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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
The End
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.
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.