Bleach - Millenium of Souls (Recruiting)

Alright, here's his un-released form for inspection. I'm looking for tips on not making newbie mistakes as well as technical correctness:
[sblock=Ralziir]Ralziir
Gender: Male
Height: 6'5"
Weight: 150 lbs
Hair: Black, worn tied back at his neck
Eyes: Blue-gray
Age: Appears to be in his mid-20's

Str: 10 (+0) [0 points]
Dex: 18 (+4) [8 points]
Con: 12 (+1) [2 points]
Int: 14 (+2) [4 points]
Wis: 14 (+2) [4 points]
Cha: 10 (+0) [0 points]

Defense: 14, Flat-footed 12
Defense Bonus: +4 [8 points]
Init: +12 (+4 Dex, +8 Rank 2 Improved Initiative)
Speed: 30ft

Saves:
Fortitude +3 [+2 points, +1 Con]
Reflex +8 [+4 points, +4 Dex], +11 vs area attacks (Defensive Roll)
Will +6 [+4 points, +2 Wis]
Toughness +4 [+1 Con, +3 Rank 3 Defensive Roll], +1 when denied Dodge bonus or against area attacks

Attack: +3 [6 points]

Skills: [12 points]
Code:
Acrobatics			+13 (10 ranks, +3 Dex)
Concentration			+12 (10 ranks, +2 Wis)
Investigate			+12 (10 ranks, +2 Int)
Search				+10 (8 ranks, +2 Int)
Stealth				+13 (10 ranks, +3 Dex)

Feats: [9 points]
Evasion (Rank 2)
Improved Block (Rank 1)
Improved Initiative (Rank 2)
Defensive Roll (Rank 3)
Skill Mastery (Acrobatics, Concentration, Search, Stealth)

Powers: [27 points]
Demon Magic (Magic, Rank 9, Distracting, Accurate, Alternate Power x3) [13]
- Way of Destruction #4, White Lightning (18) (Blast, Rank 9)
- Way of Destruction #4, White Lightning, incantation bypassed (18) (Blast, Rank 3, Action: Free)
- Way of Destruction #33, Blue Fire Crash Down (18) (Blast, Rank 6, Burst Area)
- Way of Binding #9, Strike (18) (Paralyze, Rank 6, Range)
Zanpaktou Combat (Array, Rank 5, Alternate Power) [11]
- Simple Attack (10) (Strike, Rank 5)
- Slice and Dice (9) (Strike, Rank 3, Autofire)
Flash Steps (Teleport, Rank 1, Action: Swift, Short Range, Change Direction) [3]

Total Points: 18 stats + 14 combat + 10 saves + 12 skills + 9 feats + 27 powers = 90 points
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#1 problem - Defense/Toughness and attack/SaveDC's aren't capped correctly.
It's a sad but true fact of M&M that if you don't meet your caps on those aspects, your character (while probably reallly cool & versatile) will most likely be second-rate in a fight.

Your defense is 14 and toughness is +4. caps on them are equal to PL, so at PL 5 (for the base form) your caps are 15 and +5 (Though these can be changed with Trade-offs, on a 1 for 1 basis).

Same is true for most of your attacks.. +3 attack, and varying Save Dc's (6 for 'blue fire', 3 for your auto-fire strike)

You have the reverse problem for primary white lightning offense.. though your Attack is +3 (cap is normally 5), your primary blast is rank 9... even with a 2 trade off to lower your attack cap from 5 to 3 (where you currently have it), that would raise your damage cap to 7, not 9.

Basically the way it works is this : Your Defense + toughness must = PLX2, and your Attack bonus + Damage(Save DC modifier) must = 2X PL as well.
The base 'cap' for each of these is your PL, modified by whatever the maximum trade-off of the campaign is. For this one, Vincent stated the max trade-off for the base form was 3, meaning your numbers could range anywhere from 2-8, so long as the two aspects add up to 10. (ex: Defense+4 would give you a Toughness+6 cap).


Side-note RE:Autofire. It's usually only used on attacks when you have a high attack bonus (which your +3, two lower than PL, is decidedly not)

Also- Your Reflex save can't be +11, b/c fort/will/ref caps are PL+5 (So they max at ten for PL 5).


I'd suggest reading the 'hero creation' chapter in the M&M guide book.. Specifically the information starting on pg 24.
 
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Sorry, but I have to bow out. I just have no time to inform me enough about the manga (knowing only the first few parts of the anime serial).

I wish you all good luck and will lurk on this thread.
 

Well, a quick update before bed.

First off, thanks a bunch for all the critiquing Jemal. While I'm quite willing to do it myself, it never hurts to have someone else do it for me, heh.

Secondly. The charachter concept looks good Zurai, and the numbers have plenty of time to work themselves out.

Since it'll come up in campaign, the Ranking officers are as follows:

[Sblock=Captains]1st Division: Yamamoto Genryusai
2nd Division: Soi Fong
3rd Division: Ichimaru Gin
4th Division: Unohana Retsu
5th Division: Aizen Sousuke
6th Division: Kuchiki Byakuya
7th Division: Alliston Vega (English name, techically Vega Alliston.) (New)
8th Division: Kyouraku Shunsui
9th Division: Tousen Kaname
10th Division: Guy Eikishi (New)
11th Division: Shihouin Kenpatchi (New)
12th Division: Kurotshuchi Mayuri
13th Division: Ukitake Jyuushiro[/sblock]

[sblock=Vice Captains]1st Division: Vacant (4th Seat Sasakibe Choujirou is handling administrative duties.)
2nd Division: Oomaeda Marechiyo
3rd Division: Kira Izuru
4th Division: Kotetsu Isane
5th Division: Hinamori Momo
6th Division: Abarai Renji
7th Division: Komamura Sajin
8th Division: Ise Nanao
9th Division: Hisagi Shuuhei
10th Division: Matsumoto Rangiku
11th Division: Vacant (3rd Seat Iba Tetsuzaemon should be assisting, but is too lazy.)
12th Division: Kurotshuchi Nemu
13th Division: Shiba Kaien (dead)[/sblock]

As you can see, the lists are mostly the same as 'modern day' Bleach, with some small exceptions.

Last but not least. Dire Lemming. WHAT IS WRONG WITH YOU?!

Hehe, okay, a little over dramatic. You're the only guy I've met who doesn't like seed (Probably my favorite Gundam Series thus far. A touch tacky true....)

I'm hoping things will go well with this campaign. Got a good list of players so far it seems. And RAD might be an awesome RPG, though I always got annoyed at the campy feel to it (That and the flying mech in multiplayer. Damn that thing to hell.)

[Edit] Marked the new captains as such. For info on them I'd suggest Bleach Exile. Its a decent site for basic information, though it does go a bit overboard on its analysis. Take everything with salt =)
 

I only watched a few episodes but found it very... um... uninteresting. I don't really like any Gundam series except 8th MS team though. The first episode I saw was the one where there's a big space battle and all the guys in gundams are fighting and no one really gets hurt at all except some civilians who somehow get in the line of fire for dramatic purposes. Then they're on a planet and get attacked by ZOIDs but no one really gets hurt there either as far as I can remember. Oh yeah, and something about that red headed girl going completely bonkers but she is in the movie or whatever Destiny is so I guess she got better.
 

a sad but true fact... more like a down fall of the system, max it or forget it. there is no middle ground. there is no some what effective or minor abilities. you either have it at max power which does next to nothing, or you have it do nothing. since Jemal was complaining thought i could. the 3.5 system vincent made for this is so much better. well 1st ed is so much better, in fact original D&D was better writen less complex and better balanced then M&M. but that is just my opion and haven't we got a little off topic? on that point i'll be unable to post next week do to work, but i am still intrtested in playing 'a' bleach game.
 

ishalleatyourflesh said:
What do you mean? Some ranks in flight, teleportation, light control or healing are very good. 1st edition was everything, but not the superior crunch (sleep without save!). And no, we didn't go off-topic, only you did. Jemal only explained the rules.
 

Thanks for the help again, Jemal. Here's the revised version of his un-released form:

[sblock]Ralziir
Gender: Male
Height: 6'5"
Weight: 150 lbs
Hair: Black, worn tied back at his neck
Eyes: Blue-gray
Age: Indeterminate; appears 20-30

Str: 10 (+0) [0 points]
Dex: 16 (+3) [6 points]
Con: 14 (+2) [4 points]
Int: 14 (+2) [4 points]
Wis: 14 (+2) [4 points]
Cha: 10 (+0) [0 points]

Defense: 15, Flat-footed 13
Defense Bonus: +5 [10 points]
Init: +11 (+3 Dex, +8 Rank 2 Improved Initiative)
Speed: 30ft

Attack: +1 [2 points]

Saves:
Fortitude +4 [+2 points, +2 Con]
Reflex +7 [+4 points, +3 Dex], +10 vs area attacks (Defensive Roll)
Will +6 [+4 points, +2 Wis]
Toughness +5 [+2 Con, +3 Rank 3 Defensive Roll], +2 when denied Dodge bonus or against area attacks

Skills: [11 points]
Code:
Acrobatics			+11 (8 ranks, +3 Dex)
Concentration			+12 (10 ranks, +2 Wis)
Investigate			+12 (8 ranks, +2 Int)
Search				+10 (8 ranks, +2 Int)
Stealth				+13 (10 ranks, +3 Dex)

Feats: [9 points]
Evasion (Rank 2)
Improved Block (Rank 1)
Improved Initiative (Rank 2)
Defensive Roll (Rank 3)
Skill Mastery (Acrobatics, Concentration, Search, Stealth)

Powers: [30 points]
Demon Magic (Magic, Rank 8, Distracting, Accurate x2, Alternate Power x3) [13]
- Way of Destruction #4, White Lightning (10) (Blast, Rank 5)
- Way of Destruction #4, White Lightning, incantation bypassed (12) (Blast, Rank 2, Action: Free)
- Way of Destruction #33, Blue Fire Crash Down (15) (Blast, Rank 5, Burst Area)
- Way of Binding #9, Strike (15) (Paralyze, Rank 5, Range: Ranged)
Zanpaktou Combat (Array, Rank 5, Accurate x2, Alternate Power x2) [14]
- Simple Attack (5) (Strike, Rank 5)
- Parry (5) (Protection, Rank 4, Dynamic)
- Slice and Dice (10) (Strike, Rank 5, Autofire)
Flash Steps (Teleport, Rank 1, Action: Swift, Short Range, Change Direction) [3]

Total Points: 18 stats + 12 combat + 10 saves + 11 skills + 9 feats + 30 powers = 90 points
[/sblock]

All of his attacks, save for the free action White Lightning, are attack + damage/save = 10 (thanks to the accurate x2 on both arrays), his defense and toughness are both capped (toughness even capped while denied his dodge if he isn't using Slice and Dice), and none of his numbers exceed the caps except for toughness in certain situations.

I think.

One question, though. Both you and the rules state that attack DCs cannot exceed the power level of the character... yet almost all of your attack DCs on Becka Jens do. In your unreleased form, you list the DCs for both your attack powers as 19 (where the cap should be 14, since you have a -damage/dc tradeoff), and in your released form, you list the DCs anywhere from 20 to 25, where again you have a -2 dc tradeoff, and even without the tradeoff the DC should be, at most, 20. What am I missing?
 

AH, what you're missing is that toughness saves are 15 + modifier (Not 10 + modifier)

Also, I'm not sure, but I THINK that skill caps include ability modifiers.. not sure on that fact, it does say 'ranks' in the book, but most of the GM's I've had and other people I've played with have interpreted it the other way, b/c if it did allow ability modifiers AND ranks, it would be the only facet that does so.
 

Ahh, that'd do it. Alright, I'll have to re-work my character again, then! (Thanks, though, it really helps having someone experienced with the system to help me through the bumps)
 

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