After all this time and waiting, I've finally got something presentable for you guys. If you have any questions or problems, don't be afraid to address them. Anyway, here we go.
Reiatsu
In the Bleach d20 system, each character has a Reiatsu score. The purpose for this score is for determining how powerful a character is, and as such, is used for varying things, which will be displayed later. This score is usually equal to character level, but sometimes certain characters start off with more Reiatsu than normal. How this is done is up to you, but the section after this has a couple of ways for handling starting Reiatsu.
Also, I forgot to add, this will be a supplement to Behold_the_Void’s rules.
If you do use this, get rid of any damage reduction, as it I thought it wasn’t reducing enough damage. It could still work in addition to this system, but I’d just increase someone’s Reiatsu for determining how much damage you take. Let’s roll!!
Determining Starting Reiatsu
These are some ideas I came up with so you aren't left out in the cold for ideas and are, what I think, are pretty good for getting close to what we see in the show.
Note: These rules are Optional and do not have to be used. I only included them to get the variable strength some of the characters from the Show and Manga have. If you find that rolling for Reiatsu can or is unbalancing things, you don't have to include those Options.
This is Option #1 and the first idea I came up with.
{table=head]D% Roll|Starting/Bonus Reiatsu
1-50|0
51-65|+1
66-78|+2
79-88|+3
89-95|+4
96-99|+5
100|Reroll and Add 6*
[/table]
* When rerolling, if you roll 100 again, add 6 and roll again.
Yes, theoretically one can get ridiculous amounts of Reiatsu so you may want to put a cap on it, like only one reroll and 100 on the second only adds six.
Option #2 is a more simple, but I don't think is as good as Option #1, because it grows too fast and the fact that it's capped at a flat number just doesn't do it for me, but oh well.
{table=head]D% Roll|Starting Reiatsu
1-69|0
70-85|2
86-93|4
94-97|6
98-99|8
100|10
[/table]
(Guess why I bolded the 69.):smallbiggrin:
You Have Other Options
A completely different way of handling things is by giving out a flat number (or none at all, but most of the stronger characters in Bleach had something going for them so that's why starting reiatsu is here) so everyone is equal. What this number is, is determined by you. (A good stricture to do this by would be like, "Graduate Level = X, Lieutenant level = Y, Captain level = Z", but I haven't figured out good numbers for this yet. Also, Graduate/Lieutenant/Captain Level is to simulate where the level of bonus Reiatsu falls under compared to characters of that status, I guess.)
Reiatsu Progressions for Everyone!
In these tables, if you end up with a fracción (ha ha, but really fraction) for Reiatsu, round down, always.
This is the general power level for characters in Bleach.
This table is for the various Hollows, excluding Arrancar, because they are different and I'm still trying to pin numbers down for them.
{table=head]Reiatsu Progression for...|is equal to the Hollow's Reiatsu Score...
Normal Hollows|x1 (Normal)
Gillian|x1.5 (1.25-2.0)
Adjuchas|x3 (2-4)
Vasto Lordes|x6 (5-7)
[/table]
The parenthesized numbers are the varying numbers of hollows of that group. I like it because it helps explain the transition between the different Hollow categories.
This table is for Soul Reapers/Shinigami, excluding Vaizards for the same reason as the Arrancar. (Yes, I do watch the dub, and I don't mind it either.)
{table=head]Reiatsu Progression for...|is equal to the Soul Reaper's Reiatsu...
Normal Soul Reapers|x1(Normal)
Leiutenants|X1(Normal)
Captains|x1.5
[/table]
This is the Soul Reaper Shikai Progression. Shikais will have a Reiatsu score equal to their wielders' and then modified as below.
{table=head]Shikai Progression for...|is equal to...
Normal Soul Reapers|The Wielder's Reiatsu score for abilities and damage
Leiutenants|The Wielder's Reiatsu score for abilities and x1.5 for damage
Captains|The Wielder's Reiatsu score x2(x3*) for abilities and x2(x3*) for damage
[/table]
*The x3 is a change I've been thinking about.
Bankai In Degrees
This section is the Bankai Progression. I feel that Bankai's can very in power and thus have made three different degrees of power for it. You use it a lot, or train with it a lot and it goes up in the degrees. (Ideas are still needed for this.)
{table=head]Level of Power|Progression of Power
1st|Reiatsu x3 for abilities, and x 5 for damage
2nd|Reiatsu x4 for abilities, and x 7.5 for damage
3rd|Reiatsu x5 for abilities, and x 10 for damage
[/table]
General Rules
These are some rules for reiatsu in Bleach, mainly combat, but not only so. Hope it's easy to understand and not complicated.
When attacking, being attacked, being affected, or effecting something adversely (Kido and the like), compare the attacker's reiatsu to the defender's and determine the difference using the following table.
{table=head]Attacker to the Defender|Terminology used
The attacker is higher by 6+|Mighty
The attacker is higher by 1-5|Strong
The attacker is the same as the defender|Equal
The attacker is lower by 1-5|Weak
The attacker is lower by 6+|Trash
[/table]
Combat
If you do damage, use this.
{table=head]Attacker is...|How it's resolved
Mighty, Strong, or Equal|Deal damage as normal to the Defender
Weak|Half damage to the Defender
Trash|No damage to the Defender*
[/table]
* (I've been thinking who ever has the rank of Kenpachi, makes any Attacker deal damage back to themselves.
When someone is Trash level and surprised (Flat-footed and/or denied their dexterity bonus to AC) by an attacker, the attack is an automatic critical (or called shot, if there are rules for them).
Shunpo
When using Shunpo or any kind of Flash Step maneuver, anyone who is Trash compared to you cannot see it, otherwise it can be seen. If the Trash level character(s) would be attacked, they are surprised.
Zanpakuto and the Reiatsu Rules
In the Reiatsu system, Zanpakuto progress in damage and abilities the same way as in ‘Void’s system. The Reiatsu, in short, is kind of like your level for determining Zanpakuto damage and abilities. I’ve got the three Shinigami variants and each of their separate damage progressions. I increased the Expert and the Warrior by one step so that there was a difference between them.
{table=head]Number of Damage Increases|Warrior|Expert|Spellcaster
Starting|1d8|1d6|1d4
1|1d10|1d8|1d6
2|2d6|1d10|1d8
3|2d8|2d6|1d10
4|2d10|2d8|2d6
5|3d10|2d10|2d8
[/table]
Five increases are what everyone would get after 20 levels, normally. The following table is for continuing after that, whether it is for endless Vaizard progression, and/or because your Shikai/Bankai/Reiatsu in general broke that barrier.
{table=head]Additional Damage Increases|Warrior|Expert|Spellcaster
6|4d10|3d10|2d10
7|5d10|4d10|3d10
+1|+1d10|+1d10|+1d10
[/table]
How did I come up with these numbers? I pm’ed ‘Void and asked him.
They get a damage increase at 4 Reiatsu and every 4 points of Reiatsu after that. They get 1 Shikai ability for every 2 points of Reiatsu they have and at 12 Reiatsu (usually level twelve, but that might be different if you are using the Starting Reiatsu rules), when they would obtain Bankai, they gain one Bankai ability and another Bankai ability for every 2 reiatsu after 12.
Well, these are the Reiatsu rules I’ve been working on. If you think I missed something, want to make a suggestion or two, or have questions, please let me know.
I have variant rules I need to get done now, so until then, peace!
Edit: I can’t believe I didn’t post the rules for Zanpakuto damage and ability progression. Well, I’ve fixed that.
Edit2: I put a clarification in Starting Reiatsu that it is completely optional.