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 04c. Special Attacks

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General Yamamoto
Captain-Commander, 1st Division
General Yamamoto


Weapon : Ryuujin Jakka

Stats:
HP:
04c. Special Attacks Left_bar_bleue2790/279004c. Special Attacks Empty_bar_bleue  (2790/2790)

04c. Special Attacks Empty
PostSubject: 04c. Special Attacks   04c. Special Attacks Icon_minitimeWed 12 Aug 2009, 2:57 am

#1 - Melee Attack. Your END and MIND both drop to 1 this turn, though maximum HP is not affected. You gain a bonus to STR this turn equal to 3*() + the number of END and MIND points lost in this way.
Drawback: Your remaining HP drops to 1.

#2 - Melee Attack. If your attack roll is equal to [20 - 3*()] or greater, your Effective ATT this turn is doubled. Otherwise, your Effective ATT this turn is halved (round down.)
Drawback: You must roll 1 fewer DEF die during the turn in which you use this attack.

#3 - Choose one opponent, and choose STR, END, or MIND. Your chosen stat becomes equal to 3*() + that opponent's chosen stat until you either use this attack again or seal your zanpakutou.
Drawback: You receive a cumulative -3 penalty to your other stats until you seal your zanpakutou. This penalty is applied after any subsequent stat switches.

#4 - Melee Attack. If this attack deals WOUNDS and that player's MIND score is lower than yours, that player becomes BLIND for 3*() turns.
Drawback: You lose 2 HP, and if you do not deal WOUNDS with this attack, you may not roll DEF dice next turn.

#5 - Melee Attack. Choose any number less than or equal to your END score and add 3*() + that number to your Effective ATT. If you deal enough WOUNDS to cause a player to fall UNCONSCIOUS with this attack, that player is instantly SLAIN. If you receive enough WOUNDS to fall UNCONSCIOUS during the same turn you use this attack, you are instantly SLAIN.
Drawback: You receive a number of WOUNDS equal to the amount you added to your Effective ATT.

#6 - Two Melee Attacks. Add 3*() to your STR score when using this attack. You do not necessarily have to attack the same target with both attacks.
Drawback: You forego your DEF roll during the turn you use this attack.

#7 - Subtract [9 - 3*()] from your Effective MIND. If this number is greater than your target's Effective MIND, you dictate that target's next action. You may not force that target to perform any action that would cause damage to itself.
Drawback: You forego your DEF roll during both the turn you use this attack and the next turn.

#8 - You become BERSERK. Your Effective ATT cumulatively increases by 3*(), to a maximum of double your base attack, and your Effective DEF cumulatively decreases by 1, to a minimum of 1, each turn. You may not dismiss this ATTACK unless you are below 10% HP or combat is over. Any effect that would cure you of BERSERK also ends this ATTACK.
Drawback: Once this ATTACK is dismissed, you receive a -1 to Effective ATT (to a minimum of 1) for each bonus point you received to Effective ATT while this attack was in effect.

#9 - Roll up to Special 3*()d4. Whenever you cause a WOUND, choose one of those dice, and you deal an additional amount of WOUNDS equal to the number on that die. You may not use this attack again until either all dice are used up or you seal and rerelease your zanpakutou. All remaining dice are lost when you seal your zanpakutou.
Drawback: You receive a penalty to STR equal to your total Special die roll until you seal your zanpakutou.

#10 - All opponents are DAZZLED for 3*() turns.
Drawback: You are also DAZZLED for the same number of turns.

#11 - Kidou attack. Deals an amount of damage up to an amount equal to the combined levels of the 3*() highest-level Kidou spells you know (choose the amount when you use this attack) to all enemies you are fighting.
Drawback: This attack deals the same amount of damage to you.

#12 - Choose any kidou spell of a level no more than 3*() greater than yours (you do not necessarily have to know this spell). You cast this spell at its maximum level (for example, if the spell says “X*(5)d10,” you would roll 5d10).
Drawback: The spell costs double HP rather than normal HP.

#13 - Choose one target. Subtract [7 - 3*()] from your Effective MIND (if you subtract a negative number, you get a bonus instead). If this number is greater than or equal to that target's Effective MIND, you learn that target's next set of five actions before you act or roll your dice. If this number is less than that target's Effective MIND, that target instead learns your next set of five actions.
Drawback: You forego your DEF roll during the turn you use this attack.

#14 - You change form (you choose what form you take when you learn this SPECIAL ATTACK). While in your alternate form, all WOUNDS dealt to you are reduced to 1 per source, and you gain the effects of the STEALTH TRAIT, but your END and MIND are reduced to 1. You may also flee combat at any time without being pursued. You must remain in this form for at least 3 turns, after which you may change back at will, but you automatically revert to your normal form after 3*() turns.
Drawback: STR is reduced to 1 as well.

#15 - Your STR is increased by 50% (round up) for the next 3*() turns, after which your STR is reduced by 50% (round down) until you seal your Zanpakutou.
Drawback: Your END is reduced by 50% as soon as you use this SPECIAL ATTACK.

#16 - Melee attack with your Effective ATT reduced by (10 x [11 - 3*()])% (round down). If you deal any WOUNDS to a single target for two consecutive turns with this SPECIAL ATTACK, that target is reduced to 0 HP (SURVIVE applies normally).
Drawback: Your Effective DEF is reduced by 50% during the turn you use this attack.

#17 - Remove up to 3*() characters from combat (RESIST allowed for unwilling characters). Those characters heal 10 HP for each turn they are removed from combat. You may end this ATTACK at any time, and you may not use this ATTACK again or make any other actions until the ATTACK is ended.
Drawback: You lose 10 HP when you use this ATTACK and 10 HP each subsequent turn it remains in effect.

#18 - Melee Attack. If this ATTACK deals no WOUNDS, the target receives a -3 penalty to Effective ATT for the next 3*() turns. This penalty is cumulative.
Drawback: You lose 5 HP each time you use this ATTACK.

#19 - Melee Attack. If this ATTACK deals WOUNDS, the target loses an amount of HP equal to your STR score each turn until you dismiss this ATTACK. You may not make ATT or DEF rolls until you dismiss this ATTACK.
Drawback: You may not make physical attacks either.

#20 - Ranged Kidou Attack. Replace your MIND roll with the difference between your current HP and your MAX HP for the purpose of calculating damage with this attack. You then either heal or lose enough HP to make your current HP equal to this difference.
Drawback: After the HP switch, you lose 10 HP.

#21 - Choose up to 3*() Kidou spells that you know (you may choose the same spell more than once). You cast all of those spells simultaneously. All spells cost HP as normal. This attack fails if the combined levels of all the spells you cast with this ATTACK is higher than your MIND score.
Drawback: The spells cost double normal HP instead of normal HP.

#22 - Roll an amount of dice dependent on the level of this attack:
3* - 1d6
4* - 2d4
5* - 1d8
6* - 2d6
7* - 2d8
8* - 3d6
9* - 3d8
The effects are as follows:
1 - The attack fails, you lose 3 HP and become DISARMED.
2 - The attack fails.
3 - You perform a ranged melee attack against your target, and add your MIND score to your Effective ATT, but you become DISARMED.
4-7 - You perform a ranged melee attack against your target, and add your MIND score to your Effective ATT.
8-9 - You perform a ranged melee attack against your target and a melee attack against yourself, and add your MIND score to your Effective ATT
10 - You perform a ranged kidou attack against your target, and add your STR score to your Effective Kidou ATT. All your allies, including yourself, receive 1 WOUND.
11 - The attack fails. All your allies, including yourself, lose 3 HP.
12 - You perform a ranged melee attack against your target, and add your MIND score to your Effective ATT. All other opponents receive 1 WOUND.
13 - Your target is reduced to 1 HP.
14-16 - You perform a ranged melee attack against your target, and add 10 + your MIND score to your Effective ATT.
17 - You perform a melee attack against your target at double Effective ATT.
18 - You perform a kidou attack against your target that deals no WOUNDS. You heal 1 HP for each WOUND that would have been inflicted in this way.
19 - The attack fails.
20 - All opponents receive 4 WOUNDS.
21 - All opponents become DISARMED.
22 - All your allies (including yourself) become IMMOBILIZED for 1 turn (RESIST does not apply).
23 - All your allies (inclding yourself) drop to 1 HP.
24 - All opponents drop to 1 HP.
Drawback: You lose an amount of HP equal to the die roll. This loss of HP comes before the effect of the ATTACK.

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<== 04b. Abilities -=- 04c. Special Attacks -=- 05. Gameplay ==>
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