System:Bankai
From BluWiki
Every anime character seems to achieve an ultimate state of being that allows them to unleash powers beyond what they are usually capable of. Powers so potent that they are transcendant.
An example is a Shinigami's Bankai.
There are three packages available for one's Transcendance. Each reflect a combination of sheer power and/or skill points. Skill poin6ts gained from transcendance are applicable regardless of release. It is bought with 10 XP, and once one is chosen, you cannot choose to buy another package.
Package 1: 10 TR Points 20 Skill points to distribute as you wish within normal rules. Raises skill cap to 5 above standard.
Package 2: 20 TR Points 10 Skill points to distribute as you wish within normal rules. Raises skill cap to 3 above standard.
Package 3: 30 TR Points
Duration
Each transcendant release has a combat duration that correlates with your highest attribute. The number of rounds your Transcendance lasts is determined by consulting this chart. In addition, you may choose to purchase WC: Transcendance as a skill and roll it with your third highest attribute. Each success level represents one extra round you may add to your Transcendance. You may activate your Transcendance for two combat encounters, within a single session.
| Highest Attribute | Number of Rounds |
|---|---|
| 9-10 | 1 |
| 11-12 | 2 |
| 13-14 | 3 |
| 15-16 | 4 |
| 17-18 | 5 |
| 19-20 | 6 |
| 21-22 | 7 |
| +2 | +1 per |
Building Your Transcendance
Transcendance is built with a number of qualities, much like how you purchase your qualities in character generation. However, costs differ greatly and no drawbacks exist.
Alternate Form
A character with Alternate Form can instantaneously transform into one other specific form that is determined during character creation and approved by the Game Master. Once selected, the form cannot be altered. Alternate Form allows the character to possess a radically different body shape than his or her normal human form, and exhibit exotic physical features as well. The form is built from twelve quality points per rank.
Cost 4/per rank
Animal Friendship
Your character can communicate with animals. And a little more than that, he can control them, if he's strong willed enough. Utilizing this ability though, requires one to behave in a calm and friendly manner.
Level 1
The mind controller and animal make opposing Willpower (doubled) rolls. If the controller wins the target cannot act for one turn and loses all defensive actions. Or it may just be momentarily quiet and/or stunned.
Cost: .5
Level 2
This allows you to trick animals into seeing things that aren't there. The victim might see you as a loved one or might have trouble noticing you're there at all. You also may choose to influence the animal to do something it might do anyway - nudging it further in that direction. To use the power, you make opposed Willpower (doubled) rolls with the animal. In addition, you get a +1 bonus to use the level 1 power.
Cost: 1
Level 3
This is total domination and the subject must do whatever you say. Each time you give a command you and the target make opposed Willpower (doubled) checks. The target gets a bonus if the command goes against basic self-preservation instincts. You also get a +2 bonus to use the level 1 power and a +1 bonus on the level 2 power.
Cost: 1.5
Armour
Your character has some sort of armour on them. It could represent actual armoured plates, a forcefield, skin, or clothing that is especially resistant to damage. Armour reduces the amount of damage taken by 25. Armour is worn down for the duration of every combat session per person. Cost: 1/Level
Attack Combat Mastery
This denotes either an innate "killer instinct" or the character's intimate knowledge of a wide range of offensive combat techniques covering all aspects of armed and unarmed encounters. Each level of this Quality taken adds a bonus of 1 to your to hit roll. You may take up to three ranks of Attack Combat Mastery. Cost: 1/level
Aura of Command
This character possesses a natural knack for leadership. This also only works on allies or subordinates. Upon a successful influence roll, a character with this quality can inspire people enough to give them a +2 to all their rolls for a number of rounds equal to the successes of their influence roll. It takes one combat action to sufficiently inspire someone. Each rank allows for more individuals affected:
Rank 1: The character can inspire up to a large group, such as a platoon.
Rank 2: The character can inspire up to a whole company.
Note that this only works on PCs if the characters truly respect your own character.
Cost: 1/level
Combat Martial Arts
Through rigorous training and experience, your character is especially skilled when it comes to unarmed combat and maximizes the damage of every blow he deals. This adds 20 to all damage from unarmed attacks, before the appropriate modifiers are taken into account. You may take up to six levels in this.
Cost: 1/Level
Combination Attack
With proper training, individual characters can coordinate their special attacks with other characters to form a devastating combination attack. A character can combine with one other person for each rank. The attack action takes place on the turn of the character with the lowest initiative. Damage dealt with this attack adds 100 damage on the first rank. 200 damage in the second and so on. In order to receive the full damage bonus though, both characters must have the same rank. Cost: 1/level
Contamination
This quality represents the character's ability to transform other people (or plants and animals) into entities like himself. The method should be specified when the characters is created, as should the effects. It could be a plague, parasitism, meme, or whatever mechanism the player may choose. The character may even need to perform a special ritual. For 3 points per rank, the contamination is 'difficult' - the victim must be willing or perform an unusual activity for contamination to occur. For 6 points per rank, the contamination is 'easy' or only entails a scratch or bite. The higher the rank, the faster the contamination occurs. In addition, the Contaminator usually has some measure of control over the victim, and any attempts to influence the victim following the transformation is given a bonus of 2 per rank.
Rank 1: The transformation occurs over several months.
Rank 2: The transformation occurs over several weeks.
Rank 3: The transformation occurs over several days.
Rank 4: The transformation occurs over several hours.
Rank 5: The transformation occurs over several minutes.
Rank 6: The transformation occurs over several rounds.
Cost: 1 or 3/Level
Damn Healthy!
This reflects sheer toughness and fortitude in a character and each level purchased increases the character's life points by 30.
Cost: 1/level
Defence Combat Mastery
This denotes either an innate "danger instinct" or the character's intimate knowledge of a wide range of defensive combat techniques covering all aspects of armed and unarmed encounters. Each level of this Quality taken adds a bonus of 1 to your to dodge roll. You may take up to four ranks of Defence Combat Mastery. Cost: 1/level
Duplicate
A character with this quality can make one or more self-aware duplicates of himself, each of which have a maximum number of ability scores determined by the rank. The duplicate is not under the character's control, but will act in a manner consistent to that character. Only one duplicate can be created per round, and a duplicate is only created out of combat at the GM's discretion. It lasts as long as the release.
Rank 1: Attribute pool of 20. Skill pool of 20. Quality pool of 15.
Rank 2: Attribute pool of 22. Skill pool of 24. Quality pool of 20.
Rank 3: Attribute pool of 24. Skill pool of 26. Quality pool of 22.
Rank 4: Attribute pool of 26. Skill pool of 28. Quality pool of 25.
Rank 5: Attribute pool of 28. Skill pool of 30. Quality pool of 25.
Rank 6: Attribute pool of 30. Skill pool of 32. Quality pool of 25.
Cost: 1/level
Elasticity
Luffy eat your heart out. This quality allows characters to stretch themselves more than one would think posssible. Not only do these count for greater flexibility, but they also provide for fine manipulation.
Rank 1: The character can stretch one body part up to 5x its regular dimensions and receives a +2 bonus to unarmed combat.
Rank 2: The character can stretch up to two body parts up to 5x its regular dimensions and receives a +3 bonus to unarmed combat.
Rank 3: The character can stretch up to three body parts up to 5x its regular dimensions and receives a +4 bonus to unarmed combat.
Rank 4: The character can stretch his whole body up to 5x its regular dimensions and receives a +6 bonus to unarmed combat.
Rank 5: The character can stretch his whole body up to 10x its regular dimensions and receives a +8 bonus to unarmed combat.
Rank 6: The character can stretch his whole body up to 15x its regular dimensions and receives a +10 bonus to unarmed combat.
Cost: 1/level
Empower Spell
All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many Life Points, affects half again as many targets, etc., as appropriate. Opposed rolls are not affected. Spells without random variables are not affected. Cost: 2
Enhanced Attribute
This represents increases in an attribute following supernatural, scientific, or other such events. Each level adds one to a chosen attribute. You may purchase up to three levels of this in each attribute. Cost: 1/level
Enlarge Spell
An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range has the dimensions of its area or effect increased proportionally. Cost: 1
Environmental Control
The character can affect environmental conditions such as light, heat, darkness, or weather. This is most appropriate for characters with magical control over a particular element or facet of nature such as sorcerers, demons, and spirits, but it could also represent various technological devices. If a character wishes to perform multiple effects (for example, control light and darkness) he or she should acquire the quality multiple times.
- Light: The character can illuminate an area with light as bright as a sunny day. Free/Level
- Darkness: The character can summon smoke, fog, or the like the enshroud an area. 1/Level
- Silence: The character can block out sounds in the area he affects. 1/Level
- Temperature: If you wish to change temperatures enough to damage someone, purchase this with Special Attack. 1/Level
- Weather: The character can manipulate the weather. This may require willpower rolls and often requires concentration. If you wish to damage people with this, pair it with Special Attack. 1/Level
Rank 1: Character affects his personal space.
Rank 2: Character affects a small area, like a room.
Rank 3: Character affects an area as large as a house.
Rank 4: Character affects his local area, like his neighborhood.
Rank 5: Character affects a whole city.
Rank 6: Character affects a whole county.
Cost: Free or 1/Rank
Extend Spell
An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this Feat. Cost: 1
Extra Arm
You have two more prehensile limbs than normal. This could be your hair, a tail, a tentacle, or what have you. It does not indicate an extra attack. Each level indicates two extra arms. After the third level, this increases in multiples of four. Cost: 1/level
Extra Attack
This reflects the character's ability to use every combat situation to his or her benefit. Each round, the character may may take one extra offensive action per level, according to the normal extra action rule. This caps at three. Cost: 1/level
Extra Defence
This reflects the character's ability to use every combat situation to his or her benefit. Each round, the character may may take two extra defensive actions per level, according to the normal extra action rule. Cost: 1/level
Frightful Presence
Your character can effectively intimidate people surrounding him, who are within easy conversational distance. Whether this is his awful aura, threatening words, or terrible appearance is up to you. When doing this, he makes a willpower roll and those who are exposed to his presence must make a fear check with a penalty equal to his success levels. Cost: 1
Healing
This represents a character's ability to heal others or themselves. The character can heal someone equal to the number of success levels on a doubled willpower roll. Cost: 1/level
Heightened Awareness
You're totally, completely aware of the world around you at all times. Some folks call you paranoid. You consider yourself hyper-alert. You get a +2 to Perception tests to sense danger or trouble. You also get a +2 to resist rolls made to sneak up on you. You cannot be attacked unawares, but gain a dodge at a -4.
Cost: 1
Heightened Sense
Congratulations, Nature has blessed you! Some part of your senses is particularly strong, much more so than the average human. This quality gets +8 to Perception rolls pertaining to its use. You buy each sense separately and can buy the following: sight, hearing, touch, taste/smell. Alternatively, you can buy special senses such as darkvision, electric current detection; infravision; magnetic field detection; microscopic vision; radar sense; radio reception; sonar detection; ultrasonic hearing; ultravision; vibration detection; X -ray vision.
When using acute taste/smell, time and strength are factors. Penalties to the roll apply as follows:
- A strong substance, such as harsh chemicals, that has not been cleaned away: -1/day passed.
- A weak substance, such as personal body odors, that has not been cleaned away: -2/day passed.
- A strong substance, such as harsh chemicals, that has been cleaned away: -3/day passed.
- A weak substance, such as personal body odors, that has been cleaned away: -4/day passed.
Please also note that this is not Supernatural Senses: Standard. You want to smell/taste/hear someone is a vampire, you'll need to purchase that quality.
Also, you can go around trying to smell crap on people.
You may purchase up to 3 ranks in each sense. Cost: 1/sense
Immunity
Many supernatural creatures can resist the sort of damage that would hurt us normal folk. The cost of reduced damage depends on what sort of damage is reduced and how much it is reduced by. Please note that if you are taking Reduced Damage it should be important to your character concept and explained in the background. Reduced Damage (Kinetic/Physical attacks) will not be allowed. Anything that broad just will not.
Specific
Damage from a specific but common type of attack (fire, metal, cold, magic.)
Cost:
2 (reduce damage by half)
5 (divide damage by five)
10 (divide damage by 10)
Limited
Damage from a single, specific kind of attack (bullets, blades, holy water, etc.)
Cost:
1 (reduce damage by half)
3 (divide damage by five)
6 (divide damage by 10)
Improved Initiative
You've got the reflexes of greased lightning, and can absorb information and process it faster than most people. You get a +5 to your initiative rolls. Cost: 1
Insubstantial
Each Rank of this Attribute reduces a character's density so much that he or she can pass through certain types of objects (including weapons) as though insubstantial. If a specific substance is not listed in Rank progression below, the GM should use the entry that it most closely resembles. The density of the human body, for example, falls approximately at Rank 2 (water); consequently, a punch from an enemy would harmlessly pass through a character with Rank 3 Insubstantial. Characters with Rank 6 Insubstantial are effectively incorporeal and can pass through virtually anything, including most forms of energy. Note that limited use can often be purchased with this.
Rank 1: The character can pass through paper and cloth.
Rank 2: The character can pass through wood and water.
Rank 3: The character can pass through concrete and earth.
Rank 4: The character can pass through iron and steel.
Rank 5: The character can pass through lead and gold.
Rank 6: The character can pass through energy and magic.
Cost: 2/Rank
Massive Damage
A character with Massive Damage knows precisely how and where to hit an opponent in order to inflict higher amounts of damage. It adds 5 damage to an attack before modifiers are applied. At the lower rank, it only applies to a specific weapon. At its higher rank, it applies to all damage dealt. Cost: 1 or 3/level
Metamorphosis
Physical transformations are a major part of Japanese folklore, and a common ability for supernatural anime creatures or individuals labouring under a curse. Technological transformations are also possible, such as the robot who can shed its human guise and sprout weapons pods and rocket engines. Sorcerers, witches, or demons may also know how to transform others, usually through powerful magic.
Rank 1: The character may change up to 1 Quality or 3 Drawbacks. The Metamorphosis lasts for 1 minute.
Rank 2: The character may change up to 2 Quality or 6 Drawbacks. The Metamorphosis lasts for 2 minutes.
Rank 3: The character may change up to 3 Quality or 9 Drawbacks. The Metamorphosis lasts for 5 minutes.
Rank 4: The character may change up to 4 Quality or 12 Drawbacks. The Metamorphosis lasts for 10 minutes.
Rank 5: The character may change up to 5 Quality or 15 Drawbacks. The Metamorphosis lasts for 30 minutes.
Rank 6: The character may change up to 6 Quality or 18 Drawbacks. The Metamorphosis lasts for 1 hour.
Cost: 1/level
Mimic
Upon a successful Power Usage: Mimicry check against a DC of 10 + the ranks the target has in a skill or quality, the character can temporarily mimic any Quality Attribute, or Skill Rank of any target within range. The rank of Mimic determines the highest number of Quality points that can be mimicked, while the Mimic rank doubled determines the highest skill. For 3 points per rank, the Mimic can mimic only one skill per level. For 6, he can mimic as many as he wants.
Rank 1: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 3 rounds and range of 15 feet.
Rank 2: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 6 rounds and a range of 30 feet.
Rank 3: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 1 minute and range of 45 feet.
Rank 4: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 2 minutes and a range of 60 feet.
Rank 5: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 8 minutes and a range of 75 feet.
Rank 6: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 16 minutes and a range of 90 feet.
Cost: 1-3/level
Natural Weapon
Whatever you are, you have natural weapons. These could be claws, horns, fangs, bone knives that come out of your forearm, or almost anything else. The cost is dependent on how much and what type of damage is done. The costs below assume the weapons do bashing damage. If they do slashing damage, double the cost. If they can be thrown triple the cost. The damage listed is base damage and does not take into account the damage type modifier. Claws, for example, would have a x2 multiplier just like a knife.
Cost:
1 (4xSTR damage)
2 (5xSTR damage)
3 (6xSTR damage)
4 (7xSTR damage)
5 (8xSTR damage)
6 (9xSTR damage)
7 (10xSTR damage)
8 (11xSTR damage)
9 (12xSTR damage)
10 (13xSTR damage)
Regeneration
You heal. Rapidly. To the astonishment of the medical world you recover from injuries at an astounding pace. You might be dying today but tomorrow you're ready to party and looking in the pink of health. Regeneration can regrow limbs.
Cost:
1 (heal 1xConstitution points per turn
3 (heal 2xConstitution points per turn)
6 (heal 3xConstitution points per turn)
9 (heal 4xConstitution points per turn)
12 (heal 5xConstitution points per turn)
15 (heal 6xConstitution points per turn)
Resistance
Your character can resist something that would affect them negatively. This could be poison, demonic powers, magic, pain, or something else entirely. Five per level of your resistance is either added to your roll (in the case of poison or mind altering demonic powers, for example) or subtracted from the aggressor's roll (in the case of magic, for example).
Cost: 1/level
Sensory Block
A character with sensory block can cover an area with a field that partially blocks off specific senses or detection techniques. Each rank may represent one of the senses or special senses outlined in heightened senses. This reduces perception checks by -8.
Rank 1: The sensory block covers a 100ft radius.
Rank 2: The sensory block covers a 500ft radius.
Rank 3: The sensory block covers a 1 mile radius.
Rank 4: The sensory block covers a 5 mile radius.
Rank 5: The sensory block covers a 50 mile radius.
Rank 6: The sensory block covers a 500 mile radius.
Cost: 1/level
Silent Spell
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. Cost: 1
Sixth Sense
Perhaps your character can sense specific things beyond what normal people can. This may cover infrared or the ability to specifically sense whenever a Shinigami is around. With that, it costs 1 per type of sense. If you want to be able to see everything ethereal (magical and extradimensional) it costs 5 quality points. Cost: 1/2 levels or 2
Special Attack
Your character possesses some sort of special attack, independent of both natural and artificial weaponry. This could be spitting acid, freaky hand glow, or fire breath. It might also cover built in cybernetic weapons such as a machine gun hand. The cost depends on how much damage the attack does and if it is ranged or close up. Damage multipliers never apply to supernatural attacks.
The roll to hit with a Special Attack depends on if it is a ranged or if it is a touch attack. Someone attacking using a ranged Supernatural Attack will roll her Dexterity + Perception + SA level. Someone attacking using a touch Supernatural Attack will roll Dexterity + Unarmed Combat + 2 + SA level.
You may purchase more than one level of each. So, if you bought Level 3 touch, you can increase it by adding a level 1 touch or a level 3 touch to it.
Other variable effects can be purchased upon discussion with the GM, such as a vampiric attack, an incapacitating attack, or a homing attack.
Cost:
1 (level 1 touch, 40 points damage)
2 (level 2 touch, 60 points damage)
3 (level 3 touch, 80 points damage)
4 (level 1 ranged, 40 points damage)
5 (level 2 ranged, 60 points damage)
6 (level 3 ranged, 80 points damage)
Swarm
Some characters may be able to transform into a myriad of critters that can do nothing but move, observe, or attack. The creatures do 1 damage point for every 5 creatures. The character can turn into an amount of critters following this formula: 2LP x Swarm Rank. So if Tokihito had 50LP and 4 levels of Swarm, he could turn into 400 little creatures. Like rats. Cost: 1/level
Telekinesis
This is the psychic ability to move objects with one's mind. The psychic Willpower + Telekinesis. This serves as the effective strength of her telekinetic 'hand'. Lifting and throwing things requires no additional rolls. Fine manipulation such as button pushing, staking a vampire, and opening a door requires a Perception + appropriate trait (Dexterity for button pushing, melee for stabbing), roll with a -1 penalty. Tossing an object at someone requires a Willpower + Telekinesis roll. The damage from such an attack is the telekinesis roll successes x 4, no matter what the object is. All attempts to hit someone follow normal Combat Rules. Limited Use can often be applied to this, such as choosing a specialty...like if you were Magneto. Amount lifted follows the same ruling as Strength, except applied to Willpower. Cost: 1/level



