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Bleach: Dystopia

1,000 Years after a world gone wrong

Forward
It has been 1,000 years since the death of Genryusei Yamamoto. 1,000 years for Earth to evolve and change.
1,000 years for it to destroy itself. But it hasn't. It nearly did, 400 years ago, but it saved itself at the last minute.
The world that you know has changed.
With so many people in one place, over 1 billion people in the space the rough size of New York City, Hollow
attacks are rampant.
Welcome to...

Bleach: Dystopia
Bleach: Dystopia is a campaign setting set in a world 1,000 years beyond the current Bleach timeline. Within
these pages you will get the history of the world of Bleach: Dystopia. Prestige Paths unique to the setting and
new rules to deal with new situations.
Seven great disasters faced humanity and forged the world of Bleach: Dystopia. Humanity persevered, and
moved on. Huddled in their megaloplolises, they forge a new destiny.
This is set in the Karakura Megalopolis, but there are six other Megalopolis' across the globe.

Making a Character and Racial Changes


What Level to Start: This campaign setting is set for characters of sixth level or higher.
Stat Points:
This is a high power campaign, as such, you should let your players have 40 ability points as per the character
creation guidelines.
Acceptable Races:
As this campaign focuses on the horrors of the world and the struggle the good humanity is going through, the
following races should be banned from play: Hollow, Oni, Sasori, Henpuku, Mamushi, Saiyajin, Namekse-Jin,
Shin-Jin, Changeling, Ki Using Human, Android or Majin. This is also up to the GM as they can include any race
they choose.
Changes to the races:
Shinigami: Shinigami all use D20 Modern Katanas now, That is their base form and you can still take Alternate
Zanpakutou Form feat to make it different.
Quincy: All Quincies use guns now, at least the good majority of them. A normal quincy has a gun, and gains it
as an alternate bow if they so choose. They may still take the Alternate Bow Form feat.
Superhumans: No Mechanical Change, Most aspire to the Superhuman Patroller prestige path
Fullbringer: No Mechanical Change, Most Fullbringers find themselves in Broods, small cells that stake out an
area and live out their lives under the charge of a Broodlord.
Soulcaster: No Mechanical Change, Most aspire to the Soulcaster Medic prestige path.
Bounto: Do not exist, The only living Bount is Go Koga in Soul Society.
Kirenketsu: No Mechanical Change
Hououza: No Mechanical Change
Tora: No Mechanical Change
Shougakobou: No Mechanical Change
Gaian: No Mechanical Change
Lunar: No Mechanical Change
Solar: No Mechanical Change
Awakened Zanpakutou Spirit: Awakened Zanpakutou Spirits all use D20 Modern Katanas now, That is their
base form and you can still take Alternate Zanpakutou Form feat to make it different.
Corrupted Races: Any of the corrupted races with a Zenshaba uses the D20 Modern Katana now.
Accepted Prestige Paths:
Anything from the Core book, Darkness and Starlight, the Shinkoukenjin book and the expanded shinkoukenjin
book. Geneticist, Mecha Engineer, Martial Arts Master, Master Monk, The Survivor, The Superhero, Fighter or
Stance Master and any presented here.
Accepted Feats:
Anything within the Core book, Darkness and Starlight, the Shinkoukenjin book, the Expanded Shinkoukenjin
book, Advanced Eugenetics, Super Mecha, Greater Hero, Superior Hero, Superheroics, Extra Combat Roll,
Extra Martial Mastery and any presented here.

History of the world, 3013AD


As stated above, seven great disasters shape the world of Bleach: Dystopia. They are listed in detail below.
Disaster 1: Climate Change, 2013 2124
Unheeding of the warnings of scientists, the world was brought to the brink of destruction through a combination
of deforestation and an increase in greenhouse gasses. World temperatures increased, storm systems
increased in ferocity and the ice caps melted, leaving many species without a home.
It wasn't until Miami Florida was completely submerged underwater that warnings were heeded, and in the year
2095, a project was spearheaded using the latest technologies to fix climate change. Over the next 17 years,
scientists worked feverishly over the project. With no luck, 18 years later, Science was ready to give up the fight,
and allow the world to die.
That was when the process of techno-natural selection was discovered. Techno-natural selection was a process
of merging technology with biological constructs. With this technology, several bio-engineered forests were set
up across the globe. Each tree in the forest had the carbon dioxide processing power of 100 trees that came
before it with oxygen scrubbers being introduced to the trees biological makeup.
These genetically engineered trees nearly single-handedly saved humanity. They were allowed to grow
unhindered and soon covered a major portion of former wasteland like Death Valley in The United States, and
the Sahara Desert. Even the Island of the Dead in Japan was forged into an Oxygen producing powerhouse.
It wasn't the trees alone that saved humanity at this juncture. The technology to beam solar energy from space
to microwave facilities on Earth was perfected and put into mass production. Soon every rooftop was a small
energy collector, contributing to the entity known only as The Grid.
Disaster 2: A World Without Oil, 2089 2102
In a world that is increasingly reliant on Oil, running out was possibly the worst thing that could have happened.
But it was reported in 2072 that the world had reached peak oil, and would run out in about 100 years if current
trends kept up.
This sparked wars throughout the middle east, as controlling these last oil fields meant riches beyond measure
as countries that were now powerful would grind to a halt without oil. At the end of the Oil War, two countries
controlled the world's oil supply. Iran and Israel. The remaining countries either became part of the Israeli
superstate, or became part of the Iranian Caliphate.
In the days following the Oil War, prices skyrocketed for oil as Iran refused to sell to anyone of non-Muslim
descent and Israel decided to fuel their own expansion instead of helping the world. This lead to the Third World
War.
Lasting 17 years, from 2080 2097, it was the most costly war in history by monetary and lost life standards.
Over 2 billion lives were lost, and the war cost over 14 trillion dollars for each side. The Israeli superstate on one
side, the Iranian Caliphate on the other, and the world caught in the middle. Though once their staunchest ally,
The United States joined with China in a joint strike against the Israeli capital of Jerusalem which destroyed
much of the city, leaving both the Isrealis and the Iranians irate as the city contained both Jewish and Muslim
artifacts that were lost in the strike.
They joined together, for the first time in history, the Jews and the Muslims were working towards a common
goal, and, by depriving the world of their oil, very nearly won. The United States turned to Ethenol, a corn based
fuel, to survive the war and China turned towards Shuido rnlio a rice based fuel. Working fervently, the two
countries, along with most of the western world and Japan soon combined their resources, and found that when
combined, Ethanol and Shuido rnlio created a fuel that was even more potent than Gasoline.
This didn't end the war, as Oil had many more uses than just fuel. Scientists soon found a solution to that
problem as they concocted what would become known as Neoil a synthetic that, while not as easy to make as
the original, had just as many uses.

And that was how the war ended. Without fervor, but with a whimper. The Israeli-Iranian super-caliphate was
rendered inert and their riches were lost. They soon fell to infighting, forming the seven surviving states that exist
within that region today. Iran, Israel, Saudi Arabia, Iraq, Palestine, Syria and The United Arab Emirates.
Disaster 3: Silver's Disappearance, 2117 2189
With so much technology relying on silver, it was only a matter of time before Peak Silver was reached. Peak
Silver was the term used to describe what happened when we were using more silver than we were producing. It
became apparent after the Oil War and the Third World War that silver was going to disappear one day, so once
again the world turned to science.
This was something however that science couldn't fix. There was no synthetic silver, there was no miracle at the
last minute. The world simply ran out of viable silver in 2178. As silver now had to be recycled, prices
skyrocketed, and soon the world was seeing a new shortage, one of money. Those with silver lived extravagant
lifestyles while those without silver did without many things that we take for granted.
Without silver, the Information Age slowly died a whimpering miserable death as only the rich could afford
computers. Cell phones became a thing of the past, even cars had to go back to the age before the computer
chip. Soon the world had dropped 200 years of progress, except the rich.
Soon only the government had computers, and cell phones, and other such devices. It decided that now was the
time, and in 2189 is passed a series of laws which lead to Disaster 4.
Disaster 4: The Ultimatus Act and The World 2189 Present
With so many of the population in near medieval conditions, it was easy for politicians to convince them that they
were not safe. That they needed more government to help them in their daily lives, to tell them how to act, what
to do and where to go. It wasn't long before the Ultimatus Act was put into place.
The Ultimatus act was a nearly 2,000 page document that detailed the lives of the citizens of the world, and
made those details law. Descent was dealt with in deadly terms as protests sprung up all over the world. In the
ensuing insurgence, over 2 million people where killed or maimed by the new world government that was
established to replace the shattered United Nations.
Simply known as The World, it was given power over the world's military forces and used those forces to squash
the insurgency that had cropped up. Eventually humanity settled into it's new world government, and the protests
ceased or at least dwindled to small numbers as insurgency meant life in prison.
Finally the world's politicians had what they always wanted. Ultimate power over the people of the world. It
seemed that, unbeknownst to everyone, conspiracy theorists were correct. There really was a world wide
conspiracy to take away freedom and replace it with the draconian Ultimatus Act.
Disaster 5: Oda Rising: 2190 2508
After an unprecedented era of peace within Soul Society, war once again raged within the plane. Taking the
opportunity that Soul Society might be weakened by the death of Genryusei Yamamoto, Nobunaga ordered that
any Shinigami caught within the real world would be killed on sight.
The Shinigami Slaughter insued as Soul Society investigated the deaths of their number. Soon, in 2204,
Nobunaga invaded Soul Society directly, using the Sasori to pierce the veil between worlds. The battle was
fierce, but in the end, Soul Society was crushed by the vile Oda Nobunaga, it's captains put to the sword. The
only captains to escape this fate were the Captain Commander himself, Shunsui Kyoraku and captain Toshiro
Hitsugaya
Captain Commander Kyoraku made the unprecedented decision to bring a living army into Soul Society,
Contacting any and all Spiritually aware being that would answer his call. He amassed an army of Shinkoukenjin,
Superhumans, Fullbringers and the remnants of the Orihime family. It took him nearly a century to do so.
During that time, an rebellion began within the now decimated Soul Society. Made up of Rukon District members
and the surviving Shinigami Lieutenants, it became a thorn in the side of Nobunaga.

Also during this time, the rate of Hollow attacks increased dramatically, as Shinigami could not perform their
function.
The war was engaged again in 2348 when Kyoraku brought in the Army he had fashioned through the portal at
the now besieged Urahara Shop. In Kiske Urahara's last act in this world, he allowed all the forces through, then
detonated the spiritual equivalent of a nuclear weapon. The resulting explosion killed him, and any spiritually
awakened creature within the area, which covered most of the old Karakura Town, and destroyed Urahara's
portal. This was a one way trip for Shunsui, and he knew it.
The fighting was fierce, and lasted many years, almost one hundred and fifty. It wasn't until a last contingient of
Kyroraku's forces were able to sneak a bomb into the First Court that they were able to gravely injure Oda
Nobunaga himself, forcing the reversal of his fortunes. He was forced to retreat, and in 2508, Soul Society was
free to do it's job once again.
By then however, the damage had been done. Hollows very nearly ruled the world of the living, even going so far
as to set up kingdoms, and compete for resources, namely, human pluses. Even in the last 500 years, order has
not been established fully in the world of the living, and hollow attacks remain rampant for this reason.
Disaster 6: The Last World War: 2611 2614
While Kyoraku was attempting to settle the world of the living, it was gearing up for what would become the
largest conflict in it's history. There were no records kept of the Last World War, but it is known that North Korea
finally lived up to it's threats, and launched it's nuclear weapons at the Island of the Dead bio-forest. Decimating
the population of Japan, the world went to war. Secretly however, North Korea was getting aide from afar.
Forces mobilized, countries got ready to invade the country of North Korea, but at the border they met 13 beings
that turned back their armies. They came to be known as the 13 Heads of the Dragon. They were something not
quite human. They were... Superhuman. North Korea had been secretly cultivating these superhuman beings
within their ranks. They knew that their power was second to no-one in the world.
With the 13 Heads of the Dragon leading the charge, North Korea went on to decimate the world, destroying
most of the infrastructure that the world had worked for nearly 700 years to cultivate. In the end, it was
overwhelming numbers that did in North Korea. The war died down, but there was a cost. Most of the world was
now unlivable. Vast deserts stretched across the globe and winds galed and storms churned.
Disaster 7: The World Gone Mad: 2615 Present
With the Last World War behind them, humanity settled down to pick up the pieces. Unfortunately, they found
themselves in a situation where they were probably going to die. The rich had already fled to walled off venues,
but the real disaster came when the rest of humanity came calling.
Seven areas of the world were ripe for human colonization. The Island of Japan, The Center of the United
States, The Amazon Rainforest, Australia, Northern Russia, The Arctic and the Antarctic. The rest of the world
remained uninhabitable by humans. Slowly, fourteen billion people settled in lands that could hold barely one
billion. They built what are now known as the Megalopolises.
The seven megalopolises are:
The Karakura Megalopolis: Now taking up most of the Island of Japan behind the great Sea Wall
New New York: Taking the center of the United States
Amazonia: The Amazon Rain Forest
New Queensland: All of Australia
The Siberian Imperative: Siberia
The Arctic Research City: The Arctic Ice Sheet
The Antarctic Research City: The Antarctic Continent
Over the next four hundred years, these cities would be built up using a combination of a police state and
hydroponic food growing to make sure humanity survived. Life continued, but it was dulled somewhat,
diminished. The world of Bleach: Dystopia has become a hard place to live in, and it takes harder people to
thrive.

History of Japan
The Building of the Great Sea Wall
During the first disaster, the Islands of Japan was threatened by the sea. It would have been swallowed up, if not
for the most ambitious project in human history. A group of scientists and engineers throughout the world worked
to save the islands of Japan. The solution they came up with? The Great Sea Wall. A project that would take
nearly 3 decades to complete.
A nearly 30,000 mile long, 2 miles high by 3 miles wide at the base (1 mile wide at the top), the Great Sea Wall
became the most ambitious project the old humanity ever put their minds to. It required resources from across
the globe, the wall set up what would become the border of the Karakura Megalopolis.
The only ways into Japan now are by air, and by sea through the seven great channels that were built into the
walls to keep the sea levels at bay.
Destruction of Tokyo
Two hours to the north of Karakura, Tokyo fell victim to the fallout of the nuclear weapon that hit the Isle of the
Dead bio-forest. The heat and force of the blast leveled most of the city, leaving it in ruins. During the years
following the Last Great War, it has been reclaimed as a prison city.
Tokyo Prison
The aformentioned is one of the most secure institutions catering to even Superhuman prisoners. As the world
does not know of the existance of Shinigami or Hollows, it is not designed to keep them out, though it presents
some challenges in the form of very dense substances lining the walls.
Population of Tokyo Prison
99.99% Normal Humans Approximately 14,998,500
.01% Superhuman 1,500
Security in Tokyo Prison
The first line of defense in Tokyo Prison is the advanced alloy plated wall that surrounds the former capital of
Japan. It is almost as large as the Great Sea Wall surrounding the entire city. The walls themselves are one mile
thick and almost as high as the Great Sea wall. The walls have a 20 Hardness. Several tunnels lead to the
prison through the wall, but they fall under the second and third lines of defense.
At the tops of the walls and at various points within the walls themselves lies the second line of defense. Former
battleship rail cannons that have been grafted to the walls. Being hit by a Rail Cannon is deadly as it does 6d12
damage to those hit with it. Their critical range is 20 for x2 damage.
The third line of defense in the Tokyo Prison is the fact that the walls themselves are energized. This prevents
inmates climbing the walls to escape. Anyone that touches the walls themselves takes 8d6 points of electricity
damage and must make a fortitude save or be paralyzed for one round.
The fourth line of defense, only defends against incursion or escape from beneath. The sewer system in Tokyo
Prison, which was retrofitted from the sewer system of old, is now a death trap filled with deadly predators, and
death traps. Also every possible entrance is covered over by a gate made up of advanced alloy plating like the
guard wall.
The last line of defense are the troops that occupy Tokyo Prison. For every 100 inmates there is a guard, for
every 2 Superhuman inmates there is an additional guard. The prison does employ superhuman guards for
obvious reasons as the last war made them public knowledge.

The Destruction of the Old


During the last war, Japan was invaded from without by the 13 Heads of the Dragon. They saw the walled off
country as the perfect area to set up an interment camp for those that didn't obey the Great Leader. The entire
Island was invaded, and decimated during the war, most of Japan's national identity was destroyed during that
time, known as Kanashimi no Jikan or the Time of Sorrows.
Eventually other countries liberated Japan, but the damage was done, it was a land filled with political refugees
from all over the world. Most of the national defense force was decimated and the 13 Heads of the Dragon even
escaped the insuing liberation.
The Rebuilding
After the war, the world aided Japan in rebuilding which took decades.
Changing Names
Japan wasn't Japan anymore however, and taking the name Karakura after one of the surviving towns in the
area it began the transition to a Megalopolis. Why it had survived as well as it had was unknown to all but the 13
Heads of the Dragon.
Current Karakura
The current Karakura Megalopolis takes up all available space on the former Island of Japan, including outlying
Islands. Outlying islands are used to make the food for the megalopolis, while the main island is used to house
the nearly 2 billion people that live in the city limits.

Map of Karakura Megalopolis

Great Farm 1:
This was the first of the great farms full of hydroponic skyscrapers, this provides about 3/5ths the food for
Karakura proper. There are approximately 2,000,000 workers at Great Farm 1, all of whom have first pick of the
food, but only what they can carry each day.
Great Farm 2:
This was the second of the great farms when Great Farm 1 proved to be overworked. It provides approximately
half the output of Great Farm 1 at 1.5/5ths of the food for Karakura proper. 1,000,000 workers tend the
hydroponic crops that grow in giant skyscrapers on the island.
Great Farm 3:
When Karakura expanded to encompass all of old Japan, it was determined that Great Farms one and two
weren't enough. Great Farm 3 produces the remaining 1.5/5ths of the food for Karakura, and another 1,000,000
workers work there.
Tokyo Prison:
Described above, Tokyo Prison houses 15,000,000 criminals. It is rumored that the guards have completely lost
control within it's walls, and it is being ruled in a tribal fashion by the inmates themselves. There is no proof of
that however, as no one that leaves Tokyo Prison ever talks about what goes on within it's walls.
Karakura Proper:
Home to 2billion people, Karakura Megalopolis is one of the largest of the seven megalopolises dwarfed only by
New New York's 3billion inhabitants. It's an easy place to get lost in, even though everyone is marked with
identification.
The Seat of Government and the Home of the Superhuman Patrollers
With Tokyo destroyed and rebuilt as a prison colony, the Old Karakura town was rebuilt into the country's seat of
government. Within the walls of Karakura, politicians ply to keep their jobs, passing ever more draconian laws.
No longer are the people represented, they are controlled from on high.
Within the walls of the Capital, the Superhuman Patroller compound exists. Any superhuman found within the
city limits is sent here to be trained. Once in, you never leave the eternal patrol. You are always a patroller
regardless of your personal fitness and willingness.

Life in Karakura
Life in the Karakura Megalopolis isn't easy, crimes always result in either jailtime or mandatory work at one of the
great farms, people are barely represented at their trials before corrupt magistrates trying to keep the prisons
filled. Sometimes, a maverick judge will order a different punishment, but those judges are generally found
murdered in their homes, or killed by Natural Causes
Birth:
At birth, every person within the city is fitted with a chip that identifies them to anyone with a ID Gun. These guns
are generally reserved for police and Superhuman Patrollers. Removing an ID chip is generally painful as they
are booby trapped to destroy themselves upon contact with air. Trying to remove someone's ID chip deals 50
damage to the target that ignores damage mitigation and damage reduction as the chip explodes in a burst that
deals 5d6 damage to all occupants within 10 feet. It is for this reason that normal surgical conditions include a
blast shield and robotic assisted surgical proceedings.
Formidable Years:
Years are spent in schools assigned with the task of breaking down the individual ego and rebuilding them as a
willing pawn of the state. Education is scarce, and must be taken with a grain of salt. It is common to be told
something completely false as long as it makes the state look good. Sadly, because of school rivalries, and the
upswing of block to block conflict, there is a 57% mortality rate in Karakura Schools.
Adult Life:
Most of your adult life in Karakura is spent being a wage slave to one of the government mandated careers.
When you leave Secondary Education you are given a test. Depending on the result of that test, you are placed
in a career that suits you, regardless of what you think of it. Some people become disgruntled at their positions,
going on murderous rampages using the very gun training they had in school to become deadly combatants on
the battlefield.
Elder Stage:
In the Karakura of the now, you don't stop working till the day you drop dead. No longer are there any social
safety nets that existed in ages past. Everyone does something for a job till the day they die.
Death:
This is a common occurrence in Karakura. When a person dies, they are buried in one of the Death Fields near
the great sea wall. Most don't even have markers, but they do continue to have their ID chips. Most people are
placed in a biomemetic gel that, even if the human rots, preserves their identification chip in stasis till such a time
as they can be removed. Being a Gravekeeper in Karakura is a very undesirable vocation, and those that are are
seen with contempt by the remaining citizenry.

Castes in Karakura
While there is no official Caste system in Karakura, citizens fall within one of five categories
Category 1: The Poor
Making up 85% of the population of Karakura, the poor live day to day, getting what food they can from their jobs
and other venues. They are the most prevalent in petty crimes, and as fighters conscripted into conflicts between
blocks.
Category 2: The Police and Superhuman Patrollers
For every 100 people on Karakura, there is an officer of the law. For every million people on Karakura there is a
Superhuman Patroller. Police hold a great deal of power, with Superhuman Patrollers acting as sanctioned
vigilantes dispersing justice wherever they see fit. Killing on the job is common for the Police in this day and age,
as a lot of times, you're outgunned and outmanned. Old style action movie sequences aren't uncommon in this
age, as police have to train in old style military tactics. One shot, one kill, move on. Those that survive get judged
by the next caste of people
Category 3: The Judges
There are very few in this caste, but they are the new rich. Approximately 5% of the population are judges. They
make the law. They are the law. Defying a Judge brings swift death to a person. They are the ones that empower
the police and tolerate the Superhuman Patrollers. They are the ones that make sure the jail remains full. They
hold nothing back when sentencing a person, generally giving long jail sentences for slight offences.
Category 4: The Rich
The old rich didn't just disappear. Those that had a great deal of silver in the old world are the new rich now.
They can get away with just about anything they want, bribing police and judges alike. The old rich are the
second most powerful group in Karakura next to...
Category 5: The Government
The high post on the totem pole are politicians. They rule the world, especially since the Ultimatus Act has never
been repealed. A politician can generally do whatever they want, only facing exile for actively attempting to take
over the government itself. Politicians place Judges, and it is to Politicians that all look to remain in their meager
existences.

Block Wars
While Karakura was restructuring itself into a world power, small wars raged across the city. These wars, feuled
by clashes over resources, were brutal and deadly, and only ended when Karakura brought in it's military (See
Police above).
The last Block War, known as the Great Block War, happened less than 90 years ago, and nearly tore the city
apart. It wasn't until the head commander of the Superhuman Patrollers stepped in that the war ended. Neither
side won the war, but it claimed the life of the Superhuman Patroller head commander.
The last block war happened between Blocks Delta G L and Blocks Gamma A J. Over 5million casualties
were counted, but the real figures are estimated to be almost 50% higher as cannibalism ran rampant at the end
of the war, when food stopped being provided to the combatants as a stopping measure.
Timeline of the last Block War
March, 2923 Skirmishes begin between Block Delta J and Block Gamma B over food being hoarded by Block
Gamma B from the terminally ill within their walls.
December 2923 Known as the Christmas Massacre, 2,000 people were put to the gun as a large contingent of
Delta J'ers ransacked Block Delta B and killed everyone guarding the food hoard.
January 2924 Open war was declared between Blocks Delta J and Block Gamma B.
December 2924 Other Delta blocks became interested in the war, joining block Delta J in their war, almost
wiping out Block Gamma B.
June 2925 Blocks Gamma A, C J become involved in the war, as Gamma B gets demolished.
2930 Casualties mount on both sides, and it conflict spills over into Karakura Prime district, the seat of
government.
August 2930 Police mobilize in force, leaving other areas abandoned, into Delta and Gamma blocks.
July 17th 2935 The war ends with the self sacrifice of Polisander Belter, the Head Commander of the
Superhuman Patrollers.

The Other Megalopolises


New New York:
The largest city in the world, New New York, is home to nearly 3 billion people. Mainly based around the
Mississippi river, the world's most populated city boasts that there hasn't been a block war in their city for nearly
200 years. Whether this is true or not is unknown in Karakura, but many leave to New New York never to be
heard from again.

Amazonia:
Located in the old Amazon Bio-Forest, Amazonia is a nearly tribal nation that thrives by it's connection to the
biotechnology around it. Rumored to have harnessed the very elements to their whim, Amazonia is trying very
hard to reclaim the remains of South America for themselves.

New Queensland:
Most of Australia was spared the 13 Heads of the Dragon's wrath. The only place impacted by them was Sydney.
As they attempted to crush all the governments of the world. The rest of the country/continent went back to their
lives, and waited as the refugees from Asia flooded in. Soon the continent had swelled from it's old population to
a large 1.5 billion people. Today, New Queensland is the only country to have rejected the Ultimatus Act, and go
back to representative government.

The Siberian Imperative:


Along the northern coast of what was once Russia, the Siberian Imperative live out their lives in near bliss. This
isn't because their government is any good, it's because most of the population is hopelessly addicted to the
drug Stagger, which is the chief export of the city. They have a world wide crime syndicate where they sell the
drugs, and also deal in human trafficking. Meeting someone from the Siberian Imperative generally means you're
about to be taken to their slave labor camps.

The Antarctic Research City:


Scientists realized long ago, nearly fifty years before the Last Great War, that there was one coming. No one
believed them, so in their haste to get away from the war, they set up the Antarctic Research city. It is now the
scientific center of the world, making discoveries on a daily basis. Having an meritocratic government where
those that are the most qualified rule, they have also rejected the Ultimatus Act.

The Arctic Research City:


Set up originally as a way to escape climate change, the Antarctic Research city is actually a gigantic floating
ship of massive proportions. No one, however, has heard anything from the city in nearly 20 years, and worries
fly that their research may have done something horrible.

Hi, This is Dionon, writer of Bleach: Dystopia. I'd like you to turn away if you're not going to be GM'ing this game for players, as this part is a
spoiler. This is your last warning. Turn away now. If you still want to know, below is a paragraph, highlight it and copy/paste it. This is your
last warning however, turn back now if you're not a GM.
The real reason that no one has heard from anyone in the Arctic Research City is the fact that all the inhabitants have been turned into
Hollows with Undead traits. It all started when they discovered a Hollow, and decided to research it. It lashed out, escaped and infected the
entire populace. No one knew it's name, but everyone on the floating city is beholden to this creature as it's creator.

The Afterlife
The cycle of reincarnation continues to function as it has all this time. Shinigami usher Pluses to the afterlife in
the Rukon District, while Hollows try to eat souls to gain power and Oni attempt to subvert souls to their causes.
Soul Society:
Between the 2190 and 2508, Soul Society was under the rule of Oda Nobunaga. Most of the captains from
normal Bleach were killed in the conflict, or just aftewards. The lieutenants managed to get away, and form a
resistance movement that kept Nobunaga too busy to kill swaths of people in his own wake.
Currently, Soul Society is under the protection of the Gotei 13, with Shunsui Kyoraku at their head. Life goes on
in Soul Society as it always has, with some improvements here and there in technology and practices.
Hueco Mundo:
Between 2190 and 2508, Hueco Mundo practically emptied out onto the world of the living. The Espada at their
head, the Hollows of Hueco Mundo made the world of the living their new home. It took Soul Society nearly 500
years, but they have finally beaten most of the forces that emptied onto Earth back to Hueco Mundo. Today,
many hollows still roam the streets, but the more powerful ones returned to Hueco Mundo to bide their time.
The Oni Courts:
In 2508, the spiritual equivalent to a nuclear weapon was used in the first court, nearly killing Oda Nobunaga.
Since then, he's had much less control over the Oni Courts, as several of the Daimyo rebelled against his rule.
He put them back in line, and returned the courts to what they once were, but his powers are diminished for the
effort.

Soul Society Personalities: Captains


The thirteen Captains of Soul Society are as follows.
Squad 1: Captain Commander Shunsui Kyoraku:
History:
Biography:
The former Captain of squad 8, Shunsui Kyoraku was
promoted to Captain Commander after the death of
Captain Commander Yamamoto.
After the Blood War: Beloved Commander
After the Quincy Blood War, Kyoraku moved on to
become one of the more beloved Captains in Soul
Society being personable and kind in his rulings. He quit
the drink, but continued to wear his trademark kimono.
The War with the Oni: The Retreat of Kyoraku
He aged gracefully till the Oni invasion of Soul Society.
When he and Torshiro Hitsugaya were the only captains
to escape, he made the decision to bring a living army to
Soul Society. With the world in turmoil, it was hard for
him to complete his task, but eventually he gathered
1,000 powerful Superhumans, Fullbringers and
Soulcasters.
Kyoraku's Return to Soul Society:
It wasn't through the central senkaimon that Kyoraku
returned to Soul Society, but through Urahara's stabilized
portal. They returned to a Soul Society under seige. The
oni were killing without a thought, destroying the cycle of
reincarnation. He was enraged, but this time he had help.
With a command, he unleashed his forces onto the
unsuspecting Oni
Kyoraku Triumphant:
Though the battle was fierce, Kyoraku wasn't Yamamoto.
He didn't just go onto the battlefield and wage war, he
was a thinking man's general. He devised a plan with the
only surviving member of the Kurotsutchi family, Hikari, to
build the spiritual equivalent to a human Nuclear device.
Though it took years to devise and construct, once
constructed, he managed to get 4 volunteers to carry the
device to Nobunaga's First Court, and detonate it within
the city limits. With Nobunaga gravely injured, he recalled
his forces and left Kyoraku with the task of cleaning up the mess made in his wake.
Cleansing the Cycle of Reincarnation:
After Nobunaga's retreat, Kyoraku found a world where Hollows had run rampant, actually setting up territories
within the world of the living. He reformed Soul Society back to the 13 squads, and with the aid of 11 new
captains and Toshiro Hitsugaya, managed to set the world mostly back to rights. Hollow attacks are still rampant,
and he feels responsible for that, as he couldn't defeat the Oni incursion that began this process. But he is
dauntless in his quest to cleanse the world of the living,and purify all Hollow souls. Not that he does so on sight,
but generally does so with the ones committing evil acts. An example of his mercy is the case of Neliel tu
Oderswank, whom is cared for currently in Soul Society in Squad 7.

Squad 2: Kura Shohien Urahara


Biography:
The love child of Yourichi Shohien and Kiske Urahara,
Kura is an adamant practitioner of both their arts, but
chose to remain with the Stealth Force after Hikari
Kurotsutchi's rise to power in the R&D Division.
Birth:
Kura was born during war time, when the world was still
going through the third world war when both parents gave
their support to the allies against the Israeli-Iranian
coalition. Their affair was consummated on the field of
battle, and Kura was born during the war.
Childhood:
Kura was raised as a normal human girl, given a gigai
that would age with her, she went through life virtually
unaware that her parents were shinigami.
Teenage Years:
During her teen years, she realized that she was different
than those around her. She realized that she could see
the dead, and interact with them, that she could touch
spirits.
Shinigami Awakening:
It was around the age of 21 that Kura asked her parents
the meaning of her life so far, and they told her exactly
what she was. She was shocked, and nearly repulsed.
But her mother's forthright attitude had once again done
it's magic, and Kura decided to train with them to realize
her heritage.
The Death of Urahara Kiske and Yourichi Shoihen:
When Captain Commander Kyoraku came calling on the
Urahara family, they were ready to respond. Hiding herself as a Superhuman, she joined Kyoraku's cause, but
watched impotent as her parents were cut down by the besieging Oni horde before the explosion cut off all
recourse of heading back.
The Oni War:
During the Oni War, Kura became a powerful asset, using both her parent's training to get behind enemy lines
and deconstruct their defenses. It was also during this war that she was given an Asauchi. Kyoraku admitted that
he always knew the girl was a Shinigami, but didn't press the issue after her parent's death. During the war, her
Zanpakutou, Shiso no Sukudo, awakened and she even went through Jinzen Training to receive her Bankai,
Mugen no shik no sokudo.
After the War:
It was partially her leadership that lead to the end of the war, and as such, she was promoted to her mother's old
position, the head of the Stealth Corps and Captain of Squad 2. She visits the world of the living whenever she
can, and is saddened by it's state of affairs, but she is steadfast in returning humanity to it's former glory, even if
she has to force them to go there.

Squad 3: Yoshizo
Biography:
Little is known about
the enigmatic Yoshizo.
Just that before the Oni
War he was the Fourth
Seat of the third squad.
The Oni War:
It was during the Oni
War that Yoshizo made
his presence felt. With
his Zanpakutou
Yukikanashimi, he
cleansed the battlefield
of Oni and their allies. It
was only due to
superior numbers that
he was ever forced to
retreat.
It was this leadership,
from the front, that
made Yoshizo one of
the most respected
members of squad 3,
and possibly the most
popular among them.
When Captain
Commander Kyoraku
returned with his army
of living souls, he quickly named Yoshizo the head of the third division, seeing his potential easily. Yoshizo's
talents lie in clearing a battlefield quickly using area effects, and he used that to his advantage any chance he
got. Soon he was known as Shi no Kaze or the Death Wind, even though his Zanpakutou, Yukikanashimi had
nothing to do with the wind.
After the War:
When the war ended with the near death of Nobunaga, Yoshizo was put through the standard Captain's
Proficiency exam. Though difficult, he succeeded and cemented his position as head of the third division. He
rarely goes to the world of the living, leaving such missions to lessers officers. He has too much work to do.
He's reorginized the third squad into a warrior poet squad. All are encouraged to indulge their intellectual
pursuits and to train their phsical bodies to the extreme. Some even go so far as to wear weights to train harder.
It is unknown if Yoshizo wears the weights himself, but he approves of all training devices that aren't illegal by
Soul Society standards.

Squad 4: Mizuki Yomai


Biography:
Mizuki was a child in the North Rukon District 51. She
survived by stealing food from vendors and living in a
shack near the river in the district. She became a
Shinigami when she found an Asauchi during the Oni
Wars.
Finding Iyashinokaze:
During the Oni Wars, Mizuki was a scared young woman
who took refuge in her home. When her district was
invaded by Oni, she watched in horror as they struck
down multiple Shinigami defenders. One of them
stumbled into her home, and dropped dead. His sword at
her feet, she became angry, and brave, and picked up the
sword and dashed out hearing it urge her on.
Fighting in the War:
Mizuki became a soldier, but her Zanpakutou was meant
for healing instead of battle, and she was transferred to
Squad 4. Disgruntled, she served as battle medic, fighting
to get to her charges, and fighting to get them out of
harm's way. Her leader at the time, Isane Kotetsu,
warned her that she was going to die if she kept doing
this, but she paid it no heed. She eventually became
Isane's Lieutenant after the death of Isane's other
lieutenant, Yasochika Lemura.
The Death of Isane Kotetsu:
While fighting to get to a charge, Mizuki was beseiged by
a group of Oni Juggernauts. She fought valiantly, but she knew she was going to die. That's when her leader
appeared, and released her Bankai, something which Mizuki didn't even know was possible. The juggernauts
fought harshly, using group tactics to kill Isane, but not before she dealt a mortal blow to each and every one of
them. Mizuki learned a harsh lesson that day, that you can't bring back the dead.
After the War:
Taking over as leader of the fourth squad, Mizuki charged her people with healing on the battlefield, training
themselves to fight just as well as the others. After the war ended, Kyoraku cemented her captainship by getting
Central 46 to promote her as she was the best healer they had at the time. She took to her captainship with a
passion, learning everything she could about healing, becoming the greatest doctor in all of the Gotei 13's
history besides Unahana Retsu and Tenjiro Kirinji. She learned all the tricks of the trade, including medical
miracles to bring back those from the brink of death.
She kept up her physical training as well, becoming an expert swordsman and unarmed combatant.

Squad 5: Momo Hinamori


Biography:
Momo grew up in Junrinan, District 1
of Rukongai, along with Tshir
Hitsugaya. While Hitsugaya tended to
be a bit of a brat as a child, Momo,
finding him amusing, treated him like a
younger brother. The two have a close
friendship, reflected by Momo giving
him the nickname Shiro-chan (Lil'
Shiro in the English dub). Momo was
older than Tshir, which gave him
the best reason to protect her. Even
more, the two were very close, and
promised to protect each other. When
Momo entered the Shinigami
Academy, she excelled at Kid. It was
there she met Izuru Kira and Renji
Abarai, who soon became her friends
and, later, her fellow lieutenants.
Ascension to Captaincy:
During the Quincy Blood War, Momo went through Jinzen Training to finally push Tobiume to Bankai. Though
this was dangerous as the Quincy could steal Bankais, she went through the training anyway, trying to become
strong like the others she saw around her. She finally learned her Bankai, Tobiume-Hime during the last days of
the war, but never got a chance to use it.
When the Oni invaded centuries later, she was one of the people told to run from the Seretai while the Captains
held off the oncoming horde. She was horrified to learn that her captain, along with all the other captains were
put to death. She became more somber at this point, believing her best friend was dead, she fought harder than
anyone to gain revenge for his death.
As Lieutenant, she was looked to for leadership by her squad with her captain dead. She took to leading troops
with a passion, putting down fields of destruction wherever they were, acting as living artillery cannons. Her rage
nearly took her when she was surrounded by Prelates, but she managed to survive with the help of the third seat
of the squad, who had also learned Bankai by that time under her tutelage.
When Kyoraku and Hitsugaya came back, she was overjoyed, and was immediately field promoted to Captain.
She took to this, just as she had before, but with a more careful bent, more calculating, as she no longer had the
drive for revenge for Shiro-Chan.
After the War:
When the war ended, Momo was put through the captain's proficiency exam, which she passed with flying
colors. She has since worked to make her squad more battle hardened. Training them daily in a mixture of battle
tactics, swordsmanship and Kido Lore. She remains Captain to this day, but rarely goes to the world of the Living
unless expressly ordered to by the Captain Commander, or there is dire need of her talents.

Squad 6: Goro Kuchiki


Biography:
Goro was born during the height of the Oni Wars to Renji
Abarai and Rukia Kuchiki. He's a talented man in many
areas
Brief History:
The child of Renji Abarai and Rukia Kuchiki, Goro was
trained to be a Shinigami since before he could walk right.
He was officially made the head of the Kuchiki household
upon the death of his uncle Byakkuya as Rukia refused
the position, citing the impending birth of Goro's younger
sister Hisana.
He has great respect for the other captains, being one of
the newest and least experienced. He makes friends
easily, and keeps them even easier. As the head of the
Kuchiki household, he keeps his duties close to himself,
letting few others interfere with them. If he needs help, he
generally looks to his squad for it, though he never admits
he needs the help, merely assigns sone Shinigami to an
assignment.
Goro has a reputation for being kind and generous. There
are rumors that even his Zanpakutou is one of the most
generous in Soul Society, but only when it reaches it's full
power. Until then, Shiten no Henka is one of the more
selfish Zanpakutou.
Coming of Age:
Goro, as is stated above, came of age learning to be a
Shinigami. When his uncle was killled during the war, he
was named as the head of the Kuchiki household. This
weighed heavily on the young man, who before then's
only responsibility was to his parents.
Ascendancy to Captaincy:
It was determined when Kyoraku returned that the
tradition that the Head of the Kuchiki household was to be
the captain of squad six would continue. Goro was named
Captain, even though he technically wasn't ready and
without a Bankai.
During the War:
After being named Captain of Squad six, Goro took to
Jinzen training whenver it was probable. Whenever he
could he talked to his Zanpakutou, but complained that
his spirit was selfish and greedy. It wasn't until he learned
Bankai that he realized that all that selfishness went into
one of the most generous bankais in existance.
After the War:
Goro's position was cemented by Central 46 as captain of
squad six and he has remained captain ever since, going
often to the world of the living to help his fellow Shinigami
against the powerful Hollows that now roam freely across
the globe.

Squad 7: Morai Hitori


Biography:
Born in the second
Rukon District, Morai
became a shinigami
when he learned of
their power during the
Oni Wars.
He desperately
wanted to fight back
against the oni that
were killing everyone
he knew, and did so
becoming one of the
most proficient Kido
users outside Momo
Hinamori and the Kido
Corps.
The Oni Wars:
Morai became a
Shinigami during the
beginning of the Oni
Wars. He quickly rose up the ranks, and unlocked his Shikai, Hikari no Nana Obu. He became the fifth seat of
the Seventh Squad and excelled at getting people out of harm's way. When the captain was killed, he took
command of the remaining troops and lead them in a calculated retreat using his abilities with his squad to get
everyone out.
He was further put in charge, becoming second only to Iba Tetsuzaemon. When they were caught in an Oni raid,
Tetsuzaemon gave his life to get everyone out with a suicidal strike, leaving Morai in charge. When Kyoraku
returned with his army, Morai was quickly given a field promotion and was the last captain to receive such an
honor.
After the War:
When the war was over, Morai was voted into office, despite not having a Bankai. He quickly began Jinzen
training, and after one hundred years of training, achieved his Bankai, Hikari no Hyaku Obu. Morai specialized in
going to the World of the Living and getting innocent people out of harm's way, even if they never knew what
made them leave. He lead squads of people there to all training to become like him.
With his Zanpakutou in hand, Morai was the one on the front lines of beating Hollows back to Hueco Mundo and
breaking up their Territorial kingdoms. He was also given charge of the child hollow Neliel Tu Oderswank, as
she was judged to be innocent of any crimes during her life as a hollow.

Squad 8: Renji Abarai


Biography:
Renji grew up in the 78th
District of Rukongai,
Inuzuri, with several other
children. Having come to
Soul Society alone, they
helped each other to
search for their families. It
was there that he met his
future wife, Rukia
Kuchiki.
After the Quincy Blood
War:
When the Quincy Blood
War ended, Renji was
noted as being one of the
strongest Shinigami in
existence. Even then
however, he passed up
promotion to Captaincy,
choosing instead to
remain the Lieutenant of
Byakkuya Kuchiki.
The Oni Wars:
When the Oni Invaded, Renji was the one that lead the troops out of harms way becoming a defacto Captain
Commander for the resistance. It was through his brash leadership that the Shinigami even stood a chance after
the Captains were put to the sword. During that time, he took lessons from every other Lieutenant in areas
where he lacked, such as Kido Practitioning. He soon rounded out his combat style, just in time for...
Marriage to Rukia:
Soon after the Oni Wars began, Renji and Rukia finally gave into their brooding love for each other, believeing
that their last days had come. Renji , since then has fahterered 2 children, Goro Kuchiki, and Hisana Kuchiki.
Kyoraku's Return:
When Captain Commander Kyoraku returned, Renji was put in charge of the eighth division. While he wasn't
exactly happy being placed in command of the drunk squad, he took to it with a passion.
After the War:
After the War, Renji was put through the Captain's Proficiency exam, and due to his training during the Oni Wars,
passed with flying colors, being made into the official captain of Squad 8.

Squad 9: Hisagi Shuhei


Biography:
Hisagi became enamored with Shinigami life after being rescued by then
captain of Squad 9 Kensei Muguruma. He entered the academy and was
quickly the top of his class. He soon after graduating became the
Lieutenant of Squad 9.
The Quincy Blood War:
It was revealed during the war, that Hisagi had Bankai. This made him
prime material to be trained to become a captain, and he was given
captain level training as a result. After the war, there were even rumors
that he would be taking over the now captainless Squad 8. Though those
rumors never came to fruition.
The Oni War:
During the oni wars, Hisagi followed Renji Abarai away from the Seretai
only to learn that the remaining Captains had been put to death. Hisagi
went into a period of depression after he lost his second captain, and only
came out of it when combat began. Otherwise he was in self-reflection.
It came to light sometime during the Oni War, that the future Captain of
Squad 9 had tapped into the spirit of his blade more fiercely than anyone
else, achieving perfect fusion with his blade's soul. Being the first to
accomplish this, he called the state, Reikai.
Kyoraku's Return and Ascendance to Captaincy:
When the reinforcements arrived to aid the Shinigami resistance, Kyoraku
was given his squad as Captain. When he revealed what he had discovered to Kyoraku, the Captain
Commander smiled and asked to learn the state from Hisagi. This cemented Hisagi's role as Captain as he went
on to attempt to teach the rest of the then Interim Captains Reikai.
After the War:
When the war ended, Kyoraku made sure Hisagi kept his captaincy. Hisagi now does his job, investigating
hollow incursions within the World of the Living and in Soul Society, on the forefront of the fight to make the
World of the Living right again.

Squad 10: Toshiro Hitsugaya


Biography:
Hitsugaya comes from the province of Junrinan in the 1st
District of West Rukongai. There, he lived with his
grandmother and Momo Hinamori. As a young child,
Hitsugaya was a bit of a brat who likes to eat watermelons
and poke fun at Hinamori. She calls him "Shiro-chan" (Little
Shiro in the English dub) and he retorts by calling her "Bedwetter Momo." The two are close friends and Hitsugaya,
despite being younger and much shorter than his friend,
always feels that he needs to protect her.
The Quincy Blood War:
During the Quincy Blood War, Hitsugaya was one of those
that had their Bankai's stolen. He was also the first one to
discover how to get the Bankai back, by killing the one that
stole it, permanently. This made him sick to his stomach, as
he was removing souls from the cycle of reincarnation, but
he did so with Cang Du, the Quincy that stole his Bankai.
With his Bankai returned, he reported his findings to the
Captain Commander, and those with their Bankais stolen,
went on to retrieve them from those that stole them.
The Oni Wars:
Toshiro was one of those that stayed behind when Soul
Society was being ransacked by the Oni. He narrowly
escaped death when he and Kyoraku escaped through the
Central Senkaimon. They were supposed to have been
followed by the remaining four captains, but they never
made it. Hitsugaya, even to this day believes it to be his fault
that they didn't make it.
Kyoraku's Recruiting Drive:
The mostly silent Hitsugaya became even more so in the first days after escaping as Kyoraku began recruiting
living souls to help Soul Society. He thought it would never work, but would follow the Captain Commander. It
wasn't until he saw the army assembled and fighting off the Oni raid of Urahara's Shop that he began to believe
in the Captain Commander's plan.
Return of Hitsugaya:
When the army of living souls went to Soul Society, the battle began in earnest. On one side, the snarling
seventh court of the Oni Courts, on the other, The Army of the Living, and the remainder of the Shinigami.
Hitsugaya began his battle swiftly, releasing his Bankai early, and slaughtering countless Oni.
After the War:
Once the war ended, Hitsugaya settled down a bit, but still believing he was to blame for the deaths of Byakkuya
Kuchiki, Zaraki Kenpachi, Myuri Kurotsutchi and Kensei Muguruma. Being in charge of the security of the
Sereitei, he redoubled his and his squad's training to ward off those that would impede the safety of those within
the gates.

Squad 11: Yachiru Kusajishi


Biography:
Yachiru first met Kenpachi in one of the
worst districts of Rukongai, the 79th
district of the North Alley, Kusajishi, as a
nameless child. She crawled over to him
after he killed several other men with his
unnamed Zanpakut, and was
completely unfazed by the violence she
had just witnessed, or the blood on his
sword. Even as Kenpachi warned her
that the sword was dangerous, she
reached out and touched it, giggling as
her hand was covered in the blood of
dead men. He adopted her after that,
saving her from certain death in
Rukongai. He named her "Yachiru" in
memory of the only person he had ever
admired. Her surname Kusajishi was
given to her because she was from that
district. Since that day, she has spent
much of her time clinging to his back for
transport.
The Quincy Blood War:
It was during this time, that Yachiru
began to grow up physically, exerting
herself above and beyond where she
should have been, while Kenpachi laid
injured.
The Oni War:
During the Oni War, Yachiru had to make
the hardest decision of her life. Leaving
Kenpachi's side. Though she was now
physically a teenager, she still clung to
his back as she did before, and leaving
his side was something she didn't want
to do. Unknown to her, she'd fallen in
love with the big lummox.
She'd never know if he returned her
affections, as she learned of his death
through the most gruesome of methods.
Seeing his head on a pike during one of
the incursions into the Sereitei.
Angered, she called out for help from
anyone that would listen to her. Her sword answered her. Though she never knew it, her sword had always been
with her, not speaking to her because it never needed to, but constantly active, and supplying her with her
superhuman powers. It was then that she believed she achieved Bankai, as did everyone else in the Sereitai.
What she really got was Reikai, though no one knew.
After the War:
After the war, Yachiru was forced to combat all comers and defeat them in order to become the captain of Squad
11. She did so with silent resignation, and accepted the title of Kenpachi, even though she'd never use it in
proper conversation and going so far as to chastise those that did use her title.

Squad 12: Hikari Kurotsuchi


Biography:
Created during the Oni Wars by Mayuri
Kurotsuchi, Hikari was as much his son as
Nemu was his daughter. He was created as a
spare body for Mayuri in case he needed it,
but that never transpired.
Birth:
Born during the Oni Wars, Hikari as he was
dubbed, was made as an extra body for
Mayuri. He was a conglomeration of parts
from other shinigami and hollows. A little of
this, a little of that, all given life by Mayuri's
mad science.
The Oni Wars:
During the Oni Wars, Hikari learned of his
Father's death. His response was to kill his
sister in front of 200 witnesses, and become
the leader of the Research and Development
Squad. Though they resisted at first, his
overwhelming reiatsu was enough to keep
them in line.
Kyoraku's Return:
When Kyoraku returned with his Army of the
Living, he learned of Nemu's death from
Hikari, and was told in no uncertain terms that
he would not be relinquishing his title as
Captain without a fight.
Seeing as how he'd gone through unusual,
but proper channels, he was allowed to keep
his captaincy until the end of the war.
After the War:
With the war over, his record was accounted
for by Central 46, and it was found that he
was responsible for many of the mad
inventions that had kept the Shinigami alive in
the war, and was partially responsible for ending the war almost single handed.
He was allowed to keep his position, and makes constant forays into the world of the living, leaving the day to
day goings on of his squad to his Lieutenant, Nemu Marktwo.
Hikari is searching for something. What, no one knows but him, but he is searching. Some speculate that it's a
way to reverse some of the processes that Mayuri put him through. Some believe he's searching for a way to
become a true Shinigami/Hollow hybrid. Whatever he's searching for, he hasn't found it yet.

Squad 13: Rukia Abarai Kuchiki


Biography:
Approximately 150 years ago, Rukia and her older sister, Hisana,
were brought together to Inuzuri, the 78th District of Rukongai,
after they died in the Human World. Unable to live there while
caring for a child, Hisana abandoned Rukia when she was still a
baby. Rukia grew up on her own for a considerable amount of
time.
The Quincy Blood War:
During the Quincy Blood War, Rukia finally came into her own,
learning to deepen her connection to Sode no Shirayuki, she
managed to hold her own against the Stern Ritter, and the other
Quincy that invaded.
The Oni War:
During the Oni Wars, Rukia learned her Bankai's name,
Sodemaru no Shiriukihime. She fought valiantly, but was forced to
retreat by the Captain Commander, who ordered all Lieutenants
and those of lower rank off the battlefield.
It was a week later that she heard of her brother's death. She was
guilt ridden, desperate because she believed she could have
saved him. Somehow.
Marriage to Renji:
It was sometime after the death of Byakkuya, that Rukia finally
admitted her love for Renji Abarai. The two were wed, and had
their first child, Goro during the height of the war. Their second
child, Hisana was born much later, during the second half of the
war.
Refusing the Head of the Kuchiki Household:
Rukia was offered the position at the head of the Kuchiki household, but refused as she was pregnant and could
not fulfill the duties therein. The position went to her son, Goro.
Ascendance to Captaincy, After the Oni War:
After the war was over, someone was needed to fill Captain Ukitake's shoes. Rukia submitted her application,
went through the Captain's Proficiency exam, and was promoted to the Captain of Squad 13. She misses those
lost, but makes their memories proud by continuing their fight against injustice and suffering.

Soul Society Personalities: Lieutenants


Squad 1: Nanao Ise, Female

Squad 1: Genshiro Okikiba, Male

Squad 2: Tatsu Te, Female

Squad 3: Riku Togakushi, Male

Squad 4: Hanataro Yamada, Male

Squad 5: Kaito Nakamura, Male

Squad 6: Hisana Kuchiki, Female (Pictured with her father...)

Squad 7: Hando Konisichi, Male

Squad 8: Sentaro Kotsubaki, Male

Squad 9: Mina Hyraki, Female

Squad 10: Rangiku Matsumoto, Female

Squad 11: Ikkaku Madarame, Male

Squad 12: Namu Marktwo, Female

Squad 13: Kiyone Kotetsu, Female

Oni Court Personalities: Daimyos


Court 1: Oda Nobunaga

No one knows what Oda Nobunaga looks like now except Shuusui Kyoraku, and he's not telling.
The Oni War:
Instigator of the war, Oda Nobunaga ruled over Soul Society for nearly 100 years before being gravely injured by
the Nuclear Weapon wielded by Kyoraku.
The Incursion:
Oda Nobunaga, after recovering had to deal with several Daimyos rebelling against him. He put them all in their
places however, becoming Emperor once again.

Court 2: Donran

Donran has an alternate form that is of a respectable man in a business suit. He constantly makes contracts with
mortals conscripting their souls into Nobunaga's army.
The Oni War:
Donran didn't participate directly in the Oni War, he was busy collecting for the effort.
After the War:
Donran was one of the three Daimyos to rebel against Oda Nobunaga along
with Gougan and Gunji. His efforts were crushed by the other Daimyos and
Nobunaga himself. He has since gone back to his duties collecting for the
future war efforts of the Oni.

Court 3: Toriko
A virtual succubus, Toriko
is the epitome of lust and
vice. Her appetite for the
flesh outstrips even
Donran's and her battle
lust is the rival of Gunji's.
Oni War:
While she didn't
participate directly in the
war, she did interrogate
many of the Shinigami
that were kept captive
during the war ferreting
out information that
would normally have
been lost had the
Shinigami in question
just been killed.
After the War:
Toriko was one of the
three Daimyos that
remained Loyal to Oda
Nobunaga during the Oni
Incursion. She and Gunji
nearly killed each other
however, but wound up
in a complicated game of
sexual desire. Toriko
eventually won the battle,
and subjugated Gunji for
Oda's side.

Court 4: Ikari
Ikari is the leader of the Mamushi. A very violent man, he views crimes within his domain with a hatred that belies
belief. Death is the only sentence on his lips as he passes judgement on those that would go against him or Oda
Nobunaga.
The Oni Wars:
Ikari was one of the heads
on the battlefield during the
Oni War. He personally
killed Byakkuya Kuchiki for
daring to believe in his
pride. Ikari's was deadlier
that day as the two clashed.
After the War:
When forced to retreat, Ikari
destroyed everything he
could on the way out. He
was one of the three
Daimyos that remained loyal
to Nobunaga and fought
Donran to a standstill.

Court 5: Gougan

Terrible to behold, the power grabbing Gougan rules the fifth court like his own personal kingdom.
The Oni War:
Gougan was too busy plotting to be directly involved with the Oni War, though he did commit 20% of his troops.
After the War:
Gougan was at the head of those that wished to depose Oda Nobunaga for daring to lose the war. He fought
terribly, using powers garnered from other beings to decimate the Regents and other Daimyo. Eventually he
fought Oda himself, but lost in a close match. He has since gone back to his court to plot again wondering why
he wasn't executed.

Court 6: Bushou

A relentless inventor, Bushou sleeps eternally till needed, then wakes to invent anew.
The Oni War:
Bushou was pitted directly against the genius of Mayuri Kurotsuchi. The two butted heads at the beginning of the
war till Mayuri's death a few years into the war itself. After that was over, Bushou left the battlefield to sleep once
again, knowing that he would be needed soon.
After the War:
Though Bushou was one of the Daimyos to remain loyal to Oda Nobunaga, he did not participate in the power
struggle that waged with the other six daimyos. He was fast asleep and no one thought to wake him.

Court 7: Gunji

A relentless warrior and tactician, Gunji's Battlelust is the equal of Toriko's. He never leaves a battlefield unless
either unconscious or victorious, and not many have the power to knock this behemoth out.
The Oni War:
The main general and architect of the Oni War, Gunji was on the front lines. He single handedly killed a majority
of the remaining Captains, putting them to the sword if they surrendered. He was beaten off the battlefield by
Kyoraku himself shortly before the call to retreat was sounded by Nobunaga.
After the War:
The call to retreat was too much for Gunji. Part of his mind broke and he blamed Nobunaga's incompetence for
his loss at the hands of Kyoraku. He joined Donran and Gougan in their Rebellion, but was stricken low by Toriko
after a complex game of tit for tat. That resulted in his now infatuation with the woman. Once defeated on the
field of battle however, he capitulated to the stronger warrior, and follows the commands of Oda Nobunaga once
again.

Oni Court Personalities: The Regents


Lord Regent: Samanosuke Akechi

The dark and twisted soul of the pure Samanosuke Akechi has lead the dark forces of the Oni Courts for the last
eleven hundred years. He is tied to his master, drawing his power directly from Oda Nobunaga, making him the
match of most of the Daimyo themselves.
The Oni War:
While not directly involved at the beginning, Samanosuke was involved at the end after Gunji was defeated,
being the next strongest person on the battlefield, he faced Kyoraku till the Spiritual Nuke exploded in his court.
His powers fading, Samanosuke ordered the retreat of the rest of the Oni, and departed Soul Society vowing to
have his revenge upon Kyoraku.
After the War:
When the war resolved, the Oni incursion began as Donran, Gougan and Gunji rebelled against Samanosuke's
master. He was the one at the head of the forces opposing the trio, and was forced into combat multiple times
against their superior numbers. He even had the honor of dueling Donran personally, and while he didn't defeat
him, he held the Daimyo off until Nobunaga could arrive and put the errant Daimyo in their places.

Court 2, Regent A: Tan'o Yukoshin


A devious collector of mortal souls and
resources, it is rumored that he can change
his form into that of a dragon. Whether this is
confirmed or not is of legend, but his power is
unmatched in most of the Oni Courts.
The Oni War:
Tan'o was one of the main collector of traitors
to Soul Society, mortal souls to conscript to
the Oni Courts, and of the foodstuffs required
to maintain the war effort.
After the War:
When the war was finished, Tan'o went on to
support his Regent in his quest to depose
Lord Nobunaga. He has lived to regret this
decision, spending nearly 400 years in the
infernal power battery powering part of it's
colossal frame. Luckily for him, he was
allowed to keep his life via a special
attatchment that allowed him to regain
himself each time he would have been
destroyed. Nobunaga hates wasting
resources as much as Donran. For one
hundred years after serving in the Power
Battery, he was made the Prelate of Akogi
Kuramu, only just regaining his Regent
status.

Courth 2, Regent B: Akogi Kuramu

Akogi has a ravenous appetite despite her petite figure. She loves excess, jewelery, food, men, everything is fair
game for Akogi.
The Oni War:
During the war, Akogi was acting as a spy in Soul Society, disguised as a Squad 12 Grunt, she infiltrated the
Research and Development department and spoiled most of their war effort before being discovered. She
escaped as Mayuri was already dead, and no-one there could stop her.
After the War:
Akogi didn't support her Daimyo in his efforts, and was rewarded for her efforts. While Tan'o was serving his
sentence in the Power Battery, she was in charge of the entire Second Court, with deference to Donran of
course. She spent that time reformatting the entire court into a beautiful oriental court filled with art and excess.
When Tan'o came back, he was made her Prelate, stripped of his Regent Status for one hundred years.

Court 3, Divisions A and B: Aiyoku and Kuramu Iro

Toriko's Regents are supposed to be keeping her off the battlefield most of the time. Unfortunately they are more
interested in each other than the dealings of Toriko.
The Oni War:
While Toriko was away, these two used the opportunity to intensify the application of her will within her court.
They never entered the battlefield, finding solace in each other's arms.
After the War:
Forced to separate for a short while, each fell into a deep depression that brought them into a killing frenzy much
like their mistress'. They fought harshly for Oda's side in the Oni Incursion, killing hundreds till they were reunited
after the war's end.

Court 4, Regent A: Doki


Doki is a very disturbed individual. Living
an orderly life, as to not anger his
master, Ikari, Doki dispenses the twisted
justice that Ikari sets out.
Oni War:
Like his master, Doki was on the
battlefield dispensing justice. Many
Shinigami fell to a combination of his tail
and his sword. He was forced off the
battlefield when Samanosuke called a
retreat after the Spiritual Nuke went off
in the Oni Courts.
After the War:
Doki secretly supported the effort of the
Incursion during the Oni Incursion of
Gougan, Donran and Gunji. He
believed, like Gunji, that it was
Nobunaga's fault they lost the war, and
the sentence he should get was death.
He never actually took up arms, he
merely supplied council to the enemy.
For this he was demoted to Prelate till
he killled the new Regent and took his
rightful place once again.

Court 4, Regent B: Funzen


Funzen is the strict matron of the
Court of the Viper. She acts as judge,
usually leaving the dirty work to Doki
who acts as executioner.
The Oni War:
Like Doki and Ikari, Funzen was on
the front lines of the battlefield charing
into and breaking the formations of the
Shinigami. During the insuing
insurgence, she was one of those that
killed without mercy, rukon member or
Shinigami alike.
After the War:
Knowing of Doki's betrayal, Funzen
reported him to her superior. She was
surprised when the order to behead
him wasn't given, and has somewhat
lost faith in the system she helped
create. If not all crimes were dealt with
the same way, what crimes were
worthy of death? This question haunts
the snake girl to this day.

Court 5, Regent A: Hakori Jiman

A beautiful example of the Henpuku, Hakori almost never has a plan go awry. She is a mistress manipulator, and
as devious as they come.
The Oni War:
Hakori was not among the 20% of Gougan's troops that were committed. She helped him plot Nobunaga's
demise.
After the War:
It was discovered that Hakori had allowed the bomb into the Oni Courts in the hopes that it would kill Nobunaga
and allow Gougan to arise to emperor. This was one plot that didn't come to fruition, and she was stripped of her
rank and sent to the slums for her troubles. Since then she has worked her way back to Regent making sure that
her position could never be taken away again by birthing a son with Gougan named Junami.

Court 5, Regent B: Kenshiki Hari


Kenshiki isn't as good a planner as
Hakori, but she's got a lock on her
position through her relationship with
Gougan. She's manipulated the man
into believing she loves him, something
that couldn't be further from the truth.
The Oni War:
Kenshiki was the leader of the troops
Gougan committed to the war. This
was at the behest of Hakori and
Kenshiki got her revenge later when
she suggested Hakori's punishment for
her part in the bombing of the First
Court.
After the War:
When the war ended, Kenshiki entered
the battlefield against the forces of
Nobunaga in the great revolt. She,
however, got away with this by claiming, successfully, that she was being mind controlled by Hakori. When
asked what proper revenge was, she wanted Hakori stripped of her rank, and thrown out into the slums. When
Hakori wormed her way back into the graces of Gougan, she was beside herself. When Junami was born, she
knew that she had her lock. Hakori was bound to want revenge against the girl for her crimes against her, and
decided to cement her position by wedding Junami when he came of age. This endeared her to Gougan, and
made her position as Regent nearly permanent.

Court 6, Regent A: Getai Honeoshimi

As much a consummate scientist as his master, Getai is the Sasori responsible for creating the Power Battery
that powers all of the Oni Courts.
The Oni War:
Getai was awakened to the Oni War, and was charged with making a way to cross the dimensions. He solidified
an Artificial Senkaimon, expanded it, and allowed the armies of the Oni Courts to march on Soul Society en
masse.
After the War:
Putting his lot in with Nobunaga, Getai engineered a virus that was incredibly deadly to Oni, Henpuku and
Mamushi, but the Sasori were immune. There killed a great number of the insurgents, and hobbled a good
number of the remainder. The only ones left untouched by the disease was the Daimyos and Regents
themselves. Since that time, he has engineered an immunization to the virus which he infused into the water
supply.

Court 6, Regent B: Ketai Monoguza

Ketai is by far one of the strangest individuals in all the Oni Courts. His obsession with anthropomorphizing
anything that lives disturbs even hardened scientists. He's managed however to amass an staggering army of
anthropomorphized animals each as strong as their animalistic counterparts if not more so.
The Oni War:
During the Oni War, Ketai released his Dr. Moreu-like creations on Soul Society to wreak havoc. They worked
well, though many were killed. He retreated when the order was given, having been nearly struck down by Hikari
Kurotsuchi.
After the War:
Ketai was spared the rebellion as he, like his master, were put back to sleep. His animalistic creations still guard
him to this day, generations of them later. He is their creator, and they are programmed to be loyal to him alone.

Court 7, Regent A: Sotobari Kikan


Sotobari is a believer that it's not the
strongest warrior that gets off the
battlefield alive. It's the smartest. To this
end, he is in charge of the subterfuge and
special forces branch of Court 7.
The Oni War:
It was through his intelligence gathering
that the Oni were able to do as well as
they did. It was Sotobari's eye that saw
Captains meetings, it was his forces that
ferretted out information on their
capabilities.
After the War:
Sotobari used his immense skill in
subterfuge and intelligence gathering
against the Oni Courts when Gunji
rebelled against them. His efforts were
nearly successful in finding the resting
place of the sleeping Oda Nobunaga.
Sadly for him however, his eye was
discovered and traced back to him, and he
was punished by having his eyes gouged
out over and over again each day for one
hundred years. A light sentence if you ask
some demons.

Court 7, Regent B: Kinmooru Enbu


Where Sotobari believes in subterfuge
and guile, Kinooru Enbu believes in
brute force. He commands most of the
forces of the seventh court with an iron
hand, showing deference only to his
commander, Gunji.
The Oni War:
Kinmooru was always at the front of the
assaults that decimated the Shinigami
population of Soul Society. His forces
broke the Shinigami's backs and force
them to retreat. He single handedly
bested Zaraki Kenpachi in one on one
combat, killing the man in heated
combat.
After the War:
Though he was not sure about the
rebellion, he followed orders when he
was told to loose the troops at the First
Court. This caused such havoc, that
Nobunaga was forced to come out of
healing to deal with the forces that were
sent against him. Kinmooru was not
punished for his actions, citing that he
did nothing that he was not ordered to
do. A fact that sticks in the craw of
Sotobari every day.

Personalities of the World of the Living


Head Commander of the Superhuman Patrollers: Inochi Nohi
The 77th commander of the Superhuman
Patrollers contains within her the ultimate in
fire destructive capabilities. Her relentless
pursuit of keeping people out of harms way
has cost her a great deal however as she's
lost her husband and two of her children in
her quest, but she keeps on.
Childhood:
As a child the fledgling Superhuman was
taken from her home and sent to be trained
to defend Karakura from dangers that only
the could see. The government knew about
the dangers of spirits, and Inochi knew better
than most how deadly these beings could be.
Adolescence:
Spared the dogmatic brainwashing that most
children must go through, Inochi took a good
hard look at the world she was born into. She
came to the conclusion that she would save
the world from itself, one person at a time if
need be. She spent her adolescence saving
people under the purview of being a
Superhuman Patroller.
Getting Married:
Inochi met her husband Shino Kori in the
academy. He was perfect for her, her
opposite in many ways. Where she was hot,
he was cold, where she was impulsive he
was reserved. It made it all the more funny to
the duo that their powers were opposite too.
Where she was almost exclusively fire, he
was almost exclusively ice. The duo married
shortly after they graduated from the
Academy. She bore him two beautiful
children, Mizu, a boy and Kitai a girl. They
were her world, and the one thing she
defended with her life while on the go.
Loosing it all:
A group of Hollow found out about Inochi's family, and in one foul swoop, killed the trio while holding Inochi
hostage. She went berserk, killing the hollows and burning an entire building down in her rage.
Becoming Head Commander:
Inochi, after losing her family, dedicated herself in full to her vigilantism. She moved up the ranks of the
Superhuman Patrollers, and, five years ago, was named Head Commander of the entire organization.

Governor of Karakura: Maikeru Reinoruzu

A man dedicated to upholding the Ultimatus Act, Maikeru has forsaken family and friends to achieve his position
of power. It's not something he'll step down from willingly. Thankfully elections are a thing of the past, and as
long as he doesn't do anything against the grand council, Maikeru remains in power.
Childhood and Adolescence:
As a child, in his formative years, Maikeru was subject to the brainwashing that all children go through in this day
and age. He wanted nothing from it. From an early age he had his eyes set on power, and at the age of 18,
barged his way into Karakura Central. He was arrested for the transgression, but the grand council saw
something in the young man, and the Judge in his case mysteriously acquitted him.
Adulthood:
As an adult, Maikeru worked his way up the political train. He started as an intern in a seedy corporate location,
and soon became a local sector mayor. From there he worked his way onto the local council of elders, even
though he was merely 21, and then, the big time.
Becoming Governor:
At the age of 26, Maikeru joined the Grand Council, and through a series of bribes and blackmail, became the
youngest Governor in the history of the Karakura Megalopolis. Now he works to keep the Grand Council happy
so they will continue to allow him to keep power. Secretly however, there are rumors that he might try and
remove the Grand Council for a more economically feasible option. Dictatorship.

Police Commissioner: Ryu Haiyabusa


A man of extraordinary caliber, Ryu is
secretly working to take down the
Governor whom he believes has broken
the law. He is the youngest police chief
on record at the age of 30, and has
never lost a suspect once he sets his
sights on them.
Childhood:
At the tender age of 8, Ryu was involved
in a bloody block skirmish that left his
family dead. Though he was holding a
gun, the Police deemed that he had
nothing to do with the deaths around
him. In truth, Ryu was the one that killed
the perpetrators who killed his family.
This would be the first, but not the last
time he took justice into his own hands.
Adolescence:
During his training, Ryu noticed a lot of
people around him were ignoring certain
parts of their education. He took it upon
himself to report this to the teacher, and
the students got a severe reprimand. Though they knew who did it, they were loathe to attack the young man as
he had friends in high places. He again came into contact with the police after stopping the rape of a fellow
student, Miho Kawagana, by a gang of toughs. He made it look like Miho defended herself, and left the scene.
When the police got there, all they found was an unconscious girl and a group of dead gangers. What happened
to her is still unknown to Ryu.
Joining the Force:
At the age of 18, Ryu decided that he had to be a police officer. He joined the academy, and finished it within the
year, a minor miracle. It was then that he set himself to work on accruing more power for himself as he knew that
only through achieving status and gaining power could one begin real change.
Becoming Commissioner:
At the age of 27, Ryu decided to run for the Commissioner-ship of the city. He was pitted against people twice
his age with three times his experience, but his record was impeccable, and he had no blemishes on it, unlike
those he was competing against. He was one of the few Police officers on the force without any police brutality
claims, and he had a 100% success rate when it came to solving crimes. He was given the job a year later, and
became the youngest commissioner in history.
Pursuing the Governor:
Soon after becoming Commissioner, Ryu received strange and startling reports that the Governor was receiving
and doling out bribes. He'd never lost a case before, and now wasn't the time for him to do so, so he made a
secret task force of those that had resisted the brainwashing of his peers and set them to work gathering
evidence against the current Governor. Where that goes is up to the gods.

Prestige Paths
Superhuman Patroller
Superhumans act as an impromptu police force in the Karakura Megalopolis. They tend to act first and
decisively, taking down criminals with calculated strikes.
Prerequisites:
Feats: Superhuman, Advanced Unarmed Strike, Superhuman Threshold
Skills: Unarmed Strike 6+ Ranks, Gather Information 6+ Ranks
Special: Must have stopped a crime in progress through non lethal means.
1 MEGA STRIKE [PRESTIGE]
Your unarmed strikes are considered one size category higher for damage. Also you can grapple creatures up to
huge size.
2 Bonus Feat
3 NON-LETHAL SUBSTITUTION [PRESTIGE]
You can turn even your Evolution abilities into non-lethal damage. If you have elemental damage on your
Evolution, you can turn that into double the dice of non-lethal damage if you hit with an unarmed strike for nonlethal damage. Also you can grapple creatures of gargantuan size
4 Bonus Feat:
5 PATROL EVERYWHERE [PRESTIGE]
You gain the ability to use the Swim skill to fly as a Shinigami does. While flying, you gain a +5 bonus to checks
relating to maneuvers. You also gain the benefits of the Hover feat. Also you can now grapple creatures of
colossal size or larger.

Shinigami Agent
The Shinigami have their agents in the world of the living. With their badge of office, they hold a special place in
the hearts of Shinigami. They are considered seated officers for their purposes, placing them above most of the
members of soul society that enter the World of the Living for longer than a few hours.
Prerequisites:
Feats: Any Racial Feat or Spiritually Aware
Skills: Appropriate Attack Skill 8+ Ranks, Defense 8+ Ranks, Any one Saving throw 8+ Ranks
Special: Must have made peaceful contact with a Shinigami and received a badge of office.
Special: This prestige path increases your Reputation by +3 and your Wealth by +2.
1 BADGE OF OFFICE [PRESTIGE]
You receive a badge of office. This badge grants you the benefits of the Seated Officer feat when dealing with
Shinigami. When dealing with Shinigami, you are considered to be the lowest seated officer in whatever squad
the Shinigami is from. Also the badge allows you to perform Konso on plusses. Should you kill a spiritual
creature, and place the medallion on their body, you send them along the cycle of reincarnation, regardless of
whether they could have or not.
2 Bonus Feat
3 SPIRITUAL POWER [PRESTIGE]
While you are in the world of the living, you may use skills as a Shinigami does. If you already could use Skills as
a Shinigami, you gain a +5 bonus to all skill rolls involving Shinigami specific skill applications. While on a plane
rich in Reishi (Such as Soul Society and Hueco Mundo), you may make a DC 25 concentration check. Should
you succeed, you may use the skills that you could only use in the world of the living on that plane. This bonus is
canceled by Sekki Sekki Stone.
4 Bonus Feat
5 CAPTAIN CLASS PRIVILEGES [PRESTIGE]
You no longer risk execution for knowing captain level secrets. In addition, you are treated as famous among
Shinigami granting anyone that tries to recognize you a +10 bonus to their roll. Also, you may attend captain
meetings, and command other Shinigami Agents of lesser rank. Your badge changes to show your fame.

Veteran of the Block Wars


A veteran of the block wars was alive a long time ago when the Karakura Megalopolis was first still forming.
Before the coming of the Patrollers. At that time, there was no law, people were just coming in and squatting in
buildings. Soon territories were carved out, and people began warring with each other over who's territory was
going to get the scarce resources that were available.
Prerequisites:
Feats: Weapon Skill Focus (Any), Blooded, Seasoned
Skills: Appropriate Attack Skill 8+ Ranks, Defense 8+ Ranks
Special: Must be over 100 years old and not Venerable
1 VETERAN STRENGTH [PRESTIGE]
You have the ability to push yourself beyond the normal soldier. Once per day per feat in this tree, you may enter
a state of adrenaline rush that grants you a +8 bonus to Strength, Dexterity or Wisdom (Your Choice) for 3+
Constitution Modifier in rounds. At the end of the adrenaline rush, you are fatigued.
2 Bonus Feat
3 VETERAN'S RESISTANCE [PRESTIGE]
You have the ability to survive anything from poisons to grenade strikes. When you are forced to make any sort
of save, you may add your lowest modifier to the saving throw.
4 Bonus Feat
5 FOR THE NEIGHBORHOOD [PRESTIGE]
You have the ability to make a final strike against enemy forces. Once per day, you can make a Final Strike. A
Final Strike is an explosion of energy that damages all creatures within a 10 foot burst per level. The damage is
equal to your level in d8's. Once you have made your Final Strike, you are reduced to -1 hit points and stable.
You recover hit points normally, or through any means that grants healing. You are exhausted for 8 hours after
using this ability if healed.

Soulcaster Medic
Masquerading as a medical professional has allowed some Soulcasters to actually pick up some medical
training.
Prerequisites:
Feats: Soulcaster, Superior Soulcasting, Soulcaster's Gift, Field Medic
Skills: Treat Injury 8+ Ranks
Special: Must be able to heal 60 points of damage
1 FIELD SURGEON [PRESTIGE]
You gain the benefits of the Surgery feat if you didn't have it already. You may increase the DC of the Surgery by
10 to make the time taken into minutes instead of hours. If you already had the Surgery feat, this feat becomes
Bonus Feat and you may increase the DC of Surgery by 10 to make the time taken into minutes instead of
hours.
2 Bonus Feat
3 SURGEON'S RECOVERY [PRESTIGE]
You've learned how to integrate your Twin Sacred Return Shield into your surgeries. When you make a Surgery
check, you may choose to reduce the the DC by 1 by expending 2 of your hit points of healing for that character
for the day. You may reduce the DC multiple times in one surgery to a minimum roll of 10.
4 Bonus Feat
5 SURGEON'S FULL
RECOVERY [PRESTIGE]
You've learned the final trick
of the Soulcaster trade. The
ability to effortlessly bring
back the dead. You can, as a
NORMAL surgery (meaning it
cannot be augmented by
Surgeon's Recovery or Field
Surgeon's reducer), attempt a
surgery on a dead character
that hasn't been dead more
than 10 minutes per your
level. Should you succeed in
the surgery, you bring the
character back to life, and
heal it back to one quarter of
it's maximum hit points. This
uses up your surgery for that
character for the day, but
does NOT use up 50 of your
healing points on that
character for the day.

Fullbringer Broodlord
Fullbringers in this world run in Broods. Much like Xcecution of old, they are small cells of Fullbringers that do
whatever they please. As a Fullbringer Broodlord it is your job to direct your brood.
Prerequisites:
Feats: Fullbringer, 50% Fullbring, 100% Fullbring, Swift Fullbring, Leadership
Skills: Knowledge (Current Events) 8+ Ranks, Diplomacy or Intimidate 8+ Ranks
Special: Must be part of a Brood of Fullbringers.
1 BROODLORD [PRESTIGE]
You are recognized as the leader of a Brood of Fullbringers. As such, each of the Fullbringers in your brood is
treated as a cohort of yours. Each recieves one level of power as long as that does not break the rules of
Cohorts being at most one level lower than you. Should one of your new cohorts be above your level, they do
not level until you do. There can only be ONE broodlord per brood.
2 Bonus Feat
3 BROOD POWER [PRESTIGE]
When you attack with your brood you do more damage. Increase your damage by +1 per dice, per member of
your brood that is within 30 feet of you.
4 Bonus Feat
5 SUPERIOR BROOD POWER [PRESTIGE]
When you make an attack of opportunity against a character, all Cohorts you have within 30 feet can make an
attack of opportunity against one character they are fighting as a free action. This can only be a regular attack,
not augmented by any abilities that augment damage besides ones already active.

New Feats
General Feats
INCREDIBLE NON-LETHAL SUBSTITUTION [GENERAL, SOUL]
Prerequisites: Patrol Everywhere
Benefit: When you make your extra elemental damage into non-lethal damage, you may triple the dice of
damage instead of doubling it.
RENOWN [GENERAL, SOUL]
Benefit: The character's Reputation increases by 3.
Special: This can be taken multiple times. It's effects stack.
WINDFALL [GENERAL, SOUL]
Benefit: The character's Wealth increases by 3.
Special: This can be taken multiple times. It's effects stack.

Reiatsu Feats
FOR THE CITY! [REIATSU, SOUL]
Prerequisites: For the Neighborhood!
Benefit: Your For the Neighborhood! Does d10s of damage.

Kido Feats
The Spellcaster feat in this setting is replaced with the following feat.
SPELLCASTER [KIDO, REIATSU]
Prerequisites: Knowledge (Kido Lore) 4+ Ranks, Spellcraft 4+ Ranks
Special Prerequisites
- Shinigami, Quincy, or Oni, first level or
- Superhuman, Bounto, Fullbringer, Any Shinkoukenjun Race or Awakened Zanpakutou third level or
- Hollow, Soulcaster, Solar, Gaian and Lunar fifth level
Benefits: You may select one spell-list from the SRD and cast spells from that list. You begin at zero and first
level spells and gain an additional spell level every other level thereafter. This feat counts as 3 Reiatsu Feats.
Casting a Zero Level spell is free, Casting a first level spell costs 10 Reiatsu, Every level beyond first costs 20
Reiatsu more to cast. Casting spells works like they say in the SRD for casting magic with the exception that you
do not need material components or foci. You may take any Metamagic feat from the SRD. Each Metamagic
Feat has the tags [METAMAGIC, REIATSU]. You may choose what your spellscore is from your Mental
Statistics.
Special: You may select this feat multiple times for multiple lists. Should you select this feat again, it only counts
as one reiatsu feat instead of 3.

What Lurks in Block Beta J


Hollows run rampant in the streets, and the Superhuman Patrol has become overwhelmed, calling in
reinforcements from the ranks of the populous. Can you live up to the call?
The following adventure is for 4 6 characters of sixth level. Within this adventure, the characters will level up at
least once. It is set in Karakura Block Beta J a decrepit and ancient building that houses more than one million
people. Can you survive as intruders to their lair?
Are you the Gamemaster?
If you are going to be playing a character in this adventure you should stop reading now. Even if you are pretty
sure you can pretend that you don't know what's going to happen next, you'll have more fun being surprised
along with the rest of the players. Just like a movie is a little less exciting the second time you see it, this
adventure will be less thrilling if you read it before you play it.
If you are the Gamemaster for What Lurks in Block Beta J, you should read the entire adventure at least once
before you begin play. Start with the Background to familiarize yourself with the situation into which the heroes
will be thrust. Then make sure you understand the abilities and special rules for the opposition that the party
will be facing. If you encounter any rules you do not understand, look them up before beginning play.

Background
Block Beta J is in turmoil. No one knows what's been going on within it's walls as it cut off all communications 7
days ago. Superhuman Patrollers have seen communications go dark with any agent they send inside.
Shinigami as well have seen their agents lose communications as they enter the building, some of the last
reports detail disturbing things inside the building.
What makes matters worse, is that the Superhuman Patrollers have become overwhelmed by a recent increase
in Hollow attacks in the area. Strange new hollows that are going for the kill on anyone that they see regardless
of their power.

Getting the Players Involved


Before beginning, you should work out with your players exactly why the Superhuman Patrollers would conscript
them. Perhaps they are Shinigami agents that are sent to investigate the goings on with their number. Perhaps
they are Superhuman Patrollers that have been assigned the area, or Soulcaster Medics trying to get in to see if
anyone is still alive. Perhaps they are Shinigami themselves attempting to find what's going on inside the
building, but perplexed by the strange energies within.
Whatever the reason, the party should have a good reason to want to go into the building itself, which is locked
from the inside, with all windows covered with metal bars to prevent incursions. The party, regardless of how
they arrived, begin the adventure at the Superhuman Base in Block Alpha B, which is in Karakura Central, the
Capital structure of the city itself.

Scene 1: Welcome to Superhuman Patroller Headquarters


The first scene begins inside the lobby of the Superhuman Patroller Headquarters. Read the following aloud to
players. The player characters have all been asked to meet Jero Kohaku, a low ranking Superhuman officer at
10:00am sharp. The time is currently 9:30am
The lobby of the Superhuman Patroller Headquarters is a large affair with several desks with persons behind
them taking phone calls and talking to other patrons that have entered the area. There is currently one desk
that is not occupied by patrons, and a bored looking woman of plump figure sits behind it waiting for people to
come up.
As you look on her phone rings twice, she picks it up, and begins talking for a short time before putting the
phone down. With a sigh, she waves the party over to her.

At this point there should be some back and forth between the players and the secretary. She's bored, so play
that up. If asked her name, she says it's Deseri Nori. She's a plump woman with black hair and almost
exaggerated asian eyes. Her eye fold is so pronounced that the party can't accurately make out her eye color.
Possible Questions from the Party:
Q: What's your Name?
A: Deseri Nori
Q: We're here to see Jero Kohaku, is he in?
A: You're early, he's in a meeting if you'll just wait, we'll call you when he's free.
Q: What is this place?
A: This is Superhuan Headquarters, where the Superhuman Patrollers organize under the leadership of Inochi
Nohi.
Q: Who is Inochi Nohi?
A: She's the leader of the Superhuman Patrollers. Rumor says she's got a real fiery temper however, so be
careful if you ever meet her.
Q: What's Jero Kohaku like?
A: Jero? He's a real nice guy, tends to goof up now and again, but it's all forgivable stuff.
Q: Why are we here?
A: I dunno, you'll have to talk to Jero for that information. If you'll just have a seat, he'll be with you momentarily.
This doesn't cover every question that can be asked by players to Deseri, but it should cover the vast majority
of them.
With the conversation ended, the party is seated until Jero comes walking in, but fate has something else in
mind as a young man in a business suit comes running in shouting.
Read the following to your players:
A frantic person rushes into the building shouting Help! Help! Something's hurting my sister! Please someone
help!
At this point, anyone that uses the Sense Motive skill to sense reiatsu will sense the presence of several energy
signatures outside the building. Those that have sensed Hollows before (Work that out with your GM) will
recognize the signatures as Hollow.
If the party just sits there and does nothing, several Superhuman Patrollers that were milling about spring into
action. If the party goes to help, they receive no assistance at the beginning of the conflict.
Outside they notice that there is a girl, obviously near death, with her plus out being attacked by 6 ravenous
hollow. Each is the same hollow for simplicity's sake, and is detailed below. It's called Grand Maw
Hollow Tactics: The hollows themselves defy tactics, relying on their size to break down anything in their way.
They attack without mercy or compassion, but if more than half their number are taken down, the rest flee
fearing for their lives.
Hollow HP: 85 each
The hollows are large sized, so the take up more room and can hit further away than normal. They have a reach
and threatened area of 10 feet instead of 5. A threatened area is the area where you can make attacks of
opportunity.

If the party doesn't defeat the Hollows within 10 rounds, Juro comes out to aid them citing that he was waiting for
them. Either way, once the battle is over, Juro welcomes the party and brings them to a conference room.
Some may wish to investigate the man and his sister further. Let them with Juro's help. Juro is level a level 10
Superhuman with a Gravity/Earth type Evolution. He should have 2 Levels of Superhuman Patroller.
If the party can heal the girl, she will reveal that they were just walking along and suddenly she felt a sharp pain
in her chest. Suddenly she was out of her body and looking at those giant monsters. She will introduce herself as
Pori Makadonarudo and her brother Jeikobu.
If the party cannot heal the girl, medical attention will be brought to her, and her brother will reveal that they were
just walking from Block Alpha G to Block Alpha A going to City Hall. He will reveal that his sister suddenly
collapsed and began getting wounds on her. When pressed for his name, he will introduce himself as Jeikobu
Makadonarudo, and that his sister's name is Pori.
The party can roll a Reuptation Check here. The DC is 25. Pori's Reputation is 2 and Jeikobu's Reputation is 6.
Should you recognize Pori, you would know that she's a restaurant owner. Jeikobu is a low level politician
working for the government on several menial projects.
If pressed, he will tell the group that he was working on getting people to clean the sewers today, and that Pori
had joined him for lunch.
Either way, Medical attention is called, and the duo is brought off allowing the scene to continue.

Scene 2: Juro's Office


When the party enters the conference room, it should be described as well decorated, with plenty of seating. The
room has more space in it's one room than most of the characters probably live in, so it's good to play up that it's
a good 30x30 room. Large enough to fit a few beds in, and possibly a couple of dressers.
When the party finally talk to Juro read the following to the party.
As you can see, we're being besieged by attacks by evil spirits. Most people don't even know it's happening
much less what's happening. We have our feelers out however, and this should come to a conclusion soon.
Anyway, where are my manners. You can call me Juro, and this is an emergency situation.
See, we need your help. There is a building in the Beta district known simply as Block Beta J. Seven days ago,
all communication with the block ceased, and anyone that went in, was never seen again. We've asked
around, and none of the surrounding blocks have had skirmishes with Block Beta J in a good long while.
That's where you come in. You're all a little more powerful than the resources we've been able to put on this
project, and we'd like to see it come to a conclusion.
If you choose to accept this mission, it's really a simple one. See what happened in Block Beta J and put a stop
to any illegal dealings.
At this point, the party should be encouraged to ask questions of Juro. Block Beta J is in the Beta District, the
district surrounding Alpha district and the closest to Government Control that there is. To have an entire Block
suddenly cut communications is not only unusual, but unheard of in that district.

Here are some other questions your party may think up:
Q: How many people are in Block Beta J?
A: Approximately one million people live in Block Beta J
Q: What was the last communication from Block Beta J?
A: The last communication from Block Beta J was a jumbled mess of sounds and incoherent speech. No one's
been able to decipher any meaning in their last communique.
Q: Can we expect support for this mission?/Are we getting backup?
A: No, they can't spare the resources, which is why they are outsourcing now.
A2: If there is a superhuman in the party, tell the party that the Superhuman is their support/backup.
Q: Can we expect compensation for this?/What's in it for us?
A: Yes. Compensation will be transferred in the form of food and better lodgings. For those that want it, a move
to a better district can be arranged. Possibly even Beta district itself.
NOTE: The party would know, and you should tell them, that living in Beta district is as close as many of them
will ever come to being rich.
Q: How can we be sure this isn't a government ruse trying to get us to turn Vigilante?
A: You will be given special writs of Vigilantism which will allow you to work as a defacto Superhuman Patroller
for this mission.
Certainly the above aren't all the questions that can be thought up, answer any unusual questions as best you
can.
What if the party says no?
If the party says no, try dangling a few other carrots in front of them. Possibly information on background
information or actual physical silver. If that doesn't work, allow the party to leave, and let the bad things continue.
Eventually it will affect them, and it should sooner rather than later.
Once the party agrees to the mission, they will be brought to the heliport where they will be able to get to Block
Beta J without any problems.
The Pilot's name is Vigo, and he's a normal human to anyone that wants to sense him. He claims to be a family
man if asked, and that he's just happy to be helping out the Superhumans.
The party is dropped off approximately a quarter mile away from Block Beta J on the roof of a small government
building. They are allowed transit through the building with armed guard. The guards do not talk to the party at
all, unless combat breaks out. If combat breaks out, each of the guards is a level 4 Normal Human with Ranged
Mastery with their weapon of choice with is the M16A2 Assault Rifle (2d8[BW] Damage, x2 Crit, 80ft range, Burst
Fire and Auto Fire available). They are wearing Light Duty Vests which grants a +5 bonus to Defense Rolls.
Should the party decide to initiate violence, the other group uses wolf pack tactics against the party, striking, then
moving to a safe distance and striking again. There are six guards used to guard the party.
Guards HP: 51 each
Once outside the government building the doors are closed, and the party is allowed on their way.

Scene 3: The Lead Up


If this adventure is being used as part of a campaign, have a non-spiritually aware rival appear. It doesn't have to
be a physical rival either. It can be a school rival, a work rival or a member of a rival gang. All that's important is
that the rival approach the party.
If this isn't being used as part of a campaign, and is being used as a stand along adventure, have the following
man approach the group: Mury Okuna, Level 1 Male Human (Not Spiritually Aware)
Whoever it is that approached the party, have them be a bloody mess, approaching the party for help. They are
desperate, and will accept help from anyone.
If it a rival that appears, simply move on to the next page. If it's Mury, read the following aloud.
Help! My family! They're all dead! I don't know what happened, I just awoke to find them like that! I barely
escaped with my life. Help me!
Either way, either the rival or Mury will go onto explain that they escaped from Block Beta J, but only bearly. If
pressed, they have no idea what's going on, but people just started attacking them for no reason, slamming
them, and biting at them.
If it was the rival that appeared, have the party deal with them as they normally would.
If it was Mury that appeared, have him fall to the ground and start bleeding out. If the party saves him, he will
survive. If Mury dies however, his Plus pops out and his soul chain immediately snaps and crumbles. This
causes Mury intense pain, and he leaps for his body once again as if trying to get back in. Surprisingly, he is
successful, and the body rises, but it's different than before, and Mury instantly attacks the party howling in pain.
Mury HP: 32
Mury Tactics: He uses very little, biting and ripping at the party until he's slain again. Use Spawn 0 for this
If a rival appeared, skip the next paragraph, unless you decided to put the rival through the same thing as Mury.
Once Mury is killed, the party can search him, and finds that he's been dead for some time. His body is cool
enough that anyone that makes a DC 15 Treat Injury check can determine that he's been dead for about 30
minutes. Enough time for him to walk, slowly, from your destination. They can also determine that he has several
bloody bite wounds on his body from several sources, but all of which are human looking.
With this information, the party should continue on to Block Beta J.

Scene 4: The Entrance to Block Beta J


When the party reaches Block Beta J, something seems immediately off. Everyone should be entitled to a Spot
check with the DC determining what they learn
DC 15: No guards are at the entrance.
DC 20: Not only are there no guards at the entrance, but there's no one milling about.
DC 25: The above information plus it looks like the upper levels have been blasted outwards as glass litters the
ground.
DC 30: The above information plus you can see a figure looking down at the party from the 77 th floor window
Getting into Block Beta J isn't difficult, as Mury (or the Rival) left the door wide open as he ran from the building.
Once inside however, it just gets weird.

Scene 5: Block Beta J: Foyer


Block Beta J is a 100 story building that covers an entire city block. It has approximately 1 million residents,
crammed six to an apartment. That means there are approximately 166,667 apartments in this building. While
that may seem daunting to you, don't let it be. The party isn't going to search every apartment, they'd be insane.
Once in the building proper however, they discover a blood soaked foyer and several dead bodies that look like
they've been exsanguinated (drained of all blood). Further examination reveals (with a DC 15 Treat Injury Check)
that they were killed recently. As the party gets ready to move on however, the corpses begin to rise and attack
the party. There are 8 corpses in total, and the foyer is 50 feet by 50 feet. Use Spawn A for this encounter
Spawn A HP: 39 Each
Spawn A Tactics: They attack as a horde, surrounding a straggler, attempting trip attacks and trying to kill the
character before moving onto the next.
Once the party deals with the small horde, they can move on, either by elevator or by stairs.
If they use the Stairs, make them fight several Spawn 0's and/or Spawn A's on the way to the next few floors.
Each floor is the same. A block long corridor leading around the block so that people can get to their apartments.
Every 10 floors is a department store with plenty of goods for parusal. They're not in service, but that shouldn't
stop the party from... restocking if they feel the need to. This should be only after they clear the floor of Spawn
0's and Spawn A's. Once you reach floor 20 or more you can start putting in a few Spawn B's.
Spawn B HP: 46 Each
Spawn B Tactics: Like a wolf, they will attack and retreat, allowing each to get a hit before moving off. They will
concentrate on one victim till they drop, before moving onto the next. They won't kill right away, but if their victim
dies, all the better. They aren't smart, just predatory.
If you wish to, you can also put in a Spawn C if you really want to get them riled up.
Spawn C: 53 Each
Spawn C Tactics: Spawn C's rush into combat fists swinging. They have little regard for their safety as they are
nearly untouchable by normals.

Scene 6: Clues
As the party ascends the tower, you should include a few clues here and there as to what's going on.
Clue Ideas:
Diaries: Written within these tomes are the frenzied accounts of a horrible sickness that overcame the entire
building.
Official Documentation: You can find official documentation about troubles within the building, and that no one
seems to know why people are dying.
The journals of Superhuman Operatives: If you allow them to find the deccicated remains of Superhuman
operatives, you can have them have journals on them that tell about the monsters they've encountered within.
Put in a passage about a man nicknamed Giggles by the Superhumans.
These aren't the only clues that can be dropped, read the rest of this adventure to see what you might want to
give to your players to tell them what's going on in here. This combines with Scene 5 to be rather free form.
Don't take forever however, your party may get down on health and want to leave.

Optional Scene 6A: Rest and Recuperation


This is a scene you can place anywhere. The party finds themselves in an apartment that isn't badly ransacked,
nor is badly inundated by the enemy. Here they can rest, as there was no time limit on them being in here. Beds
are fresh and turned down, there is still food that is fresh in the refrigerator and there is enough beds and food
for everyone. Also the door is strong enough to keep out the baddies.
This is a scene you should place when the party is low on health and reiatsu. It shouldn't be easy to get to, it just
should be there if needed.
Also, this is a good place to put some of those clues I was talking about earlier. Search Checks should be made
as appropriate.

Scene 7: The Appearance of Giggles


On the 77th floor (You should probably not force your party to go through EACH and EVERY floor, just gloss over
some of them.) The party comes to a floor that seems badly damaged. From here on out, there are no more
Scene 6A's and it's do or die.
There are plenty of Spawn B's and C's around, but the weird thing that a party member with a DC 25 Spot Check
will notice, is that one of the Spawns isn't attacking, and is taller than the rest. Better yet, the spawn seems to be
moving away from the party. This is Giggles.
Anyone with a DC 20 Listen check can also hear him maniacally giggling to himself, hence his name.
Anyone that notices him visually, also notices that he's wearing a coat that's unusually thick for Karakura
weather.
If the party pursues him, which is almost guaranteed, he should vanish from their sight and reiatsu senses (DC
30 Sense Motive to pick him up again) Though the party can hear footsteps leading up the stairs.
The chase should continue, with Giggles taunting the party every step of the way, until you reach floor 80, which
is the roof of the building... Or at least it is now. It seems that the top 20 floors have been sheered away by
something. Once on floor 80, it's a cat and mouse game, leading directly to Scene 8.

Scene 8: Kill Giggles!


This is it! The boss fight! Use the Character Sheet for Giggles below, and play cat and mouse with the players for
as long as they don't find him. Once they do find him, it's time for a fight. Don't let him go down easily however,
have the plenty of Spawn A, B and C's as adds to this fight. Make it challenging to the party, even maybe kill one
of them to let them see firsthand what happens when one dies to Giggles' power.
Once the party has killed giggles, all his spawn die as well and the party can return to Superhuman
Headquarters and receive their reward. I'm not going to make a scene for it, but for now, this is....

The End

Monsters for What Lurks in Block Beta J


Below are the monsters used in the adventure What Lurks in Block Beta J

Grand Maw
Height: 9'3"
Weight: 1,500lbs
Hair: Black
Eyes: Yellow
Level: 6
HP: 85
RR: 504
SPV: DR: 6/Wealth: Reputation: 6
AD: 4
Dam: 3d6+8 (Unarmed), 2d8+12 (Bite)
Exp: 15,000 / 21,000
STR: 26
DEX: 18
CON: 22
INT: 14
WIS: 16
CHA: 16
BASE SKILLS
1. Unarmed Strike
2. Defense
3. Flash Steps
4. Fortitude
5. Weapon Attack
CORE SKILLS
1. Swim
2. Sense Motive
3. Bluff
4. Intimidate
5. Balance
6. Listen
7. Spot
8. Survival
9. Hide
10.Move Silently
FLAWS
- Vulnerable
- Inept Training

FEATS
1
- Hollow (Unarmed Strike, Size Increase, Cero, Rend)
- Blooded
- Talented (Weapon Attack, Hide, Move Silently)
- Skill Focus (Intimidate)
- Overbearing Reiatsu (Reiatsu Feat)
- Reiatsu Burst (Reiatsu Feat)
- Hollow Growth Power (Scent)
- Hollow Growth Power (Bite)
2
- Hollow Growth Power (Consumption)
3
- Brawn over Brains
- Supersonic Strike
4
- Devour
5
- Bonus Flash Step or Reiatsu Feat: Advanced Reiatsu Burst (Reiatsu Feat)
- Combat Martial Arts
6
- Summon Hollow
- Versatile Unarmed Strike

Guard
Height: 6'1"
Weight: 185lbs
Hair: Black
Eyes: Brown
Level: 4
HP: 51
RR: 220
SPV: DR: 4/Wealth: +6
Reputation: 3
AD: 3
Dam: 2d6+2 (Unarmed), 4d8 (Ranged)
Exp: 6,000
STR: 15
DEX: 15
CON: 16
INT: 15
WIS: 14
CHA: 15
BASE SKILLS
1. Ranged Shot
2. Defense
3. Unarmed Combat
4. Reflex Saves
5. Flash Steps
CORE SKILLS
1. Spot
2. Listen
3. Search
4. Hide
5. Move Silently
6. Tumble
7. Drive
8. Computer Use
9. Concentration
10.Knowledge
(Current Events)
FLAWS

FEATS
1
- Blooded
- Talented (Flash Steps, Concentration, Knowledge (Current Events))
- Endurance
- Diehard
- Combat Martial Arts
- Defensive Martial Arts
2
- Power Attack
3
- Ranged Mastery (M16A2 Assault Rifle)
- Supersonic Strike
4
- Cleave

Spawn 0
Height: 5'4"
Weight: 160lbs
Hair: Blonde
Eyes: Blue
Level: 1
HP: 32
RR: 55
SPV: DR: 1/Wealth: N/A
Reputation: 2
AD: 3
Dam: 1d6+2 (Unarmed), 1d8+2 (Bite)
Exp: 500
STR: 15
DEX: 15
CON: 15
INT: 15
WIS: 15
CHA: 15
BASE SKILLS
1. Unarmed Strike
2. Fortitude
3. Reflex
4. Will
CORE SKILLS
1. Spot
2. Search
3. Listen
4. Drive
5. Computer Use
6. Knowledge (Current Events)
7. Knowledge (Streetwise)
8. Knowledge (Popular Culture)
FLAWS
- Slow
- Vulnerable

FEATS
1
- Hollow (Unarmed, Bite)
- Blooded
- Hollow Growth Power (Special: Create Spawn: A character damages a character's Constitution to 0 or lower,
the victim returns as a Hollow with Create Spawn and Blood Drain in 1d4 rounds. If the victim had 5 or more
levels they also gain Fast Healing, Fast Healing, Swiftness and Natural Armor as free Hollow Growth Powers.
The new spawn is under the command of the character that created it and remains enslaved until it's master's
destruction. At any given time a character with this ability may have enslaved spawn totalling no more than twice
it's own levels; Any spawn it creates in excess of this limit are created as free-willed spawn. A character that is
enslaved can enslave characters of their own, thus a hollow with this ability can have many many enslaved
spawn through others. A hollow with this ability can volunterily give up control of a spawn. Doing so permanently
severs the domination, and they may never be enslaved again.)
- Hollow Growth Power (Special: Blood Drain: Each time a character is hit by this character's bite attack, they
take 1d4 Con Damage. A character killed by this ability is subject to Create Spawn. For each Con Damage
dealth, this character gains 5 temporary hit points.)
- Hollow Growth Power (Fast Healing)
- Endurance
- Diehard
- Hollow Growth Power (Bizzare, Undead Traits)

Spawn A
Height: 5'6"
Weight: 170lbs
Hair: Black
Eyes: Brown
Level: 2
HP: 39
RR: 165
SPV: DR: 2/Wealth: N/A
Reputation: 3
AD: 3
Dam: 1d6+2 (Unarmed), 1d8+2 (Bite)
Exp: 1,500 / 3,000
STR: 15
DEX: 15
CON: 15
INT: 15
WIS: 15
CHA: 15
BASE SKILLS
1. Unarmed
2. Defense
3. Fortitude
4. Will Save
CORE SKILLS
1. Spot
2. Listen
3. Survival
4. Search
5. Sense Motive
6. Bluff
FLAWS
- Slow
- Stupid

FEATS
1
- Hollow (Unarmed, Bite)
- Blooded
- Hollow Growth Power (Special: Create Spawn: A character damages a character's Constitution to 0 or lower,
the victim returns as a Hollow with Create Spawn and Blood Drain in 1d4 rounds. If the victim had 5 or more
levels they also gain Fast Healing, Fast Healing, Swiftness and Natural Armor as free Hollow Growth Powers.
The new spawn is under the command of the character that created it and remains enslaved until it's master's
destruction. At any given time a character with this ability may have enslaved spawn totalling no more than twice
it's own levels; Any spawn it creates in excess of this limit are created as free-willed spawn. A character that is
enslaved can enslave characters of their own, thus a hollow with this ability can have many many enslaved
spawn through others. A hollow with this ability can volunterily give up control of a spawn. Doing so permanently
severs the domination, and they may never be enslaved again.)
- Hollow Growth Power (Special: Blood Drain: Each time a character is hit by this character's bite attack, they
take 1d4 Con Damage. A character killed by this ability is subject to Create Spawn. For each Con Damage
dealth, this character gains 5 temporary hit points.)
- Hollow Growth Power (Fast Healing)
- Endurance
- Diehard
- Hollow Growth Power (Bizzare, Undead Traits)
2
- Reiatsu Striking Aura (Reiatsu Feat)

Spawn B
Height: 5'8"
Weight: 175lbs
Hair: Black
Eyes: Brown
Level: 3
HP: 46
RR: 220
SPV: DR: 3/Wealth:
Reputation:
AD:
Dam: 2d6+2 (Unarmed), 3d8+2 (Bite)
Exp:
STR: 15
DEX: 15
CON: 15
INT: 15
WIS: 15
CHA: 15
BASE SKILLS
1. Unarmed
2. Defense
3. Fortitude
4. Will Save
CORE SKILLS
1. Spot
2. Listen
3. Survival
4. Search
5. Sense Motive
6. Bluff
FLAWS
- Slow
- Stupid

FEATS
1
- Hollow (Unarmed, Bite)
- Blooded
- Hollow Growth Power (Special: Create Spawn: A character damages a character's Constitution to 0 or lower,
the victim returns as a Hollow with Create Spawn and Blood Drain in 1d4 rounds. If the victim had 5 or more
levels they also gain Fast Healing, Fast Healing, Swiftness and Natural Armor as free Hollow Growth Powers.
The new spawn is under the command of the character that created it and remains enslaved until it's master's
destruction. At any given time a character with this ability may have enslaved spawn totalling no more than twice
it's own levels; Any spawn it creates in excess of this limit are created as free-willed spawn. A character that is
enslaved can enslave characters of their own, thus a hollow with this ability can have many many enslaved
spawn through others. A hollow with this ability can volunterily give up control of a spawn. Doing so permanently
severs the domination, and they may never be enslaved again.)
- Hollow Growth Power (Special: Blood Drain: Each time a character is hit by this character's bite attack, they
take 1d4 Con Damage. A character killed by this ability is subject to Create Spawn. For each Con Damage
dealth, this character gains 5 temporary hit points.)
- Hollow Growth Power (Fast Healing)
- Endurance
- Diehard
- Hollow Growth Power (Bizzare, Undead Traits)
2
- Reiatsu Striking Aura (Reiatsu Feat)
3
- Improved Trip
- Incredible Natural Attack (Bite)

Spawn C
Height: 5'10"
Weight: 185lbs
Hair: Black
Eyes: Brown
Level: 4
HP: 53
RR: 275
SPV: DR: 8/Wealth: N/A
Reputation: 4
AD: 3
Dam: 2d6+2 (Unarmed), 3d8+2 (Bite)
Exp:
STR: 15
DEX: 15
CON: 15
INT: 15
WIS: 15
CHA: 15
BASE SKILLS
1. Unarmed
2. Defense
3. Fortitude
4. Will Save
CORE SKILLS
1. Spot
2. Listen
3. Survival
4. Search
5. Sense Motive
6. Bluff
FLAWS
- Weak Willed
- Stupid

FEATS
1
- Hollow (Unarmed, Bite)
- Blooded
- Hollow Growth Power (Special: Create Spawn: A character damages a character's Constitution to 0 or lower,
the victim returns as a Hollow with Create Spawn and Blood Drain in 1d4 rounds. If the victim had 5 or more
levels they also gain Fast Healing, Fast Healing, Swiftness and Natural Armor as free Hollow Growth Powers.
The new spawn is under the command of the character that created it and remains enslaved until it's master's
destruction. At any given time a character with this ability may have enslaved spawn totalling no more than twice
it's own levels; Any spawn it creates in excess of this limit are created as free-willed spawn. A character that is
enslaved can enslave characters of their own, thus a hollow with this ability can have many many enslaved
spawn through others. A hollow with this ability can volunterily give up control of a spawn. Doing so permanently
severs the domination, and they may never be enslaved again.)
- Hollow Growth Power (Special: Blood Drain: Each time a character is hit by this character's bite attack, they
take 1d4 Con Damage. A character killed by this ability is subject to Create Spawn. For each Con Damage
dealth, this character gains 5 temporary hit points.)
- Hollow Growth Power (Fast Healing)
- Endurance
- Diehard
- Hollow Growth Power (Bizzare, Undead Traits)
2
- Damage Reduction
3
- Damage Reduction
- Supersonic Strike
4
- Reiatsu Striking Aura (Reiastu Feat)

Giggles
Height: 6'1"
Weight: 155lbs
Hair: Black
Eyes: Red
Level: 10
HP: 120
RR: 728
SPV: DR: 10/Wealth: N/A
Reputation: 8
AD: 5
Dam: 5d6+5 (Unarmed), 5d8+5 (Bite)
Exp:
STR: 20
DEX: 18
CON: 20
INT: 12
WIS: 16
CHA: 16
BASE SKILLS
1. Unarmed Strike
2. Defense
3. Flash Steps
4. Reflex Save
CORE SKILLS
1. Hide
2. Move Silently
3. Spot
4. Listen
5. Search
6. Spot
7. Sense Motive
8. Bluff
FLAWS
- Meager Fortitude
- Pathetic (Intelligence)

FEATS
1
- Hollow (Unarmed, Bite, Fast Healing, Fast Healing, Swiftness, Natural Armor)
- Blooded
- Hollow Growth Power (Special: Create Spawn: A character damages a character's Constitution to 0 or lower,
the victim returns as a Hollow with Create Spawn and Blood Drain in 1d4 rounds. If the victim had 5 or more
levels they also gain Fast Healing, Fast Healing, Swiftness and Natural Armor as free Hollow Growth Powers.
The new spawn is under the command of the character that created it and remains enslaved until it's master's
destruction. At any given time a character with this ability may have enslaved spawn totalling no more than twice
it's own levels; Any spawn it creates in excess of this limit are created as free-willed spawn. A character that is
enslaved can enslave characters of their own, thus a hollow with this ability can have many many enslaved
spawn through others. A hollow with this ability can volunterily give up control of a spawn. Doing so permanently
severs the domination, and they may never be enslaved again.)
- Hollow Growth Power (Special: Blood Drain: Each time a character is hit by this character's bite attack, they
take 1d4 Con Damage. A character killed by this ability is subject to Create Spawn. For each Con Damage
dealth, this character gains 5 temporary hit points.)
- Hollow Growth Power (Fast Healing)
- Endurance
- Diehard
- Hollow Growth Power (Bizzare, Undead Traits)
2
- Damage Reduction
3
- Damage Reduction
- Supersonic Strike
4
- Reiatsu Striking Aura (Reiastu Feat)
5
- Increadible Natural Attack (Bite) (Reiatsu Feat)
6
- Hollow Growth Power (Scent)
- Resilliance (Reiatsu Feat)
7
- Improved Scent (Rastreador Level 1)
8
- +1[BW] Bite
9
- Crushing Jaws (Rastreador Level 3)
- Involuntary Rage
10
- Bonus Feat: Pain Mastery
- Uncanny Scent

Credits
Tite Kubo: Writer and Illustrator of the Bleach Manga
Draxredd: This is the guy that created the Classless Bleach d20 system
Dionon: This is Me, I created all the content within this booklet that is not copyrighted already. Feel free to use it
as you see fit, as long as I get credit for it.
Jusditz and Jeroitz: Two people who have a talent for finding the loopholes in systems and have been
invaluable in helping me root out the ones in this game system that even my discerning eye missed.
A_Shadow_Of_Life: Who helped a great deal
Giants in the Playground and Gleemax community: For inspiring me to create d20 stuff.
Wikipedia contributors (GNU Free documentation licence)
The Hypertext D20 SRD (Open Gaming Licence)
Peter Kisner: for the classless d20 inspiration
Deviantart and Google: For having such a great selection of pictures to use.

Bleach: Dystopia
A campaign setting for the Bleach D20 Classless System, Bleach: Dystopia offers a new world in which
to play Bleach.

Complete History of the World 1,000 years into the future


Several new Feats
5 new Prestige Paths
A Completely playable adventure

Bleach: Dystopia is meant to be used with the Bleach D20 Classless System.
LEAGALISE
All content within is the intellectual property of Brian Korot, AKA Dionon. It may be used by anyone that
wishes, and may be changed to fit your campaign. If you are going to publish this in any format, or add
to it, please be kind and give me credit, as I am going to be giving credit to those that inspired me to
create this supplement for the d20 classless system. All mentions of the Bleach anime and Manga
including mentions of the Soul Society, Shinigami and Soul Reapers, are used with fair use from Tite
Kubo, Shoen Jump Comics and anyone else I am forgetting to give credit to.

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