Bleach: Online World is a fun and exciting way to exercise your creativity and escape into a world you help build! It is an expansive roleplay experience depicting the entire Bleach Universe, but this time we control what happens. This is a great place to meet new people, make friends, and come to have fun and relax for a few hours as you lose yourself in the mind of a character that you design!
Here, you decide your own destiny as you forge your way through Soul Society as a Shinigami, or through Hueco Mundo as a Hollow. Travel the world as a human, or corrupt it as a Bount. Hunt your prey and escape your enemies as a Quincy, or put on your mask and roar as a Vizard. Whichever path you choose, your role in this expansive, alternate Bleach universe is up to you! There are no canon characters to deter or impede you, and everyone can help each other build their story! So what are you waiting for? Hop on in, and get started!
As a Human, you get no changes to stats. To determine your scores, we will use the point buy system. If you spend no points in a stat, it has an 8. You have 28 points to spend, and the scores cost as follows:
Post by Myzaraphiston Synderfell on Dec 29, 2012 18:21:24 GMT -5
All right, stats are perfectly in order. Now, before we move onto Skills and Feats, there is one thing I have to get in place. You see, all of the Player Characters in this campaign are initially connected by one thing.
You all have been, at one point in your lives, wronged by a small-time crimelord by the name of Gaedren Lamm. He is a throughly vile man, and your character would ideally like to see him brought to justice in some way, whether it's by the courts or on the edge of a sword. What he did to you can affect the rest of your character creation process, and how you RP. The possible choices of what he did to change your life are as follows:
Drug Addiction - Someone you know has become addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep f illed with vivid dreams, during which the user’s body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the one who got your friend addicted in the first place was a crimelord named Gaedren. Unfortunately, the guards seem to be more focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called, “a bit player in a beggar’s problem.” It would seem that if his operation is to be stopped, it falls to you. (The Addiction could also alternatively involved your character himself.)
Framed - Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crimelord named Gaedren Lamm. Lamm’s thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage his reputation. If you can find Gaedren, you’re sure you can find evidence that ties him to the murder and can clear the accused’s name. (It can either be a family member or yourself who was framed)
Love Lost - Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him. (Choices here are the sole surviving parent of your family or a lover)
Missing Child - You suspect that a child you know has been abducted by Gaedren. Whatever the relationship, you’ve heard rumors about Gaedren’s “Little Lamms,” and of how the old man uses children as pickpockets and agents for his crimes. You’ve even heard rumors that the child you’re looking for has been spotted in the marketplaces in the company of other known to be cutpurses and pickpockets. Although the Korvosan Guard has been understanding of your plight, yet it has its hands full with “more important” matters these days, it seems, and has not yet been able to learn anything more about Gaedren. No one else is interested in bringing Gaedren down and rescuing his victims—that task falls to you. Yet where could the old scoundrel be hiding? (Choices are a missing Sibling, or a missing Son or Daughter of your own or somebody you know)
Unhappy Childhood - You spent a period of time as one of Gaedren’s enslaved orphans. Maybe you were abducted from your parent’s home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Whatever the case, you spent several years of your life as one of his “Little Lamms” before escaping. You’ve nursed a grudge for the old man ever since. (Options here are Tortured and left to die by Gadrean, or running off and joining an organized religion in the city)
Post by Myzaraphiston Synderfell on Dec 30, 2012 13:54:16 GMT -5
All right, the choice you have made here will not effect your character in the Skills and Feats step. However, there is one thing we must do first. As a cleric, you are devoted to a god or goddess of a particular faith. Furthermore, you dedicate yourself to two aspects of that god, known as Domains. You have the following options to choose from:
Erastil - God of Farming, Hunting, Trade, and Family. Domains: Animal, Community, Good, Law, Plant Iomedae - Goddess of Valor, Rulership, Justice, and Honor. Domains: Glory, Good, Law, Sun, War. Torag - God of the Forge, Protection, and Strategy. Domains: Artifice, Earth, Good, Law, Protection.
Abadar - God of Cities, Merchants, Wealth, and Law. Domains: Earth, Law, Nobility, Protection, Travel. Iroi - God of History, Knowledge, and Self-Perfection. Domains: Healing, Knowledge, Law, Strength.
Gozreh - God of Nature, Weather, and the Sea. Domains: Air, Animal, Plant, Water, Weather. Pharasma - Goddess of Death, Fate, Prophecy, and Birth. Domains: Death, Healing, Knowledge, Water. Nethys - God of Magic. Domains: Destruction, Knowledge, Magic, Protection.
Gorum - God of Strength, Battle, and Weapons. Domains: Chaos, Destruction, Glory, Strength, War. Calistria - Goddess of Trickery, Lust, and Revenge. Domains: Chaos, Charm, Knowledge, Luck, Trickery.
Post by Myzaraphiston Synderfell on Jan 1, 2013 19:46:07 GMT -5
All right! Your selected background does not effect this next step, but will change you in a later one. Now we move on to Skills and Feats. You have 3 skills to choose from, and two feats.
Your Skill choices are as follows, with the ones I particularly recommend marked by an asterisk.
For feats, I have the following list: Combat Casting (Allows you to cast spells in hand-to-hand combat easier) Extra Turning (Gives you an extra 4 attempts to intimidate/destroy undead per day) Improved Turning (Gives you a bonus on attempts to intimidate/destroy the undead) Scribe Scroll (Allows you to write down spells for later use) Divine Cleansing (Give you and allies within 60 feet of you a bonus on Fortitude saves in return for expending a turn attempt) Divine Vigor (Give yourself a +10 foot bonus to speed and 2 temporary HP per level in exchange for a turn attempt)
Post by Hokori Kuchiki on Jan 1, 2013 20:03:34 GMT -5
I Choose:
Concentration/Heal/Knowledge(Religion)
Divine Vigor (Give yourself a +10 foot bonus to speed and 2 temporary HP per level in exchange for a turn attempt)/Combat Casting (Allows you to cast spells in hand-to-hand combat easier)
Last Edit: Jan 1, 2013 20:59:37 GMT -5 by Hokori Kuchiki
"You look like an extraordinary specimen, I look forward to breaking you."
Post by Francis Grin on Jan 1, 2013 22:34:31 GMT -5
All right, up next is Race/Class Features and Equipment.
As a human, you already received your main bonus in the skills and feats section. Humans are faster learning than most of the other races, and therefore receive an extra skill and feat. However, you must now choose an ethnicity from Chelexian, Varisian, or Shaonti. This will determine what language you get in addition to Common.
As a Cleric, you get the following class features:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells:A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead: Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier.
Doom Necromancy [Fear, Mind-Affecting] Level: Clr 1 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Conjuration (Summoning) [see text] Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S, F/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.