Variant Rules (Soul Society Supplement)
Variant Rules[edit]
The following are writeups and links to various variant rules this campaign should use.
General Rules[edit]
Additional Status Conditions[edit]
This rule serves to make using different types of attacks being worth it, instead of just using the same attacks over and over again.
Limb System[edit]
This rule makes any combat an actual risk, with a single slip up leaving a deep scar on one's character.
More Actions[edit]
This rule serves to give more variety in what you can do on your turn.
Supplement Variant Rules[edit]
Variant rules that affect the setting directly.
Setting Specific Rules[edit]
Evasive Dexterity Saving Throws[edit]
In this setting, creatures are known for their prowess to dodge than their durability capabilities.
Whenever a feature says they make an evasive dexterity saving throw, follow these rules:
On a success, they're able to use their movement (taking from their next turn's movement) to avoid the attack, taking half as much damage if they end their movement outside of the area. They can use movement increasing abilities that don't cost an action or bonus action during this movement, if necessary. If a creature doesn't have enough movement to avoid the effect, they automatically fail.
If a creature has a feature that makes their successes no damage and their failures half as much, they only take no damage on a successful save, while a failed save is always full damage. Such a creature also takes half damage if they would’ve succeeded on the saving throw, but don’t have enough movement to end their movement outside of the area.
Hollowfication[edit]
When a creature is targeted by an effect that would Hollowfy them, they start undergoing a process known as Hollowfication.
This process affects each creature differently, as shown down below.
Hollows. Hollows are immune to Hollowfication, since they are already Hollowfied by nature.
Shinigami. Shinigamis that undergo Hollowfication start to feel violent tendencies, attacking friend and foe alike while a Hollow mask covers their face. Once a Shinigami is targeted by Hollowfication, they become Berserk and receive the benefits of the Visored spiritual feat for a number of rounds equal to their reiatsu level added twice.
After the duration has passed, they start to make Hollowfication Saving Throws as normal.
Quincy. Quincy cannot undergo Hollowfication through normal means, since they do not have the antibodies against Hollow reiatsu to survive. When a Quincy would undergo Hollowfication through any means other than the Hōgyoku, they instead start suffering from the effects of Hollow Aversion.
If a Quincy has the Hollow Resistant feat, they instead start to instantly make Hollowfication Saving Throws.
Fullbringer. Fullbringers already have Hollow energy inside of them, so they are naturally less prone to die when being Hollowfied. When a Fullbringer would undergo Hollowfication, they have advantage on the death saves.
Hollowfication Saving Throws[edit]
A Hollowfication saving throw is a base d20. These saving throws benefit from anything that a Death saving throw would benefit from.
After three successful saves, the targeted creature gains the Hybrid Soul spiritual feat and must choose its Hollow option, with their Hollow powers already being awakened. However, if the targeted creature was a Shinigami, they instead gain the Visored spiritual feat.
If the creature fails at least once, their soul suffers what is called “Soul Suicide”, killing them instantly with no ways to revive them.
Optional Rules[edit]
These rules are not required by GMs, but may be used to add flavor to a campaign.
Attack Clashes Variant[edit]
When a creature is targeted by a damaging attack, spell, technique, or similar effect, they can use their reaction to initiate an attack clash. Both creatures immediately roll damage, take half of that damage dealt (rounded up), and then place it in their own respective pools. If the damage would rely on a saving throw, the damage is calculated as if the opposing creature had failed. However, if the attack would affect an area, it does not cause damage in that area unless it wins the clash. If a creature’s attack would benefit from Extra Attacks or any other features that grant additional attacks, they may make multiple attacks and combine the damage. Both creatures' initiatives are combined into one for the duration of the clash which is now placed at the bottom of the turn order. Each creature rolls damage on their collective turn.
To win the clash, one creature’s pool must exceed the damage of the other creature’s pool by an amount equal to the double score related to the opposing creature’s attack (Ex. If you added your Wisdom to your attack, your opponent needs to beat double your Wisdom score). For every 5 reiatsu levels one creature has over the other, the creature with the lower reiatsu level must exceed this score an additional time. Creatures may use attacks other than the attack they initiated the clash with on further turns, and may choose to enter forms on their turns as long as they have the required action.
After both creatures roll damage, they check to see if the clash is resolved. If the clash is not resolved on their collective turn, they must continue to roll damage on each of their collective turns until it is resolved, spending resources as normal. If a creature loses a clash against an attack that would rely on a saving throw, that creature automatically fails the saving throw. If the creature is outside the range of your attack when the clash ends, they take no damage. When a creature succeeds in a clash, they deal damage equal to the full amount in their pool.
Both creatures are considered to be concentrating on this feature, and attacks against them have advantage. They return to their respective turns in the turn order after resolving the clash.
Escaping a Clash. On their collective turn, either creature may spend a full turn action to escape the clash. The creature that escapes is automatically considered to have lost the clash, and must make an Evasive Dexterity Saving Throw.
Nullifying an Attack. On the first turn of a clash, if neither creature exceeds half the score of the opposing targets attack, either creature may choose to instead negate the attacks. In this case, the clash ends and the attacks cancel each other out.
Clash Examples[edit]
- Example 1
A Shinigami is targeted by a Cero and uses their reaction to clash their Zanpakuto against the Cero. The Shinigami needs to deal enough damage with their Zanpakuto to exceed the Hollow’s Wisdom score added twice, and the Hollow needs to deal enough damage to exceed the Shinigami’s Strength or Dexterity score added twice (depending on which stat the Shinigami uses).
- Example 2
A Fullbringer with Brazo clashes with a Shinigami using their Zanpakuto. The Fullbringer is 5 reiatsu levels higher than the Shinigami. Instead of exceeding the Fullbringer’s Strength score added twice, the Shinigami must exceed their score added thrice. The Shinigami activates Bankai during this clash, which means they now only need to exceed their Strength score added twice, once again.
- Example 3
A Hollow fires a Cero at a Shinigami 40 feet away, who clashes with their Zanpakuto. If the Shinigami wins, they do not deal damage against the Hollow they were clashing with.
- Example 4
Two Shinigami (both with 20 Wisdom) clash with Byakurai. One deals 20 damage, the other deals 29. Half of their Wisdom would be 10. They now qualify for nullifying the attack since there's only a damage difference of 9. The weaker Shinigami chooses to instead negate the clash, allowing both attacks to cancel out.
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