Post by niro on Mar 17, 2017 18:21:57 GMT -5
Well lets start out with a zanpakutou type. The alcohol type. I think more could be done with this but currently I am drawing a blank. So if you guys have some ideas please come with em.
But with the alcohol type it is all about getting drunk, drinking and punching a la drunken boxing
Alcohol
Once this type has been chosen, a small gourd will hang around your sword/weapon filled with whatever alcohol your character prefers to drink
Inevibriated strike: with each attack you somehow force the target to become slightly more drunk. Each time you hit someone, they gain a 10% chance to hit someone other than their original target. This effect maxes out at 50%
Improved inevibriated strike: Each target you have hit with your inevibriated strike is forced to roll a fortitude save at the end of each round or risk become nauseated and spend the next round puking. The DC to roll above is 10+½level+con modifier
Harder liqour strike: each target hit by your Inevibriated Strike now must roll above the number of % or be Nauseated
Ex. Max has been hit 3 times by Captain Superdrunk. Now Max has a 30% chance to miss when trying to hit the captain. But sadly the captain has Harder Liqour Strike. This means that Max has to roll above 30 otherwise he is spending the next round nauseated.
Liqour limit remover: When using Inevbriated strike, your max % is 100%.
Drink: You chose not to attack this time and instead drink. Once you have drinked your chosen alcohol, you gain the Drunk effect. This effect lasts a numbr of rounds equal to your constitution modifier +1. During this effect you can utilize most of the Alcohol abilities as well as gain the ability to drink freely each round. This can be alcohol, potions, coolaid.. it is all up to you. After your Drunk effect ends, you are nauseated for one round and then you can continue to drink
Drink potion: With a quick thought you can transform the liquid in your gourd. With this ability the liquid will heal 1d6 per alcohol ability you have BUT it will also have a cooldown period of x rounds where x is.. you guessed it: Your number of alcohol picks
Drink Sake: You transform your gourds liquid into the finest sake. This sake will double your Drunk effects for 5 rounds. After this, you faint no matter how many hitpoints you have (except of course if you die. If you die.. you die) because your body cannot handle that level of alcohol.
Improved drunk: During the Drunk effect you gain a bonus to your stats equal to the numer of Alcohol picks that you have. Distribuate the points as you see fit
Master Drunk: Each of your stats gain a bonus equal to your number of Alcohol picks
Drunken superiority: You are drunk.. AND YOU ARE THE BEST IN THE WORLD! When you get the Drunk status, you become better at what you do.. for like 5 seconds. Your next action will gain a bonus equal to the number of Alcohol picks you have and then your GM will pick another action that you do that will recieve a penalty equal to the number of Alcohol picks. So.. Karma I guess
Drunk dance. As you consume more and more alcohol, you become harder to hit since you swagger from side to side. Once you get the Drunk status, as long as you move in a round, you gain an avoidance bonus to your defenses squal to 1 per Alcohol type pick you have.
Drunken fist: During your Drunk effect, your entire body becomes a weapon no matter how ridiculous it seems. Fist, knees, elbows, moustaches, ladders.. everything becomes a weapon as long as you are drunk. While Drunk, you gain a +1d6 to your unarmed damage/improvised weapons per 2 Alcohol picks
Superior fist: This ability acts like the Awesome Blow feat except you can only use it while Drunk and you do not need to be larger than the target. Just under the effect of alcohol
Burning alcohol: Any fire zanpakutou ability that you use while under the Drunk effect, will have their effect increased by 25%. This can be taken multiple times and each time increases the effect by 25%
120% alcohol: While using fire zanpakutou abilities in your Drunken state, your critical range is increased by 1 or increase the multiplier by 1x for those attacks. This can be taken multiple times.
Firebreathing: You can use your fire zanpakutou abilities via your breath. Your fire attacks are now a cone with a range of your level*10 feet.
So.. what next? Prestige paths? Hollow growths? W.A.S.? you name it and I will try to make something
But with the alcohol type it is all about getting drunk, drinking and punching a la drunken boxing
Alcohol
Once this type has been chosen, a small gourd will hang around your sword/weapon filled with whatever alcohol your character prefers to drink
Inevibriated strike: with each attack you somehow force the target to become slightly more drunk. Each time you hit someone, they gain a 10% chance to hit someone other than their original target. This effect maxes out at 50%
Improved inevibriated strike: Each target you have hit with your inevibriated strike is forced to roll a fortitude save at the end of each round or risk become nauseated and spend the next round puking. The DC to roll above is 10+½level+con modifier
Harder liqour strike: each target hit by your Inevibriated Strike now must roll above the number of % or be Nauseated
Ex. Max has been hit 3 times by Captain Superdrunk. Now Max has a 30% chance to miss when trying to hit the captain. But sadly the captain has Harder Liqour Strike. This means that Max has to roll above 30 otherwise he is spending the next round nauseated.
Liqour limit remover: When using Inevbriated strike, your max % is 100%.
Drink: You chose not to attack this time and instead drink. Once you have drinked your chosen alcohol, you gain the Drunk effect. This effect lasts a numbr of rounds equal to your constitution modifier +1. During this effect you can utilize most of the Alcohol abilities as well as gain the ability to drink freely each round. This can be alcohol, potions, coolaid.. it is all up to you. After your Drunk effect ends, you are nauseated for one round and then you can continue to drink
Drink potion: With a quick thought you can transform the liquid in your gourd. With this ability the liquid will heal 1d6 per alcohol ability you have BUT it will also have a cooldown period of x rounds where x is.. you guessed it: Your number of alcohol picks
Drink Sake: You transform your gourds liquid into the finest sake. This sake will double your Drunk effects for 5 rounds. After this, you faint no matter how many hitpoints you have (except of course if you die. If you die.. you die) because your body cannot handle that level of alcohol.
Improved drunk: During the Drunk effect you gain a bonus to your stats equal to the numer of Alcohol picks that you have. Distribuate the points as you see fit
Master Drunk: Each of your stats gain a bonus equal to your number of Alcohol picks
Drunken superiority: You are drunk.. AND YOU ARE THE BEST IN THE WORLD! When you get the Drunk status, you become better at what you do.. for like 5 seconds. Your next action will gain a bonus equal to the number of Alcohol picks you have and then your GM will pick another action that you do that will recieve a penalty equal to the number of Alcohol picks. So.. Karma I guess
Drunk dance. As you consume more and more alcohol, you become harder to hit since you swagger from side to side. Once you get the Drunk status, as long as you move in a round, you gain an avoidance bonus to your defenses squal to 1 per Alcohol type pick you have.
Drunken fist: During your Drunk effect, your entire body becomes a weapon no matter how ridiculous it seems. Fist, knees, elbows, moustaches, ladders.. everything becomes a weapon as long as you are drunk. While Drunk, you gain a +1d6 to your unarmed damage/improvised weapons per 2 Alcohol picks
Superior fist: This ability acts like the Awesome Blow feat except you can only use it while Drunk and you do not need to be larger than the target. Just under the effect of alcohol
Burning alcohol: Any fire zanpakutou ability that you use while under the Drunk effect, will have their effect increased by 25%. This can be taken multiple times and each time increases the effect by 25%
120% alcohol: While using fire zanpakutou abilities in your Drunken state, your critical range is increased by 1 or increase the multiplier by 1x for those attacks. This can be taken multiple times.
Firebreathing: You can use your fire zanpakutou abilities via your breath. Your fire attacks are now a cone with a range of your level*10 feet.
So.. what next? Prestige paths? Hollow growths? W.A.S.? you name it and I will try to make something