Post by watapalm on Jul 18, 2017 13:48:44 GMT -5
Bleach D20- Project K.gdoc (252 B)
Kings Feats
King [Racial,Soul]
Prerequisites: Exclusive any other racial feat or a clansman(in this case they would give up all prior racial feats)
Benefits: You gain your choice of Ranged Shot, Unarmed Strike, or Weapon Attack at +1[BW] per 5 ranks above 1. You may choose one of the following Clan Abilities based on your chosen clan [See Clan Abilities]. You gain an additional Clan Ability based on your chosen clan every 3 levels after you gain this feat.(You are treated as a clan member of your clan for Clan Abilities). Upon taking taking this feat choose a clan from the following list and gain the corresponding ability. One of your allegiances is changed to your clan and you have access to clan feats of your clan you lose access to the feats of any other clan barring any feat that allows for such access. Should a King's Weissmann Level reach 0 an Event known as a Damocles Down occurs [see Damocles Down].
Clans:
White Rice Party: As the Silver King you gain access to the power of eternity as long as the Dresden Slate exists you can not die however still suffer all other effects relating to dying (Excepting for during a Damocles Down). Through the use of gravity manipulation the Silver King gains a fly speed equal to your base land speed. Takes an allegiance relating towards some constant element of their life.
Timeless Palace: The Gold King can manipulate light both in order to create spatial illusions as well as the use of hard light constructs. The Gold King receives a bonus to favored skill ranks equal to ¼ his level and a bonus to nonfavored skills equal to ⅛ his level. Takes an allegiance related towards order.
HOMRA: As the Red King you are the definition of destruction and passion all of your attacks gain the fire typing and act as an area of effect with a base area of 20 ft + 5ft/lvl. Takes an allegiance related towards others.
SCEPTRE4: As the Blue King you calm and insightful yet fluid all of your attacks gain the ice typing and you gain the flanking bonus whenever you are in combat and anyone from your clan is within a 30ft proximity(regardless of positioning). Takes an allegiance relating to law.
JUNGLE: As the Green King you are the essence of change all of your attacks gain the electric typing and you can double your speed a number of times per day equal to your charisma modifier (The effects can stack) and may phase through matter. You take an allegiance related to some sort of change.
CATHEDRAL: As the Grey King you have access to the Fog Sanctum with the quality of absolute defense you can create an amount of fog with a hardness of 15 +1/lvl equal to 10ft cubed + 5ft cubed/lvl. You take an allegiance to something your character believes to be for the better.
Colorless: As the colorless king you gain a psionic as defined by you and your GM your GM has final say on any ability created this way. Must take an allegiance (any)
Sword of Damocles [King, Soul]
Prerequisites: King Feat, 2[BW] Damage
Benefits: As long as the Sword of Damocles is active, the King gains a number of clan abilities equal to ⅓ his level and multiplies his Weissmann Level by 2. You may turn your sword on and off as a free action as long as it is active you must pay 25 points/lvl/round. The Sword of Damocles appears as Gargantuan Sword that hangs over the character.
Veteran King [King, Soul]
Prerequisites: King Feat, Sword of Damocles, 8 Ranks Knowledge (Dresden Slates)
Benefits: When you activate your Sword you may make a DC 20 knowledge(Dresden Slates) Should you succeed the check you may reduce the cost by 100 points and an additional 5 points/lvl for every 5 you beat the check by (Max 20 points/lvl).
Chosen of the Slates [King,Soul]
Prerequisites: King Feat, Leadership, Cha18+
Benefits: You may have a number followers equal to your charisma modifier gain the benefits of the the Clansman Feat.
A-Typical King [King, Weissmann]
Prerequisites: King Feat, Sword of Damocles, 3[BW]
Benefits: You gain a Unique Special Ability related to your King’s Clan as defined by you and your DM (Must be within reason)
Special: May be take an additional two times to a max of Three.
Living Legacy [King,Soul]
Prerequisites: King Feat, Weissman Level 500+
Benefits: You are able to in your mind visit your clan’s sanctum to visit previous kings and dead members of your clan.
Special: Must have had a strong connection to a previous king of the clan or pass a DC 15 Knowledge Dresden Slates Check.
Strain Feats
Strain [Racial, Soul]
Prerequisites: Exclusive any other racial Feat
Benefits: Gains 100 Super Points at first level and an additional 10 Super Points/lvl. For acquisition of ranks in Super Powers Strains are treated as if they were 2 levels higher. You may only take a number of different Super Powers equal to your Spellscore modifier.
Beta Strain [Strain,Soul]
Prerequisites: Strain Feat, +120 Super Points Spent
Benefits: Once per level per day, as a move action, for an entire encounter a Strain may gain an amount of Temporary Super Points equal to their Spellscore to use and they are treated as twice your level for purposes of Super Power Ranks for the duration of the Release. This is a Tier 1 Release.
Alpha Strain [Strain,Soul]
Prerequisites: Strain Feat, Beta Strain, +180 Super Points Spent
Benefits: One minute per character level per day the Strain may release their power as an Alpha. The total time per day may be spread over multiple uses. While released they gain an amount of Temporary Super Points equal to twice their Spellscore to use and they are treated as three times their level for purposes of Super Power Ranks for the duration of the Release. This is a Tier 2 Release.
Varied Strain [Strain,Soul]
Prerequisites: Strain Feat, +5lvl
Benefits: You gain access to an additional Super Power but are Treated as 1 level lower for purposes of Super Power Ranks.
Special: This feat may be taken multiple times. Exclusive Specialized Strain. Any ranks lost this way are converted to Super Power Points to spend equal to their total purchased cost.
Specialized Strain [Strain, Soul]
Prerequisites: Strain Feat, +5lvl
Benefits: You are treated as 2 levels higher for purposes of Super Power Ranks but you have access to 1 less Super Power.
Special: This feat may be taken multiple times. Exclusive Varied Strain. Any ranks in Super Powers lost this way are converted to Super Power Points to spend equal to their total purchased cost.
General Feats
Clansman [Weissmann,Soul]
Prerequisites: A Racial Feat that does not automatically gain Clan Abilities or No Racial Feat
Benefits: You gain one ki ability upon taking this feat, and one ki ability every three levels thereafter.
Special: Upon taking this feat choose a clan and take an allegiance to that clan and its king and gain their corresponding traits. Should you go against these allegiances you lose those traits and any further access to Clan abilities until you are accepted into another clan. They gain access to a distinctly colored aura.
Clan Traits:
Silver Clan: Through the use of gravity manipulation the Silver Clansmen gain a fly speed equal to their base land speed. In addition Silver Clansmen gain access to Gravity Type Shiki Picks for Clan Abilities.
Gold Clan: Gold Clansmen receives a bonus to favored skill ranks equal to ⅕ their level and a bonus to nonfavored skills equal to 1/10 their level. In addition Gold Clansmen gain access to Light Type Shiki Picks for Clan Abilities.
Red Clan: Red Clansmen gain a +6 bonus to aid another one of their clansmen/king inside or outside of combat. In addition Red Clansmen gain access to Fire Type Shiki Picks for Clan Abilities.
Blue Clan: Blue Clansmen gain the flanking bonus whenever you are in combat and anyone from your clan is within a 30ft proximity (Must be directly across from each other). In addition Blue Clansmen gain access to Ice Type Shiki Picks for Clan Abilities.
Green Clan: Green Clansmen gain the ability to phase through matter a number of time per day equal to their intelligence modifier. In addition Green Clansman gain access to Lightning Type Shiki Picks for Clan Abilities.
Grey Clan: Grey Clansman can create 10 cubic ft of fog with a hardness of 15 a number of times per day equal to their spellscore modifier. In addition Grey Clansman gain access to Barrier Type Shiki Picks for Clan Abilities(All Shiki Picks Taken this way take on the appearance of a grey fog)
Colorless Clan: Colorless Clansmen gain the ability to project hardened aura constructs with a hardness of 10 and take up a total volume no greater than 10 cubic ft. In addition Colorless Clansmen gain the option to pick from one of these Shiki Types for Clan abilities once picked this cannot be changed.
Weapon
Projectile
Martial
Summoning(Cosmetically in the Form of their Aura)
Kings Feats
King [Racial,Soul]
Prerequisites: Exclusive any other racial feat or a clansman(in this case they would give up all prior racial feats)
Benefits: You gain your choice of Ranged Shot, Unarmed Strike, or Weapon Attack at +1[BW] per 5 ranks above 1. You may choose one of the following Clan Abilities based on your chosen clan [See Clan Abilities]. You gain an additional Clan Ability based on your chosen clan every 3 levels after you gain this feat.(You are treated as a clan member of your clan for Clan Abilities). Upon taking taking this feat choose a clan from the following list and gain the corresponding ability. One of your allegiances is changed to your clan and you have access to clan feats of your clan you lose access to the feats of any other clan barring any feat that allows for such access. Should a King's Weissmann Level reach 0 an Event known as a Damocles Down occurs [see Damocles Down].
Clans:
White Rice Party: As the Silver King you gain access to the power of eternity as long as the Dresden Slate exists you can not die however still suffer all other effects relating to dying (Excepting for during a Damocles Down). Through the use of gravity manipulation the Silver King gains a fly speed equal to your base land speed. Takes an allegiance relating towards some constant element of their life.
Timeless Palace: The Gold King can manipulate light both in order to create spatial illusions as well as the use of hard light constructs. The Gold King receives a bonus to favored skill ranks equal to ¼ his level and a bonus to nonfavored skills equal to ⅛ his level. Takes an allegiance related towards order.
HOMRA: As the Red King you are the definition of destruction and passion all of your attacks gain the fire typing and act as an area of effect with a base area of 20 ft + 5ft/lvl. Takes an allegiance related towards others.
SCEPTRE4: As the Blue King you calm and insightful yet fluid all of your attacks gain the ice typing and you gain the flanking bonus whenever you are in combat and anyone from your clan is within a 30ft proximity(regardless of positioning). Takes an allegiance relating to law.
JUNGLE: As the Green King you are the essence of change all of your attacks gain the electric typing and you can double your speed a number of times per day equal to your charisma modifier (The effects can stack) and may phase through matter. You take an allegiance related to some sort of change.
CATHEDRAL: As the Grey King you have access to the Fog Sanctum with the quality of absolute defense you can create an amount of fog with a hardness of 15 +1/lvl equal to 10ft cubed + 5ft cubed/lvl. You take an allegiance to something your character believes to be for the better.
Colorless: As the colorless king you gain a psionic as defined by you and your GM your GM has final say on any ability created this way. Must take an allegiance (any)
Sword of Damocles [King, Soul]
Prerequisites: King Feat, 2[BW] Damage
Benefits: As long as the Sword of Damocles is active, the King gains a number of clan abilities equal to ⅓ his level and multiplies his Weissmann Level by 2. You may turn your sword on and off as a free action as long as it is active you must pay 25 points/lvl/round. The Sword of Damocles appears as Gargantuan Sword that hangs over the character.
Veteran King [King, Soul]
Prerequisites: King Feat, Sword of Damocles, 8 Ranks Knowledge (Dresden Slates)
Benefits: When you activate your Sword you may make a DC 20 knowledge(Dresden Slates) Should you succeed the check you may reduce the cost by 100 points and an additional 5 points/lvl for every 5 you beat the check by (Max 20 points/lvl).
Chosen of the Slates [King,Soul]
Prerequisites: King Feat, Leadership, Cha18+
Benefits: You may have a number followers equal to your charisma modifier gain the benefits of the the Clansman Feat.
A-Typical King [King, Weissmann]
Prerequisites: King Feat, Sword of Damocles, 3[BW]
Benefits: You gain a Unique Special Ability related to your King’s Clan as defined by you and your DM (Must be within reason)
Special: May be take an additional two times to a max of Three.
Living Legacy [King,Soul]
Prerequisites: King Feat, Weissman Level 500+
Benefits: You are able to in your mind visit your clan’s sanctum to visit previous kings and dead members of your clan.
Special: Must have had a strong connection to a previous king of the clan or pass a DC 15 Knowledge Dresden Slates Check.
Strain Feats
Strain [Racial, Soul]
Prerequisites: Exclusive any other racial Feat
Benefits: Gains 100 Super Points at first level and an additional 10 Super Points/lvl. For acquisition of ranks in Super Powers Strains are treated as if they were 2 levels higher. You may only take a number of different Super Powers equal to your Spellscore modifier.
Beta Strain [Strain,Soul]
Prerequisites: Strain Feat, +120 Super Points Spent
Benefits: Once per level per day, as a move action, for an entire encounter a Strain may gain an amount of Temporary Super Points equal to their Spellscore to use and they are treated as twice your level for purposes of Super Power Ranks for the duration of the Release. This is a Tier 1 Release.
Alpha Strain [Strain,Soul]
Prerequisites: Strain Feat, Beta Strain, +180 Super Points Spent
Benefits: One minute per character level per day the Strain may release their power as an Alpha. The total time per day may be spread over multiple uses. While released they gain an amount of Temporary Super Points equal to twice their Spellscore to use and they are treated as three times their level for purposes of Super Power Ranks for the duration of the Release. This is a Tier 2 Release.
Varied Strain [Strain,Soul]
Prerequisites: Strain Feat, +5lvl
Benefits: You gain access to an additional Super Power but are Treated as 1 level lower for purposes of Super Power Ranks.
Special: This feat may be taken multiple times. Exclusive Specialized Strain. Any ranks lost this way are converted to Super Power Points to spend equal to their total purchased cost.
Specialized Strain [Strain, Soul]
Prerequisites: Strain Feat, +5lvl
Benefits: You are treated as 2 levels higher for purposes of Super Power Ranks but you have access to 1 less Super Power.
Special: This feat may be taken multiple times. Exclusive Varied Strain. Any ranks in Super Powers lost this way are converted to Super Power Points to spend equal to their total purchased cost.
General Feats
Clansman [Weissmann,Soul]
Prerequisites: A Racial Feat that does not automatically gain Clan Abilities or No Racial Feat
Benefits: You gain one ki ability upon taking this feat, and one ki ability every three levels thereafter.
Special: Upon taking this feat choose a clan and take an allegiance to that clan and its king and gain their corresponding traits. Should you go against these allegiances you lose those traits and any further access to Clan abilities until you are accepted into another clan. They gain access to a distinctly colored aura.
Clan Traits:
Silver Clan: Through the use of gravity manipulation the Silver Clansmen gain a fly speed equal to their base land speed. In addition Silver Clansmen gain access to Gravity Type Shiki Picks for Clan Abilities.
Gold Clan: Gold Clansmen receives a bonus to favored skill ranks equal to ⅕ their level and a bonus to nonfavored skills equal to 1/10 their level. In addition Gold Clansmen gain access to Light Type Shiki Picks for Clan Abilities.
Red Clan: Red Clansmen gain a +6 bonus to aid another one of their clansmen/king inside or outside of combat. In addition Red Clansmen gain access to Fire Type Shiki Picks for Clan Abilities.
Blue Clan: Blue Clansmen gain the flanking bonus whenever you are in combat and anyone from your clan is within a 30ft proximity (Must be directly across from each other). In addition Blue Clansmen gain access to Ice Type Shiki Picks for Clan Abilities.
Green Clan: Green Clansmen gain the ability to phase through matter a number of time per day equal to their intelligence modifier. In addition Green Clansman gain access to Lightning Type Shiki Picks for Clan Abilities.
Grey Clan: Grey Clansman can create 10 cubic ft of fog with a hardness of 15 a number of times per day equal to their spellscore modifier. In addition Grey Clansman gain access to Barrier Type Shiki Picks for Clan Abilities(All Shiki Picks Taken this way take on the appearance of a grey fog)
Colorless Clan: Colorless Clansmen gain the ability to project hardened aura constructs with a hardness of 10 and take up a total volume no greater than 10 cubic ft. In addition Colorless Clansmen gain the option to pick from one of these Shiki Types for Clan abilities once picked this cannot be changed.
Weapon
Projectile
Martial
Summoning(Cosmetically in the Form of their Aura)