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 04a. Traits

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General Yamamoto
Captain-Commander, 1st Division
General Yamamoto


Weapon : Ryuujin Jakka

Stats:
HP:
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PostSubject: 04a. Traits   04a. Traits Icon_minitimeWed 12 Aug 2009, 2:54 am

AGILITY - Your DODGE bonus each turn is doubled.

ATTUNEMENT - Once you have unlocked Shikai, you gain its bonus to your stats and may use its traits and abilities without releasing it (you may not, however, use its Special Attacks without releasing it). You may gain this trait up to twice. If you gain it a second time, it applies to your bankai as well.

BATTLECASTER - Add your entire ATK roll to your Effective Kidou ATT for the purpose of determining damage done by any Way of Destruction spells.

BRUTE FORCE - If you gain a level and use all your LP from that level to increase your STR score, you gain a permanent +1 bonus to STR.

CHAOTIC - You may change your inherent element at the start of any turn.

CHARGING - If you spend one turn doing nothing and forego your DEF roll for that turn, your effective ATT is doubled during the next turn.

CLERIC - Add your DEF roll to your Effective MIND for the purpose of determining WOUNDS healed by any Way of Binding spell.

DEFENDER – Choose one player in your group each turn. All damage dealt to that player is redirected to you.

DICE LOVER - If your ATT roll is a triple number (1-1-1, 2-2-2, 3-3-3, etc.), your target's DEF roll does not apply to your attack, unless that player has AGILITY.

FOCUS - Your CON score is doubled.

INTELLIGENCE - If you gain a level and use all your level points from that level to increase your MIND score, you gain a permanent +1 bonus to MIND.

NEGATING - All opponents and allies (including yourself) in combat with you may not use any SPECIAL ATTACKS. You may supress or unsupress this TRAIT as your action during your turn.

OBSERVATION - If you spend a turn doing nothing but observing a player and forgo your DEFENSE roll for that turn, you may declare an attack against that player next turn, and that player's DEFENSE roll does not apply to that attack.

PRECISION - You use your target's END or MIND score, whichever is lower, to determine Effective DEF when making a melee attack, unless your target has AGILITY or an EVADE score higher than yours.

QUICK DRAW - You may unseal your shikai and attack in the same turn. You may gain this trait up to twice. If you gain it a second time, it applies to your bankai as well.

RANGED ATTACK - If you spend a turn doing nothing, your opponent may not attack you next turn unless you make an AGGRESSIVE or ALL-OUT ATTACK that turn or that opponent also has RANGED ATTACK.

RESONANCE - If you receive a status ailment and do not RESIST it, the character that gave you that status ailment receives it as well (RESIST applies as normal).

SCHOLAR - If you gain a level and use all your level points from that level to learn Kidou spells, you gain 1 extra level point, which must also be used to learn a Kidou spell.

SHIFTING - You receive a -3 penalty to all STATS. During each turn, roll Special 3d6. Add the first die to your Effective ATT, the second die to your Effective DEF, and the third die to your Effective MIND.

SPECIALIST - Choose STR, MIND, or END. You gain +4 to that stat. You may gain this TRAIT more than once.

STALWART - Roll Special d6 each turn. Add this amount to your Effective DEF for the purposes of calculating RESIST or SURVIVE.

STEALTH - If your effective MIND is higher than your opponent's, your opponents highest-rolled DEF die does not apply to your attack.

STUNNING - Any target you deal melee WOUNDS to is IMMOBILIZED for 1 turn. This ability does not affect any target that is already IMMOBILIZED.

TANKING - If you gain a level and use all your level points from that level to increase your END score, you gain a permanent +1 bonus to END.

VERSATILITY - You may switch your STR and MIND scores at the beginning of any turn. Any bonuses granted to STR or Effective ATT affect MIND or Effective MIND and vice versa while you are switched.

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<== 04. Special Abilities -=- 04a. Traits -=- 04b. Abilities ==>
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