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 The Stat System

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Red Horizon
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Red Horizon


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Join date : 2010-04-05

The Stat System Empty
PostSubject: The Stat System   The Stat System I_icon_minitimeWed Jun 02, 2010 1:42 pm

First, welcome.  Second, we STRONGLY recommend that if this is your first time reading this thread, you look at THIS one first.  The stat system should be much easier to understand if you read the Leveling System first.

Below is the official stat system for Seireitei a Bleach RPG.  Much thought was put in to this system, and it was made to ensure that this RP remains fair, and balanced.  Though some stats may appeal to you more than others, each stat is important, and neglecting any stat is unwise.  Some stats come with perks.  Though they may seem unfair, there are always ways of combating opponents significantly faster, or stronger than you are.  With stats there comes the fear that someone will go around abusing their stats, and attacking characters far weaker than they are.  This is why there is a rule against killing characters without the rper's consent.  The system has been constructed so that so long as your opponent is not around 20 levels higher than yours, the battle will be fairly even (though obviously the odds will be stacked in the character with the highest level's favor).  Any higher however, and your character runs the risk of being completely owned, so choose your opponents wisely. Twisted Evil


*The only stats that are mandatory to follow in all threads that include battle are FP (Fighting Posts) and SP (reiatsu gauge) as they determine how long your characters can fight and how much Reiatsu is in their attacks, and how much they have left overall. The only time the stats below come into play is deciding the capabilities of each character (what they can dodge, what they can block, how strong this ability is against that one, how much damage should they take, etc.) So, characters can fight freely without these stats restricting them so long as all players involved agree on the general capabilities of the characters. Should there be a dispute, managers will resolve it by looking at these stats and the situation at hand and coming to a conclusion on the outcome.

Basic stats:

Stamina: This stat will influence character durability, and determines how long your character should be able to fight.  If an attacker's Power statistic is 50 points lower than a defender's Stamina stat, the attacker will be unable to physically injure the defender.  The defender need not fear being seriously stabbed, cut or bruised, and can catch weapons bare handed and hold them, provided their strength is comparable to their opponent's. Due to the toughness of the body this can enable a hakuda master to fight a zanjutsu master unarmed. If an attacker's power statistic is 30 points lower than a defender's stamina, slashing attacks will produce only shallow wounds unless vulnerable soft tissue areas such as the eyes , neck, or stomach are targeted.  Piercing attacks will be effective, but the opponent can neither cut through nor break bones.  While weapons can still be caught bare handed, the sacrificial limb will be still usable, but will be moderately damaged.  If the defender's stamina is only 15 points higher than the attacker's power, bones are broken, and limbs can be severed with effort.  Though Stamina acts as a defense against Power, the use of a physical offensive derived stat will allow an opponent to bypass natural toughness with reiatsu. Stamina also acts as a defense against Reiatsu. If the SP in a ranged, purely spiritual attack is less than half of the target's Stamina stat the attack can only produce surface damage, and cannot destroy or cut off limbs or damage vital areas. Fighting Posts are the tally of how many physical movements (excludes primarily non physical abilities, ranged skills, and spells used while stationary) your character can make in a battle.  To calculate Fighting Posts (FP), divide your Stamina points by 2.  Ex. If one has a ten in stamina, they can fight for 5 posts.  Use standard rounding rules if your stamina stat cannot be evenly divided by 2.  Ex: 15 in stamina- can fight for 8 posts. If you run out of fighting posts, your character immediately looses consciousness.  Fighting posts are subtracted whenever a character attacks, defends, or dodges.  Special techniques, such as Shunpo, may require the payment of an extra fighting post. Ex. Character A uses Shunpo to evade Character B's kido and counter attacks. The cost of Shunpo is 1, and since Shunpo was used to dodge and counter attack, 2 FP are subtracted from Character A for that turn.  Multiple attacks, blocks, and evasions can be performed by a character in a single post even against multiple characters. So long as no technique that requires more FP in order to initiate, such as Shunpo, is used the FP cost for the turn remains 1.  Characters can trade fighting posts for sp.  Sacrificing 10 fighting posts yields 50 SP. Sacrificing 15 fighting posts yields 75 SP, and sacrificing 20 fighting posts yields 100 SP. In this way characters can access more SP to fight without using a release such as Shikai or Bankai to increase their SP (Reiatsu) gauge.  If a character is struck and injured non lethally, a responsible player should deduct a reasonable amount of fighting posts from their character.  This is the owner of a character's decision whether to do this or not to.  However, as an example, a small cut should reduce fighting posts by 1, in addition to the loss of FP that comes from defending or dodging for that turn.  A loss of limb or damage to a vital area is very severe and should reduce FP by 10-25, or simply end the battle.  Since there is a rule against killing characters without the owner's consent, this is the preferred way to shorten or end battles, but will rely on an honor code among players, and is not for moderators to decide.

Power: This will influence your characters power in terms of striking an enemy with physical attacks.  In a physical clash, if an attacker is 15 points higher than a defender in this stat, the attacker can produce openings in a defender's guard.  Their strongest blows can cause loss of balance, staggering, or send a weaker foe skidding backwards.  If an opponent is 30 points higher than you in this stat, blocking their strongest blow produces a powerful knockback force and can send you flying away, into, and through other objects before gaining the chance to right oneself.  In a clash, the opponent with this strength advantage is able to overpower the enemy with ease, often putting the weaker of the combatants continually on the defensive. If an opponent is 50 points higher than you in this stat, physically blocking an attack will result in extreme knockback force. At this level of disparity a defender's guard is crushed with no opposition unless their zanjutsu skill is high enough.  In terms of the ability to do damage to an opponent, an attacker with power 50 points or more above a defender's stamina can deal lethal damage with a direct hit on the opponent, which at extremes can crush every bone and organ in a body, or cause a body to literally break apart into pieces.


Speed: Influences how quick your character moves in terms of running, evading, attacking, and reflexes. If someone is 30 points higher than you in this stat, you will not be able to perceive their movements as well (this does not mean you cannot see, or react to their attacks, merely that it is exceedingly difficult to keep up with them.  Their attacks cannot be dodged without Shunpo.) In addition, they will find it much easier to dodge and react to your attacks (no fighting posts are lost in evasive maneuvers), can at any time erase the distance between themselves and an opponent in an instant, or retreat from that same range in the same time scale before the foe can react.  If someone is 50 points higher than you in this stat, you will not be able to see their fastest physical movements at all.  The only ways to react to physical attacks at that point would be having a high enough Zanjutsu Skill (or equivalent) stat or to use a defensive technique or spell as such a disparity will prevent the use of Shunpo.


Reiatsu: Shows how much reiatsu your character has at their disposal, and determines a character's durability against spiritual attacks such as Hado or Cero. Note: this is normal reiatsu pre Shikai or Bankai, Ressurection, or any other similar ability.  This stat determines your SP.  If you have a 50 in Reiatsu, it means that you have a 50 in SP.  They are equal. Character durability verses attacks with high SP contents is given by dividing the Reiatsu stat by 4. In battle the result, (Ex. Character A has Reiatsu of 100/2=50 SP) is the SP content of attacks that can injure Character A. Any attack below 50 SP can not kill or seriously injure that character on its own merit. However, unless the attack has no other effect at all it will cause that character to be knocked backwards with some force, and can produce openings in this way.  Any attack 5 points below 50 (in the example), will produce no effect.  When two spirit forces clash, such as Cero vs a Zanpakuto ability, the one with the higher SP content will blow away the weaker one.  Otherwise they will mutually annihilate one another.  In order to directly overcome another spiritual attack or defense and damage the user, the SP content of the attack in question must be at least 5 points greater.

The main stats branch into different sub-stats for each individual race.  Each individual race gains their own different unique set of stats to represent their varied abilities.

Shinigami:

Zanjutsu Skill: This will influence a shinigami character’s skill with a zanpaktou, and their close quarters combat skill in general, including Hakuda.  It dictates which sword moves your character can perform, as well as how well your character can react to physical attacks, and is a gauge of overall combat reaction time, not including the ability to dodge.  If your opponent has a zanjutsu skill stat 10 points higher than your own it represents dominance in this field of combat, even if your speed stat is up to 50 points higher, they will be able to react to, block, and counter your physical attacks using pure skill and battle instincts with relative ease.  An opponent with up to a 30 point Power advantage can be fought on near equal terms by deflecting the force of blows using skill and experience.  Greater disparities in either stat will overcome combat skill. If your opponent is 10 points higher than you in this stat, blocking melee attacks is instinctive (they don’t loose any fighting posts for blocking or deflecting blows). In ZS is 10 points higher, Shunpo strikes can also be perceived and blocked, but not dodged. If your opponent has a zanjutsu skill score 15 points or more below yours, speeds up to 100 points greater than yours can be reacted to (not dodged) with extreme effort, strikes from an opponent with Power up to 50 points greater can be deflected, but not stopped, though these defenses would cost a fighting post. Defending against Shunpo strikes also costs a fighting post. A 15 point advantage in this stat allows for utter supremacy in pure physical combat, meaning knocking down and getting past the opponent's guard in a single move, predicting their attacks and movements and using this knowledge to cut them down before they have finished their move, and other feats of skill become effortless making it not feasible to fight at close range with such a disadvantage in skill without significant advantages in other stats. At this level of difference it is essentially as if the opponent is always wide open to physical attack due to them lacking the skill to defend themselves properly with Hakuda or Zanjutsu.  However, a disparity in skill of this level can be rectified if the opponent has an advantage of 30 points in either Power or Speed, which will enable them to fight at close range and successfully defend against attacks from a vastly more skilled opponent, though they would have no offensive advantage and would be stuck primarily reacting to attacks rather than initiating them.  If this situation occurs and the less skilled opponent is either faster or stronger, the skilled fighter can regain their total dominance if they are, for instance, at least 30 points higher in the power stat than the foe compared to the opponent being at least 30 points higher in the Speed stat than the skilled attacker, or vice versa.  Upon reaching 50 in this stat, SP can be added to increase the power of a melee attack equal to one fourth of the user's score in this stat. This bonus cannot be added if a Zanjutsu technique that also costs SP is used. Zanjutsu skills that cost SP cannot be stacked with the SP of another Zanjutsu skill unless otherwise stated in the technique description. A stat of 100 in this skill confers total mastery of close quarters combat.  Senses, instinct, experience, and muscle memory combine to allow masters to notice and respond to any attack (even stealth ones) no matter how fast it is.

Zanpaktou Mastery: This stat determines how powerful your character's zanpakuto's abilities are overall, as well as your level of control over them.  Sword verses sword (sealed or not) if an opponent is 10 points higher in Zanpakuto Mastery or the equivalent Mastery statistic, their sword will begin to damage yours each time they clash.  After 5 strikes (one per post of contact), the weaker weapon will be so damaged that further punishment will break the weapon.  If the difference is as much as 15 points, the opponent can slice completely through a defender's zanpakuto in a single stroke. To break, rather than simply damage a weapon requires the use of a specialized technique such as Spirit Flash, which involves powering the strike with SP, however the technique must overcome any defense first before the breakage can occur. This stat can substitute for Zanjutsu skill once the weapon is released.  Melee type zanpakuto (zanpakuto that have no special abilities in shikai beyond use as a special weapon such as Hozukimaru) have the following level perk: reaching level 25 in this stat unlocks a higher tier of power for the weapon, but only in its released state.  At 25, characters with melee type weapons that don't utilize SP in kido-like abilities, basic stats are not increased, however the melee weapon can be imbued with up to 25 SP.  The extra reiatsu  can completely overpower other weapons and abilities that are not similarly enhanced. This ability can also allow melee types to cut through, destroy, or otherwise counter certain spiritually based abilities. Only the weapon itself is charged in this way, and the energy cannot be projected or manipulated by the user. Due to limited surface area, spiritual sttacks or abilities that do not have a solid form like a barrier, or dont move as a solid, linear stream of energy such as Cero, cannot be diverted, split, or stopped with this ability.  While it is possible to use as a counter, it is an offensive ability and cannot act as a shield for att attacks.  The reiatsu in the weapon releases on contact with the target either amplifying a thrust or slash, or emitting a powerful shock wave.  It can be used to crush Reiatsu based defenses, but would have to be charged again after it destroyes a target be it a boulder, a shield, or a body.  At 50 in this stat,up to 50 SP can be imbued into the spirit weapon in Shikai, and up to 75 can be added for Bankai.  At 100 in this stat, up to 75 SP can be added to a melee strike in Shikai, and in Bankai, up to 100 SP can be used. For Kido type zanpakuto (Zabimaru/Souou Zabimaru would be classified as such) the perks are as follows: at level 50, up to 25 SP can be added to any technique or ability or to power a melee strike in either Shikai or Bankai. At level 100, up to 50 SP can be added to any technique or strike to amplify it.

Kido Intelligence: This shows how extensive your character’s knowledge of kido is, and their expertise.  Every ten levels you are able to perform the next set of kido. Ex. Level ten: can perform up to level 19 kidou spells. Level thirty: can perform up to level thirty nine kidou spells.  As with all techniques involving spiritual power, the higher the sp content for a Kido, the more powerful it becomes.  Kido Intelligence also reflects how skilled one is at manipulating reiatsu, which includes sensing and masking reiatsu signatures. No matter how fast or powerful, or hidden an attack is, it is always preceded by a minute pulse of spiritual pressure like the flash before the thunder. Because this pulse of reiatsu reaches the foe first, it serves as a split-second advance warning that can be taken advantage of to initiate a defense, counter attack or evasive maneuver. If an opponent has a 10 point advantage in Kido Intelligence, they can use spirit sensing to track down hidden or extremely fast opponents, which can create an opportunity to react.  However, if an opponent has a 50 point advantage in Speed, the warning pulse will not be enough to enable you to move quickly enough to defend or evade physically.  For Shunpo, there is next to no warning even among similarly skilled combatants, however a 10 point advantage over the opponent in this stat creates a slight opportunity to react with a move of their own. If an opponent has a 15 point advantage in Kido Intelligence, that opponent will be able to mask their spiritual pressure effectively in order to accomplish a specific task.  If spiritual pressure is not masked, high speed attacks, stealth attacks or attacks that take advantage of distractions and blind spots will not be as effective as the opponent can immediately locate the threat and react accordingy, even instinctively.  Even if the initiation of the attack was blocked from view, the opponents senses would alert them to the threat. This can also help protect a slower opponent from high speed attacks such as Shunpo that they otherwise wouldn't be able to perceive, let alone defend against adequately.  If an attack is performed with spiritual pressure hidden, there is no way to perceive the threat in time to block it or evade it (exceptions include custom techniques), unless the target's Combat skill or Shunpo exceeds the user's Attack stat (Zanjutsu, Zanpakuto Mastery, or Kido Intelligence) by 10 points.  Such stealth attacks require high speed movement to perform, meaning the attacker's Speed stat must be 30 points greater than the target's Speed or their Shunpo must exceed the targets by 15 points. SP cannot be used in a stealth attack. Attacks involving Shunpo occur faster than Hado spells or similar abilities unless Kido Intelligence is at least 10 points higher, meaning that Shunpo can interrupt the casting of an offensive spell and force the caster to block or dodge instead of attacking.  There are several mastery perks which correspond to particular levels of achievement in this stat and can be viewed in the Hado or Bakudo technique lists.

Shunpo Speed: This will influence how fast, and how far a character can utilize the shunpo skill. If someone is 10 points higher than you in this stat, you will not be able to see or predict where they will land.  They will simply vanish.  However, they can predict your every step, and therefore it is extremely difficult to use Shunpo, Sonido, or any similar move to evade their attacks repeatedly. If an opponent has a 10 point advantage in this stat they lose no fighting posts for using Shunpo to dodge physical (Not Spiritual) attacks, but fighting posts will be lost if Shunpo is used as an attack. Attacks that use Shunpo Speed instead of Speed cannot be dodged unless the target also uses Shunpo or must be blocked in some way if the opponent has a 10 point advantage in this stat. A 15 point advantage allows a skilled user to intercept an enemy mid-step and completely prevent their escape via high speed techniques, and can attack an opponent mid-step with invisible speed, preventing all evasive maneuvers.  A difference of 15 points in this stat between foes is a near-insurmountable speed and reaction disadvantage.  Unless defensive capabilities are constantly utilized, such as zanjutsu, an ability, or kido, an opponent with an advantage of 15 points in this stat can effortlessly end the conflict in an instant at the slightest opportunity.  When using Shunpo as an attack the whole body is in use, so the speed for the attack is equivalent to the user's Shunpo speed, not the Basic Speed stat. A Shunpo strike cannot be sensed, and thus physically blocked in enough time unless your Zanjutsu skill is higher (by 10 points) than the attacker's equivalent combat stat, Kido Intelligence is at least 10 points higher, or unless the difference in Shunpo Speed is 10 points or less.

Humans:

Fighting Skill: This will influence a human character’s overall combat skill.  It dictates which fighting techniques your character can perform, as well as how well your character can react to physical attacks.  If your opponent has a Fighting  Skill stat (or equivalent statistic), 10 points higher than your own, even if your speed stat is more than 30 points higher, they will be able to react to, block, and counter your physical attacks with relative ease (assuming the combatants have speed within 80 points of each other.  If the gap  in speed is as wide as 80 points the stat is all but useless).  Also, if your opponent is 15 points higher than you in this stat, they can block and dodge your melee attacks with much less effort (they don’t loose any fighting posts).

Spiritual Power Mastery: Determines how powerful a human's specific special ability is overall in terms of durability and raw power.  In a direct confrontation of two Abilities, the character with a Spiritual Power Mastery (or equivalent) stat 15 points higher than their opponents will have a significant advantage, and will be able to overpower the other character's ability.

Derived Stats:

*Derived stats can only be increased as a result of the relevant Basic and Sub stat scores increasing.
*Derived stats are used when basic stats or sub stats are insufficient to resolve a damage conflict between characters, or between abilities at first glance.
*Derived stats must be declared in the turn they are used to attack or defend, or that they will be in play for the remainder of the thread. If this does not occur the attack or defense will work off of Basic or Sub Stats.
*To completely overcome a defense using a derived stat, the attacker must use a derived stat, such as Physical Force, that has a score within is 9 points of the defenders stat, such as Hierro.
*If a defender is encased in full body armor (no significant exposed areas), the Released State Spiritual Power stat functions as a defensive derived stat such as Hierro.  If attacked, an offensive derived stat, such as Spiritual Power, must be used and must be within 9 points to break through the armor. Weapons (blades, horns, shields, armored combat appendages) cannot be broken or cut in this manner, and this applies only to armored body parts not meant for direct contact with other weapons, such as a helmet.  The Zanpakuto mastery or equivalent is used to damage or destroy weapons.
*To overcome another offense based on a derived stat in a clash, the derived stat that is 9 points higher will prove superior, even if less SP is used. This does not apply for offensive derived stats that are at 91, as anything above 90 is the highest tier of power.
*Physical Derived Stats can defend against attacks that use Spiritual derived stats , but defending against a spiritual attack by countering with a physical one requires the use of SP within 9 points of the SP used in the attack, and only if the defender has an ability such as Bankai, Spirit Flash etc, that allows them to use SP in a physical attack. In addition, kido type weapons have the option of using a physical derived stat if the Kido effect either is not used, or is used only once the target is hit by the weapon. Melee or unreleased weapons can optionally use a spiritual derived stat if the melee attack is charged with SP.
*For a Derived stat conflicting with a Basic stat, multiply the Derived stat by 2. If the result is within 14 points, the defense or dodge will succeed, however a 15 point difference between the Derived stat and the basic stat, the higher stat between the two will prove superior.
*Derived stat values are set out of 100, meaning only scores such as 50/100, or 75/100 are possible. To compare to Basic stats, simply multiply by 2 (Ex. 100/200, 150/200).

Hierro: Determines the hardness of Hierro (Aarrancar Only).  Hierro cannot be pierced by any attack or offensive ability not performed by a character with an attack statistic that is within 9 points of the user's Hierro stat.  Power cannot pierce Hierro by itself. Instead, the physical force stat is used. To calculate, add the Stamina stat to the Reiatsu stat, and divide by 4.

Physical Force:  The maximum natural attack power of a given spiritual being.  For use against abilities such as Hierro, which cannot be cut through with Power alone, or against those with high stamina.  To calculate and compare to Hierro, add the Power stat to the Reiatsu stat, and divide by 4.  To calculate and compare to Stamina, add Power and Reiatsu and divide by 2. This value replaces the Power stat where neccesary, and if beneficial to the player.

Released State Spiritual Power: The power of a spiritual being using a released state employing spiritual attacks.  Unless otherwise specified, this stat also determines the speed and strength of extendable weapons, ranged attacks, or abilities that create entities to fight with (such as Ashishishogi Jizo). In these cases this stat becomes Power and Speed for the weapon. In order for an ability using this stat to be blocked successfully, Sub Stats and Derived Stats must be within 9 points.  Abilities using this stat cannot be dodged unless sub stats or derived stats exceed this stat by 9 points. This means that attacks with a 91 in this stat must be blocked, and cannot be dodged under any circumstances. Basic stats must be within 14. To calculate, multiply the released weapon Mastery stat by 2, then add to the Reiatsu stat, and divide by 4. In terms of the ability to dodge, to compare to Speed, multiply this stat by 2 after the calculation. If speed is within 14 points, the attack can be dodged normally. In order to dodge with high speed movement such as Shunpo, that stat must be within 9 points of this one when compared to Sub stats.

Released State Physical Power: The power of a spiritual being when physically attacking with a released weapon. To calculate, multiply the released weapon mastery stat by 2, then add to the Power stat, and divide by 4.  This stat also applies to ranged weapons or attacks launched with Power and the weapon alone.

Spiritual Power: Determines how powerful and fast Kido, Cero, and other such abilities are.  To calculate, multiply Kido Intelligence, Spiritual Arts Mastery, or equivalent stat by 2, add the result to the Reiatsu stat and divide by 4. The remaining value represents the power of the spiritual techniques of a given character.  Kido and most spiritual attacks cannot be physically blocked and must be overcome with SP.  The rules for blocking and dodging such abilities are the same as in Released State Spiritual Power.
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