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 Half-Orc, you get a +2 bonus to strength and a -2 penalty to both Intelligence and Charisma. 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 Jan 10, 2013 15:28:51 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 Zieg Revolver on Jan 10, 2013 15:34:04 GMT -5
Unhappy Childhood: Snatched off the streets and kept for several years, Jamlamin Silverkin was tortured and left for dead by Gadrean. He survived this and swore vengeance against the man who left him nearly broken.
"Never underestimate your opponent; no matter how weak they way seem."
As for feats, here is the list I highly recommend:
Weapon Focus (Weapon of your choice) [Allows for greater accuracy with a specific weapon-type] Power Attack (Trades accuracy for damage potential) Dodge (Exactly what it says on the tin) Extra Rage (Allows you to go into a rage more times per day) Extended Rage (Allows you to rage for longer) Improved Toughness (Gives you one extra hit point per level) Destructive Rage (Gives you bonuses to destroying things while in a rage)
Post by Myzaraphiston Synderfell on Jan 10, 2013 15:46:17 GMT -5
All right, next up is Racial/Class features and equipment.
As a half-orc, you have the following racial benefits:
Medium: As a Medium creature, half-orcs receive no special bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is Black and White only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Orc Blood: For effects related to race, a Half-Orc counts as an Orc. Half-Orcs, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magical items only usable by orcs.
Languages: You can speak Common and Orc.
As a Barbarian, you have the following class features:
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement: A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Rage: A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. At first level, you can fly into a rage once per day.
Post by Myzaraphiston Synderfell on Jan 10, 2013 16:08:54 GMT -5
All right. We are now on the last step. It is time for the combat block. Before we start that, however, there is the small matter of Ability score modifiers. Determining Ability score modifiers goes like this:
First up is Hit Points (HP). As a Barbarian, your hit-dice is a d12. This means at first level, you automatically start off with 12 HP + your Constitution Modifier.
Next up is Attack Bonuses. As a Barbarian, you start off with a +1 Base Attack Bonus. Your melee attacks (with your axe or shield spikes) use your strength modifier for the attack roll and the damage roll, while your ranged attacks use your Dexterity modifier for the attack roll.
Third is your Armor Class. This is a static value equal to 10+armor bonus from armor+shield bonus+dexterity modifier+size modifier. This determines how easy you are to hit with traditional attacks, such as a sword or a bow. You also must determine your Touch AC, which is equal to 10 + Dexterity Mod + Size; and your Flat-Footed AC, which is equal to 10+Armor+Shield+Size.
Finally, there's your save bonuses. As a barbarian, you gain no base bonus in Reflex or Will saves, but you do gain a +2 bonus on Fortitude saves. Also, your past with Gaedren takes effect here. You learned to react more quickly to danger thanks to his mistreatment of you as a child, granting you a +1 bonus on Reflex saves. Finally, you add in a score modifier to each save to finish things off (Constitution Mod for Fort, Dex mod for Reflex, and Wisdom Mod for Will.)