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Bleach Classless Homebrew Rules

This document outlines some homebrew rules for a Bleach roleplaying game, including various feats that can be taken representing different anime tropes. It describes feats like "Student" that provide social bonuses related to school uniforms, and "Kohai" and "Senpai" feats that represent relationships between upper and lower classmates. It also outlines a potential path for students at the fictional Zotto Academia, which trains spiritual defenders through various combat and magic-focused classes.

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0% found this document useful (0 votes)
48 views10 pages

Bleach Classless Homebrew Rules

This document outlines some homebrew rules for a Bleach roleplaying game, including various feats that can be taken representing different anime tropes. It describes feats like "Student" that provide social bonuses related to school uniforms, and "Kohai" and "Senpai" feats that represent relationships between upper and lower classmates. It also outlines a potential path for students at the fictional Zotto Academia, which trains spiritual defenders through various combat and magic-focused classes.

Uploaded by

Lorkhon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Bleach classless homebrew rules

STUDENT [FANSERVICE, SOUL]

Benefits: You are a student, this feat gives you a spiffy uniform! This grants you a +4 bonus to all social
checks made towards weirdos who have a kink for school uniforms, and a -4 penalty to all social
checks made towards those who are indifferent to the uniform. This feat's effects only take while you
wear the uniform.

Special: Being a student can confer its own benefits and drawbacks entirely unique to the roleplaying
situation. Wearing your uniform can open some doors, get some privileges, but also endanger you in
other situations. The GM is free to play around with this.

KOHAI [FANSERVICE, SOUL]

Prerequisites: Exclusive Senpai

Benefits: You are so endearing! Everyone loves you, especially your Senpai! Select a character who
has the Senpai feat, if you don't know anybody with this feat yet it becomes the first character you
meet with that feature, they are your designated senpai. You gain a +2 bonus to charisma checks with
all characters, but this doubles in regards to your senpai. You grow to become a liability, though, and
strong enemies/bad situations tend to target you first, if they would have no preference, generally.
This can be deferred to your senpai, but they suffer double damage, and have halved resistances any
time that they are deferred to.

Errata to Senpai Drawback:

Any time a character with the kohai feat, who has designated you as their senpai, is in some
significant danger, you may intercept that attack as a free action. If you choose to not do so, and your
kohai suffers more than 10% of their health in damage, suffers a similar percentage of Ability
Damage, Ability Drain, or has any other condition inflicted upon them, you lose 1 Action Die for this
session (2 Red Wish points).

Errata to Senpai Benefit:

Benefits of Senpai double to any kohai who has designated the character as their senpai.

SECOND-YEAR [GENERAL, SOUL]

Prerequisites: Senpai OR Kohai

Benefits: Double the benefits of your Senpai or Kohai Feat. You no longer are penalized for not
intercepting attack for your kohai, and your senpai no longer suffers double damages and halve
resistances for intercepting an attack trained on you.
THIRD-YEAR [GENERAL, SOUL]

Prerequisites: Second-Year

Benefits: You now have the authority of an upperclassman. Once per day per character level you may
exert your authority upon a character who lacks this feat, they must make a charisma-based will save
or become compelled to follow the character's command, within reason (cannot do harm to self,
cannot take action against own beloved, etc.). Using this feature requires a full-round action.

Zotto Academia Student

The prestigious Zotto Academy, existing between the lands of the living and dead, trains the next
generation of spiritual defenders! Combat, healing, magic, oh my! You'll learn all kinds of things, and
fight all kinds of folks!

Prerequisites:

Feats: Student, Seasoned, Skill Focus (Any Skill), Blooded

Skills: Any 4 Base Skills 6+ Ranks, Any 6 Core Skills 6+ Ranks

Special: Must be enrolled in an academy or other school setting for the entirety of this path. If you
cease to meet this prerequisite at any time you cannot progress this path, if you once again meet this
prerequisite you amy resume this path at any time that you meet this prerequisite.

1 – IMPORTANCE OF EDUCATION I [PRESTIGE]

When you take this feat you may select the first step of any Generic Prestige Path or Prestige Path
that lists your race as a prerequisite. You now gain the selected feature as a bonus feat, regardless of
prerequisites.

2 – Bonus Feat

3 – IMPORTANCE OF EDUCATION II [PRESTIGE]

When you take this feat, you may select the third step, or earlier, of any Generic Prestige Path or
Prestige Path that lists your race as a prerequisite. You now gain the selected feature as a bonus feat,
regardless of prerequisites.

4 – Bonus Feat

5 – IMPORTANCE OF EDUCATION III [PRESTIGE]


When you take this feat, you may select any step of any Generic Prestige Path or Prestige Path that
lists your race as a prerequisite. You now gain the selected feature as a bonus feat, regardless of
prerequisites.

Zotto Spiritual-Weapons Academia

Zotto Academy, the last line of defense between this world and the one from beyond the grave. A
veritable hub for the world of the living, and soul society. To the outside, it's disguised as the most
distinguished and elite of preparatory schools, but in reality it recruits and trains the next generation
of potentially powerful spiritual-energy users.

Currently the school features several primary courses of study, with students being separated
between several dorms based on the nature and origins of their powers. Shinigami generally stay in
The Soul Barracks, unless they're already associated with the school's version of the Gotei 13, The Jr.
Officer's Program. The Resistance reside in dorms based on which group their in, with Quincy residing
in The Gardens, Fullbringers situating themselves in The Warehouse, Soulcasters creating for
themselves a chapel, and Superhumans often forming miniature bases littered throughout campus.
Most of General Population commute, with only particular cases being allowed to reside in another
student body's accommodations.

Gotei 13

The Gotei 13 has a double meaning in regards to Zotto Academy, one referring to the organization of
graduated/recognized Shinigami who operate within the constraints of Soul King's old law, training
Shinigami to maintain the balance of Soul Society, and the world of the living, as well as forming
maintaining the lifestyles of those in the soul society still, to the best of their abilities. Many members
of staff are also officers within the Gotei 13.

Another use of the term exists in regards to specifically the student body, with students in the
Shinigami classes who express skill, capability, and academic excellence, or somehow are selected
through other metrics, joining an elite organization within the Shinigami student body. This Gotei 13
are formed with loosely the same idea as the original, with 13 divisions within the larger group, lead
by captains, and lieutenants. Although, due to the more elite and selective nature of the student
organization, divisions within the student-based Gotei 13 rarely exceed 50 total members. The
paradigm, organization, and desired membership of the student-lead divisions are often similar to
their graduated counterparts. Membership of the student body's Gotei 13 often indicates a strong
chance of officership when joining the true guard.

The Resistance (Quincy, Fullbringers, Soulcaster, Superhumans)

While only a few formal organizations exist outside of the school that serve to protect the living from
Hollow attacks, and other soul-based incursions, The Resistance serves to do this as a unified force,
composed of past and present members of the student body. Membership in The Resistance is often
assumed if you are of one of the more powerful individuals within the student body, and within The
Resistance are further other factions and groups that act either as small armies, or strike units.
The Resistance is largely an informal alliance, and as such is often seen by outsiders as useless, or
unnecessary.

Gen Pop (Spiritually Aware)

Most students at Zotto academy are just your standard humans, with a strong spiritual power that
permit them to see spirits. In order to contextualize these components of their lifestyles, they attend
Zotto for both their regular schooling, and supplementary courses on how to defend oneself and
others from errant Hollow incursions.

Esapada/Arrancar Body

Curriculum

Zotto Academy currently operates on a 3-year highschool format, with freshman courses placing an
emphasis on power control, teamwork and coordination. The second year focuses more on a
student's individual abilities and development, learning what their place in the program is, before
their third year handles practical experience. As such, third years are often absent from school
events, clubs, and other activities, spending much time interning on patrol.

History

During an event that is somewhat similar to canon, the Soul King perished, Seireitei was destroyed,
and Soul Society became destabilized. As all of reality began to crumble around them, the Hōgyoku
was used to create one final means of restoring the linchpin that held reality itself together.

Through a manifestation of power so great that the Hōgyoku would no longer be able to fulfill its
original function, the orb itself bent the very laws of reality itself, taking the dimension which once
served as the Soul King's palace, and used its physical form to bend the dimension's composition into
what would become Zotto Academy. Shifting the placement of the dimension to exist simultaneously
between all dimensions, rather than as one within Soul Society, Zotto Academy would hold all of
reality together, although Soul Society would still suffer fallout from the event indefinitely.

As the school was established, parts of the dimension were reformatted to serve as a new seireitei,
with the north wing serving as the new seireitei for The Gotei 13, at least for officers. Generally, the
13 dojos house the non-officers, and most non-central functions of the Gotei 13.

Location

Zotto Academy's primary means of entrance was originally through a thin part of the barrier between
Soul Society and the World of The Living. It was via these thin areas in the walls of reality that those
in Soul Society, The World of The Living, and Hueco Mundo, can enter the dimension. Capitalizing on
this fact, when Zotto Academy as an initiative was being started, the Shinigami and their allies in the
world of the living were able to construct an until-then fictional town, populating it with people both
privy to and ignorant of life after death.

In the context of Japanese society, government, and all other schools, Zotto Academy is a highly-
exclusive preparatory school, to such a degree that they do not even host others for sporting events,
or other cross-school activities, often requiring that non-students and non-staff remain outside of the
school buildings, or that these events be hosted by the other schools.

Faculty

At present, the school is largely staffed by Shinigami in the Gotei 13, holding at least an officer rank in
order to be considered for that particular job. The academy's headmaster is the Lieutenant of 1st
Division at current.

There is generally no floor for academy teachers who are able to instruct first-year students, but one
must hold at least 5th seat to instruct second year, and no lower than a 3rd seat is able to instruct
third years, although third-year instruction is more advisory, mission assignment, and mentorship in
nature, unless one is involved in the general programs.

List:

The Soul Cell

Zotto Academy is meant to be a fix for the absence in existence that The Soul King's death caused,
preventing reality itself from falling apart. Through Zotto Academy, The Soul King's manifestations
were able to conduct his job following his death. However, this is ultimately a temporary measure, as
the manifestations of Soul King's body would dispense parts of their reishi known as Soul Cells into
the spirits of the living and dead, hoping that they would be able to strengthen and manifest as a new
Soul King.

The Soul Cell is a significant enhancement of an individual that grows in power when exposed to the
reiatsu of its holder, and others. The Soul Cell serves as simultaneously a source of power, but also a
parasite that weakens its holder, causing most Soul Cell carriers to be Shinigami, Quincy, and other
spiritually aware individuals, as the majority of non-spiritually aware people who've held the Soul Cell
would become chronically ill and die of a weak constitution.

Each Soul Cell has a proclivity towards one of the Soul King's manifestations, although stronger Soul
Cells will tend to balance and trend towards the others over time. Each carrier of a Soul Cell is an
Oldblood (Lordforged) character, who is able to take Elemental Mastery over their Soul Cell. If a Soul
Cell grants characters powers via a power they had as a result of Soul Cell Elemental Mastery (such as
through Soul Manipulation) then that character, in turn, would be able to take Elemental Mastery
over their Soul Cell. All Soul Cell carriers must take the Sold Soul trait as a part of their traits.

Characters who are aware of their Soul Cell's existence can actively create other Soul Cells, in order to
create larger collections known as Soul Matter. If Soul Matter is not connected to a living being, it
manifests as a blue, almost malleable, material with the same qualities as a Zanpakutou.

As the distribution of Soul Cells is random, a large number of Soul Cells are carried in Hollows.

Student Dueling

As the academy largely concerns itself with educating its students in combat arts, students are able
to, and in fact encouraged, to engage in combat for any number of reasons. The school sanctions such
duels, either as small events that can be scheduled to occur, or even as impromptu events with
sufficient witnesses.

Duels are always one-on-one affairs, and are allowed to be resolved in any number of agreed upon
manners that don't include “to the death”. The most popular means of dueling is to first blood
(mechanically the first of the combatants to suffer hitpoint damage from an opponent's attack).

Karate

A martial art focused around striking the target with the hands and arms, supplemented by kicking
but never below the waist, with the intent of dealing focused and painful damage.

1st Degree of Mastery – Karate

Prerequisites: Combat Martial Arts, Unarmed Strike 6+ ranks, Concentration 6+ ranks, Martial Lore 6+
ranks, Power Attack, Combat Reflexes, Improved Combat Martial Arts, Weapon Skill Focus (Unarmed
Strike).

Benefit: Your unarmed strikes now deal 1d6 damage, and gains BW as per a racial weapons. If the
user of this fighting style already had an unarmed strike progression then the die size increases by 1.

2nd Degree of Mastery – Karate

Prerequisites: Improved Combat Martial Arts, Defensive Martial Arts, Unarmed Strike 9+ Ranks,
Concentration 9+ ranks, Martial Lore 8+ ranks, Combat Expertise, Advanced Unarmed Strike.

Benefit: When firing any unarmed strike-based special attacks, add the strength modifier to damage
dealt, this applies retroactively to existing special attacks, this stacks with existing damage dealt.
Secret Technique: Killing Hand

3rd Degree of Mastery – Karate

Prerequisites: Advanced Combat Martial Arts, Unarmed Strike 12+ ranks, Concentration 12+ Ranks,
Martial Lore 12+ ranks, Weapon Skill Specialization (Unarmed Strike), Stunning Fist, Flurry of Blows,
Whirling Frenzy.

Benefit: All Unarmed Strikes from the karate master's statistic modifiers are 1.5x, as if it were a 2-
handed weapon. Additionally, he may as part of an attack action add an extra attack at the end of any
attack action at their highest attack bonus.

Kickboxing

1st Degree of Mastery – Kickboxing

Prerequisites: Unarmed Strike 4+ ranks, Combat Martial Arts, Two-Weapon Fighting, Ambidexterity,
Combat Expertise, Concentration 4+ ranks, Perception 4+ ranks

Benefit: When making an unarmed strike attack, they may have an off-hand attack as per two-
weapon fighting. However, the penalties for two-weapon fighting do not occur, but the equivalent off-
hand attacks do suffer from a -5 penalty fromt he main-hand equivalent's attack. (Ex. if a main-hand
attack progression is 16/11/6/1 the off-hand is 11/6/1/-4)

2nd Degree of Mastery – Kickboxing

Prerequisites: Unarmed Strike 7+ ranks, Improved Combat Martial Arts, Combat Reflexes, Defensive
Martial Arts, Stunning Fist, Concentration 7+ Ranks, Perception 7+ ranks

Benefit: As a standard action, the kickboxer may use a "snap kick" which lets them quickly attack an
opponent without being seen by the distracted foe. The kickboxer makes a bluff check, and if they
succeed against the target's sense motive they make an unarmed strike that always critically hits.
Each cumulative snap kick that succeeds improves the critical hit modifier by 1, but suffers a -5 to
bluff after each attempt.

Secret Technique: Knee-Face

3rd Degree of Mastery – Kickboxing

Prerequisites: Unarmed Strike 11+ ranks, Advanced Combat Martial Arts, Advanced Unarmed strike,
Knockout Punch, Improved Stunning Fist, Flurry of Blows, Concentration 11+ ranks, Perception 11+
ranks

Benefit: As per the 1st degree of mastery, the unarmed strikes of the kickboxer gains a second off-
hand attack, though their to hit bonuses are -10 from the main hand's.

Secret Technique: Elbow Strike


Knee-Face (Combat, Martial Arts)

Prerequisites: 2nd Degree of Mastery – Kickboxing

Benefit: When making a snap-kick, the character may choose to, instead of following through with
the kick, striking their opponent in the face instead. When successfully striking with such an attack,
the attack may instead of their normal attack deal choose to deal either 1d6 Wisdom or Constitution
damage. This ability also resets the penalty on bluff checks when using snap kick, but after the first
use against an opponent, using this technique will double the current penalty to bluff checks made.
This feat may only reset the bluff check penalty once per encounter.

Elbow Strike (Combat, Martial Arts)

Prerequisites: 3rd degree of Mastery – Kickboxing

Benefit: Up to the character's level times per day, they may treat knockout punch damage as lethal,
as well can choose to have it treat as edged instead of bludgeoning. As well, on a critical hit, an elbow
strike can also deal 1d4 bleeding damage for the user's strength modifier in rounds after.

Kung Fu

More of a catch-all for the many Chinese martial arts, this style serves to be the building blocks of the
other numerous styles which come from China.

1st Degree of Mastery – Kung Fu

Prerequisites: Unarmed Strike 6+ Ranks, Concentration 6+ Ranks, Martial Lore 3+ Ranks, Combat
Martial Arts, Defensive Martial Arts, Combat Expertise, Combat Reflexes, Heroic Attribute (Any
Physical Stat) OR all physical stats 20 or higher, Weapon Skill Focus (Unarmed Strike)

Benefits: Upon attaining this degree of mastery, add +4 to all of the character's physical statistics. If
the character's statistics cannot raise, instead their unarmed strikes receive a bonus to damage rolls
equal to half of the stats that would have been gained.

2nd Degree of Mastery – Kung Fu

Prerequisites: 1st Degree of Mastery – Kung Fu, Unarmed Strike 9+ Ranks, Concentration 9+ Ranks,
Knowledge (Mystic Lore) 6+ Ranks, Ki-Infused or Ki-Infused Race, 500+ Reiatsu

Benefits: The 40 in reiatsu calculation is increased to 60 (80 if it already is), additionally, their
spellscore is increased by +8.

Dragon Style
1st Degree of Mastery – Dragon Style

Prerequisites: 1st Degree of Mastery – Kung Fu, Unarmed Strike 9+, Concentration 9+ ranks,
Knowledge (Martial Lore) 9+ Ranks, Improved Combat Martial Arts, Versatile Unarmed Strike,
Weapon Skill Specialization (Unarmed Strike), Weapon Finesse

Benefits: When choosing to deal piercing or slicing unarmed strike damage to an opponent, the user
of Dragon-Style Kung Fu may choose to add their dexterity modifier to the damage dealt.

2nd Degree of Mastery – Dragon Style

Prerequisites: 1st Degree of Mastery – Dragon Style, Advanced Combat Martial Arts, Combat
Reflexes, Superior Weapon Skill Focus (Unarmed Strike), Any sort of mode of attack which could be
considered a "natural attack"

Benefits: When utilizing a natural attack they stat as if they were an unarmed strike, including
damage, for all positive and negative purposes. Conversely, unarmed strikes can be considered as
natural attacks for the purposes of feats.

3rd Degree of Mastery – Dragon Style

Prerequisites: 2nd Degree of Mastery – Dragon Style, Advanced Unarmed Strike, Superior Weapon
Skill Specialization (Unarmed Strike)

Benefits: Increase the user's unarmed strike damage by +1 BW, as well, the user trains their bodies to
be able to better withstand the hardships of battle, adding their constitution score -10 in natural
armor.

Zanpakuto Master

Not all of the greatest warriors that the soul society ever saw were captains, or lieutenants. Some
were masters of the blade who stood above the rest in terms of raw power and skill.

Prerequisites: Blooded, Talented, Superior Zanjutsu Training, Zantezuken, Kentate, Sealed OR any 1st
tier zanpakuto release

Skills: Weapon Attack 12+ Ranks

Reiatsu: Strong or Greater Reiatsu Category

Exclusive: Captain PrP Feats

Special: One of the following:

-Achieved a 2nd tier release


-Defeated another character with the Perfect Shikai feat

-Be declared a Master of The Zanpakuto by an existing Master (Any character with the Perfect Bankai
feat)

Special: all feats in this tree count as a reiatsu feat for calculation

1 - Perfect Shikai [Prestige]

You gain 2 extra Shikai Abilities, or 1 Extra Bankai Ability, or a Bonus Feat, or +1 [BW] to your
Zanpakuto Attacks. You cannot gain Bankai Abilities if you lack access to a Tier 2 Release, or shikai
abilities if you lack a Tier 1 Release. You no longer fail Ego Checks against your Zanpakuto.

2 - Bonus Feat or 1 Additional Shikai Ability. This is always a reiatsu feat regardless of the choice.

3 - Enduring Release [Prestige]

You Tier 1 and 2 Durations/Uses Per Day double, or gain +1 [BW] damage to your Zanpakuto attacks.

4 - Bonus Feat or 1 Additional Shikai Ability. This is always a reiatsu feat regardless of the choice.

5 - Perfect Bankai [Prestige]

You gain either 4 Shikai Abilities, 2 Bankai Abilities, 2 Bonus Feats, or +1 [BW] to your Zanpakuto
attacks. You cannot gain Bankai Abilities if you lack access to a Tier 2 Release, or shikai abilities if you
lack a Tier 1 Release.

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