 11”.
12 No one knows what this squad is doing; they keep to themselves and seem uninterested in the
world. They seem highly organized so it is speculated they have a base of operations somewhere.
13 Dissolved mostly into squad 1. Only the stubborn hold this symbol now.
Determining starting attributes: you must roll a d100 in secret to determine your potential. If you roll 20 or
under you have 35 attribute points to spend at character creation; at 21-40; you have 30; at 41-60 you have
25; at 61-80 you have 20, 81-99 you have 15 and at 100 you have 5 attribute points to spend but an
additional d100 of potential (this does not give you additional ability points).
Levelling and increasing scores beyond: After a difficult combat or key part of the story all players involved
gain 10 attribute points to spend athough you cannot put more than 7 of those points in any 1 attribute. Any
points put into potential are doubled. Also whenever you roll a 100 on d100 an action that uses a core
attribute you gain a +1 to that core attribute.
Character traits:
Trait name Trait effect:
Ambidextrous What is right, and what is left? Both your hands count as dominant.
Lightweight Speed speed lover. Increase your speed by 5f.
Skilled You are skilled, but not experienced. You have an extra 5 attribute points to spend at
character creation.
Dab Master Your presence is effectively decreased by 10 when someone tries to detect you via
spiritual pressure (Mostly because part of them doesn’t want to). Also whenever you
would use the “Flash Step” action it is called a “Dab Step” instead.
Foreign accent Failing an intimidation check by 20 or less means the person doesn’t understand what
you are saying and it has no negative effect.
Hard headed You can thank your momma for your hard head. Your head guard is increased by 10.
Underdog When your back is against the wall use it. When you are below half HP your base guard
is temporarily increased by 10
Pretty Face No one expects much from you. Enemies that could attack you or someone else near
you always target someone else unless it would put them at a clear disadvantage in
combat.
Destiny You come from a great bloodline. You gain +20 Potential.
Lone wolf You don’t play well with others. Allies within 10f of you have 10 less base guard having
to deal with your careless attacks; but you gain 10 base guard.
Awkward You don’t want to talk to people? That’s great they don’t want to talk to you to, npc’s
will ignore you if they can.
Dead inside Being a spirit means you can have some pretty weird quirks about your body, for
example you have no pulse and don’t have a breathing reflex. You automatically
succeed resolve checks to play dead.
Glass cannon -100 HP, but you have an additional action each turn.
Spiritual Increase your SP by 10.
Metabolism
Lucky Whenever you roll for dumb luck you can add a 20 to your roll.
Unknown You don’t exactly know what is special about you, at any time you can change this trait
into any other trait once per character.
Potential ability’s list:
Name Prerequisite Effect Potential cost
Shikai Being attacked. You gain the ability to activate your sword 100
release. Use on the Zanpakuto
Bankai Shikai You gain the ability to activate your swords 200
full release. In addition you do not need to
use SP to activate your Shikai and you do not
need to say its name.
Vizord Vizord potion If someone ingests the vizord potion when 100
they have less than 100 potential.
Second Shikai, does not Gain a second Zanpakuto 100
Zanpakuto have Bankai
Empowered - In a fit of rage or resolve you try to recklessly 10
attack empower your own attack. Reroll your d100
on an attack roll and take the higher result.
Training 8 hours and a Learn any Kido, Hakuda, Hoho or Zanjutsu 50-150
teacher skill even if you do not meet the attribute
requirements.
Zanpakuto Has Zanpakuto Make someone else’s Zanpakuto yours. If 200
Infusion with a dead or you have Shikai you also have this
willing master, Zanpakuto’s Shikai; if you have Bankai you
owns no more also have this Zanpakuto’s Bankai.
than 1
Zanpakuto.
Zanpakuto spirit generation:
While it might seem strange that you would make this before you can even meet them it helps with your
character creation as the Zanpakuto is meant to be a reflection of the self and it gives you a pretty good idea
of what kind of character will have chemistry with their Zanpakuto if you want that.
To start with roll 1d20 on the personality table below to determine their personality trait.
After that you will want to roll a d10 on the table below for base appearance.
Roll Appearance trait
1 Childlike
2 Half animal
3 Animal
4 Covered in tattoos
5 Multiple limbs
6 Heterochromia (Different coloured eyes)
7 Injured
8 Demonic
9 Object (like a golem or tree)
10 Distorted (hard to fully see they might be covered in shadows or hidden by a snowstorm)
Roll Gender
1 Undefined; no strong features either way that could imply either
2-10 Male
11-19 Female
20 Both; you can’t tell what gender they are
The name, ability and appearances of your Shikai and Bankai will be generated later on preferably one session
before you plan on obtaining it.
Combat rules:
Actions:
You have 3 actions you can use on your turn and only once that turn and a reaction that you can use on others
turns.
Action: You can use your action to attack, move, use an object, perceive and stabilise someone.
Attack: Chose a place to attack (Head, Right Arm, Left Arm, Torso and Legs) use your weapon or skill to attack
using a d100 + whatever attribute is governed by that weapon or skill against the guard of that area, if your
attack total is over the guard of that body part you deal the difference as damage, if it is under or equal you
miss and deal no damage and if you do damage that is equal or over half damage of the defenders guard in
that area you critically hit inflicting a debuff depending on the limb. The effects are listed in the table below.
If you attack with an arm that is not your dominant arm then you make said attack at disadvantage.
Use an object: If an object has an ability or you want to interact with an object in some way like throwing a
bolder, these with normally involve some kind of check.
Perceive: You can determine the guard of one limb of an enemy/s per 10 points in perception. Perceiving like
this can give away your position if you are hidden as you cannot concentrate as hard on hiding your spiritual
pressure, in which case they will get to roll a perception check at disadvantage to notice you.
You can also hold this action and activate it during someone else’s turn, if you do you must set a trigger like
“when an enemy steps next to me I attack their head”.
Move: You can use your move action to move spaces equal to your speed.
Quick action: You can make an attack action if you are holding a second weapon in your other hand with that
weapon, use the perceive action or use some skills.
Reaction: You can use your reaction to make an attack on someone moving out of your melee range or take
the guard action.
Guard action: When you are being attacked you can move your left arm, right arm, or legs in the way and
that limb becomes the target of the attack instead.
Short rest: a short rest is defined as 2 hours of non-strenuous activity, at the end of a short rest you recover
HP and SP until you reach half your maximum.
Long rest: A long rest is defined as 5 hours of sleep or 8 hours of non-strenuous activity (but not walking). You
gain HP and FP till you are back at your maximum at the end of a long rest. Each time you do not take a long
rest every 24 hours you gain 1 point of exhaustion, for each point of exhaustion you have you have
disadvantage on all rolls. You lose all points of exhaustion after finishing a long rest.
Skills
Skills are governed by a signal attribute in terms of obtaining them and often cost SP to use. Each skill type
has a unique effect that only applies to skills of that type.
Skill terminology
On your skills and Zanpakuto ability’s they might have conditions that you need to meet in order to use them,
these conditions will be written in brackets after the effect of the skill along with the SP cost.
Free: You don’t use an action to use this skill but you must use it on your turn and only once per turn.
Sustained: This skill requires a upkeep of the same SP cost every X rounds. This will be written as sustained X
so (5SP, sustained 2).
Kido
Unique skill effect:
Incantation: When you use a Kido skill you can hold that action and use the same skill again next turn
(Including the SP cost) and if you do you can do one of the following things, add your intelligence again to the
attack roll, double the range of the skill, double the duration of the skill, Increase the area of effect of the skill
by 5f (The non-targeted enemy’s use their torso to guard.) Or double the effects of the skill.
Skill table:
Skill Prerequisite
Sho: Launch a kinetic blast at a range of your Intelligence in feet, make an 10 Intelligence
attack roll using intelligence. On a hit move the target back 5f (This does invoke
opportunity attacks). (5SP)
Byakurai: Fire pail lightning at a range of half your Intelligence in feet make a 15 Intelligence
torso attack roll against all enemy’s in a straight line within range. (5SP)
Sai: Tie a targets hands at a range of 15f make an Intelligence attack roll that 20 Intelligence
deals no damage, on a hit restrain a target, they cannot take actions other than
their move action but they can make a Presence save of double your
Intelligence to break free at the start of their turn as a quick action. (2SP)
Shakkaho: Create a flaming ball of light that illuminates darkness for 10f. When 25 Intelligence
launched it automatically bypasses all guards dealing 15 damage. (3SP)
Seki: Create a small ball that repels attacks increase the guard of one of your 30 Intelligence
arms by half your intelligence until the start of your next turn. If someone
misses while attacking that arm they are moved back 5f. (5 SP)
Sokatsui: Blue flames erupt from your hand. At a range of double your 35 Intelligence
Intelligence, you can target 2 Limbs for this target instead of 1. (7SP)
Sekienton: Create a cloud of thick pink smoke that obscures vision. The smoke 40 Intelligence
has a range of a 15f cube; all within the cube cannot use their reaction. (3SP)
Shitotsu Sansen: Launch 3 magical darts that pin the target to the wall or the 45 Intelligence
ground. Make 3 intelligence attacks that deal no damage on the left arm, right
arm and torso at a range of double your intelligence. On each hit the target is
restrained and cannot take any actions other than resisting one of the darts.
When all darts are removed then the target is no longer restrained. (10SP)
Tozansho: Create an upside down square base pyramid that traps those in an 50 Intelligence
area of your intelligence in feet multiplied by itself. The pyamid has Hit points
equal to triple your intelligence and has a guard of 50. (5SP, Sustained1)
Tenteikura: Transmit a 20 word long message over your intelligence in 55 intelligence
Kilometres to up to 20 people that you recognise the spiritual pressure from.
(10SP)
Shibireyubi: Flash a bright light at a surprised creature at a range of 5f they 60 Intelligence
must make a Presence save of 70 and on a fail they are incapacitated and
cannot take actions. At the end of each turn the target can make another
Presence save to break free from this. (1SP Sustained2)
Hyoga Seiran: Fire a blast of rapidly freezing water hitting targets legs with an 65 Intelligence
intelligence attack roll in a 15 degree cone for your intelligence worth of feet.
Hit targets lose half their movement speed for 1d6 rounds. (10SP)
Soren Sokatsui: Blue Flames 70 Intelligence
Shikai Generation
The things generated in this section are purely mechanical; if you want to change the looks of your weapon
without drastically changing the
A cool name: Roll a X on the first word table below to determine what kind of word you should pick for your
first word. Then roll a X on the second word table below that will determine the second part of its name.
After that translate those words into Japanese and there you have your Shikai name. The appearance of your
Zanpakuto spirit will be changed depending on the words, for example if you choose the colour red for your
first word your spirit might be red this is up to gm digression however.
First word:
Roll First word
1 Colour,(Red, Crimson, Silver, Black ect)
2 Description (Bloody, Quick, Deceptive, Silent ect)
3 Object (Moon, Sun, Oak, Cherry blossom ect)
4 Location (Heaven, Hell, Detroit, Nevada ect)
5
6
Weapon type: Roll on the table below twice to be directed to what kind of weapon you will receive.
The things generated in this section are purely mechanical; if you want to change the looks of your weapon
without drastically changing the dimensions that is fine.