USING GP: The Character Character Power and How to Use It On Bleach Gotei we use a system of numerical representation to display our characters’ comparative levels of power. This system is split into Stats, a quantitative representation; and Skills, a qualitative representation. How these work, interact with one another and interact with those of other characters will be covered here.
Stats What are Stats? Stats are the quantitative representation of character power on Bleach Gotei and serve as the foundation upon which all character power is built. They show how strong, durable, fast or spiritually potent a character is on a numerical scale and the combined total of all stats is usually a good indicator of roughly how powerful a character is. This total, termed on Bleach Gotei as Reiatsu, is split into four individual stats: Strength, Defense, Speed and Spirit.
Reiatsu is not technically a stat so much as it is an aggregate of all stats—the total spiritual pressure a character exerts upon the world around them. The higher this number, generally the more powerful the character.
Strength is a representation of a character’s physical power, how potent their muscles are when performing strenuous activities such as punching or swinging a sword. Strength is offensive in nature and governs things like the act of swinging a sword, or throwing a punch.
Defense is a representation of a character’s durability, how resistant their body is to damage. Defense is defensive in nature and is also passive. Defense does not come into play until your character has already been hit, at which point it reduces raw damage taken.
Speed is a representation of a character’s maneuverability, how well they are able to dodge blows and navigate the battlefield. Speed is defensive in nature and governs things like the act of dodging an attack, or chasing down a target.
Spirit is a representation of a character’s spiritual potency, how powerful their magic or other nonphysical attacks might be. Spirit is offensive in nature and governs things like the potency of a Hado, or the strength of a barrier.
Common misconceptions include Defense being used to block, or that Speed governs the speed of one’s attacks. Defense is a measure of how tough a character’s body is, not how well they block—blocking is done with either Strength or Spirit. Speed is a measure of how quickly they can move from point A to point B, not how fast they can swing a sword or fire an energy beam. Other common misconceptions are that Spirit, due to its nebulous nature, can do “everything”, or that Strength is limited to melee attacks. Neither of these is true—Spirit (much like Strength) cannot be used as a substitute for other stats, and Strength can just as easily be used to attack from range using e.g. a javelin or other physical projectile.
Purchasing Stats Stats on Bleach Gotei are purchased using GP and are priced on an increasing scale tied to character class (for more information on character class, see below). In practical terms, this means certain intervals of Reiatsu are more expensive than others.
0-300 Reiatsu is priced at 20 GP for every point of Reiatsu. 301-400 Reiatsu is priced at 60 GP for every point of Reiatsu. 401+ Reiatsu is priced at 100 GP for every point of Reiatsu.
Note! All player characters on Bleach Gotei must have 25 Reiatsu or higher, meaning at least 500 GP must be spent on Stats.
Examples of how much one might spend to attain certain Reiatsu levels are as follows: 200 Reiatsu costs 4,000 GP: 200 × 20 GP = 4,000 GP. 350 Reiatsu costs 9,000 GP: ( 300 × 20 GP ) + ( 50 × 60 GP ) = 6,000 GP + 3,000 GP = 9,000 GP etc.
Stat Caps Stat caps exist in order to prevent rampant overspecialization in a character and impose both upper and lower limits on how Reiatsu may be allocated across the four stats.
The lowest any one stat can be is 10% of your character’s Reiatsu (rounded up to the nearest integer). For example, this means that if your character has 150 Reiatsu, they cannot have any stat lower than 15. If they have 151 Reiatsu, they cannot have any stat lower than 16.
The highest any one stat can be is limited by what is termed the Base Stat Cap. The Base Stat Cap grows by 10 for every 25 Reiatsu a character has. For example, this means that at 100 Reiatsu, a character cannot have any one stat above 40. At 150 Reiatsu, they cannot have any one stat above 60, and so on.
Skills What are Skills? Skills are the qualitative representation of character power on Bleach Gotei and serve as a natural extension to stats. They show a character’s understanding of how to translate the power in their muscles or the spiritual potency within them into action and have several ranks which govern how well this is achieved. A popular way to phrase it is that stats represent raw power, and skills are the lens through which this power is focused. A character may be very strong physically, but without the knowledge of how to put that strength to good use, they will often find themselves at the mercy of those who are better trained in the martial arts.
Every skill on Bleach Gotei has seven ranks (eight, if you count not having the skill as a separate rank!), each with an associated GP cost. These ranks and prices are as follows:
The prices listed are the total GP necessary to reach that level, which is to say an Expert rank skill costs 400 GP, and raising that skill to Master costs only 200 GP.
Ranks 5 and above are referred to as Masteries on Bleach Gotei and are not available by default; they must be requested by showing a character’s development in that field.
Universal Skills All characters (with the exception of Non-Arrancar Hollow-Breeds) on Bleach Gotei have a core set of skills no matter which race they belong to. These skills may differ in superficial aspects, but they represent the same things. The four core skills, termed Universal Skills, are Weapon Proficiency, Hakuda, Hohō and Reiatsu Perception. Non-Arrancar Hollow-Breeds have no weapons and therefore no need for Weapon Proficiency.
Weapon Proficiency Weapon Proficiency is the skill that governs the user's martial prowess with the weapon they choose to wield. For Shinigami and Arrancar this governs their prowess in wielding both their sealed Zanpakutō and its released state, while for Quincy it governs the spirit weapons they construct from Reishi.
At Beginner rank, most users have only just begun to use their weapon and have a cursory familiarity with it. The user will find it tiring to fight with this weapon for long periods of time. It isn’t until they advance to Novice rank that they will have a tangible grasp of the fundamentals.
By Journeyman rank the user is quite formidable with their weapon. Not only is its basic use a triviality for them but they’ve begun to use their weapon in more advanced ways, such as aiming for their opponent's vital organs and gaps where their armor is thinnest, and other disabling strikes.
When Expert rank is achieved not only the user has learned all that can be taught about how to use their weapon, but they have also come to understand it on a fundamental level. They understand the precise nature of how it's weighted and balanced, where its center of gravity lies, and precisely how it will react when they wield it against an enemy.
At Master Rank, the user has deepened their connection to their weapon that it has become an extension of their being. A master's use of their weapon is not a conscious application, but an unconscious one. This allows them to strike with their weapon as a matter of instinct, allowing them to simply act without having to think of where and how they want to strike.
Hakuda Hakuda is the skill that govern's the user's martial prowess with their physical body. Characters on Bleach Gotei are capable of possessing a wide array of physical appendages beyond the conventional two arms and two legs that most humanoids possess, but as long as it is a part of the user's own body that is being utilized, it falls under Hakuda.
At Beginner rank, the user is an amateur in fighting with their body and they'll find it to be an exceptionally taxing process in prolonged encounters. They understand the raw basics, such as how to throw a punch, but their style is riddled with flaws for an expert to exploit.
At Novice rank, the user has begun to master the fundamental basics of hand-to-hand combat and are capable of using basic techniques and strikes with consistency and with far less wasted movement.
At Journeyman rank, the user finds long-term combat with Hakuda to no longer be an exceptionally taxing task, allowing them to engage in long martial encounters without succumbing purely to fatigue generated by their own movements. The user's personal plethora of techniques has expanded, allowing them to utilize a variety of striking, throwing, and grabbing styles. It is usually at this rank that the user picks a specific martial art or style of fighting to specialize in.
At Expert rank, the user has learned almost everything they can about fighting with their body, and they have come to understand how to wield their body as a weapon on a fundamental level. They understand the specifics of both their own force and that of their opponents, how to weaponize that force, and can move and strike fluidly and with deadly precision.
At Master rank, the user has mastered their techniques to such an extent that they have become instinctual. They no longer have to think or concentrate on the specific mechanics of combat, and are instead able to strike and block on instinct alone, allowing them to simply act without having to think of where and how they want to strike.
Hohō Hohō is a phylum of techniques centered around the art of spiritually-assisted movement, and it is used by almost every spiritually-aware being. Every race has their own variations—Quincy ride on waves of Reishi beneath their feet while both Shinigami and Hollow-Breeds kick off with bursts of Reiryoku to propel themselves forward—but the core principle remains constant: Using spiritual energy to assist movement.
At Beginner rank, the user has learned how to Flash Step, allowing them to rapidly transition between two locations faster than would normally be possible. At this stage, their flash step is sloppy and slow, requiring far more effort than it should.
The user can also walk on the ambient Reishi in the air by expelling minute levels of Reiryoku from their feet, causing it to coalesce and harden beneath them. Even at this rank, the user can stay suspended in the air for hours, although it will require active concentration. This technique cannot be used near Sekkiseki stone, such as that used to build the walls of the Seireitei.
By Journeyman rank, the user now has enough experience that their Flash Step no longer exhausts them after only a few uses. Furthermore, walking on the air is now something that can be done indefinitely and no longer requires active concentration.
At Expert rank, the user can perform an advanced Hohō technique wherein the user leaves an afterimage of themselves when they Flash Step, designed to deceive the enemy into thinking they hit the user when they did not. At this rank, the afterimage created is incredibly sloppy and dissipates quickly, allowing it to do little more than cause a split second of confusion before the deception is seen through. This is called Utsusemi by the Shinigami, Gemelos Sonído by the Hollow-Breeds, and das Nachbild by the Quincy.
At Master rank, the user’s afterimages are far more convincing and become capable of true deceptive feats including bleeding in response to a sword slash. The user’s Flash Step is so powerful by now that they can close colossal distances in the blink of an eye, and use of the afterimage technique no longer requires immense amounts of energy.
Reiatsu Perception Reiatsu Perception is an ever-present sort of sixth sense that spiritual beings gain that allows them to detect, and to a degree analyze the spiritual energy emitted by people, places, and things. While the other Universal Skills are active, Reiatsu Perception is a largely passive sense that you do not have to exert yourself in order to use. However, like any skill, experienced and skilled users are able to focus in on what they are seeing and feeling, and dissect the mood and emotions of those around them, as well as exert tighter control over their own energy.
At Beginner rank, spiritual beings gain the ability to detect other spiritual forces nearby as well as the release of energy. By clearing their head and applying some focus, the user can also extend the range of their Reiatsu Perception significantly, and possibly detect the racial signature of anyone nearby, as well as some subtle clues about their level of strength. This dedicated action is referred to as Sensing.
By Journeyman rank, users have begun to learn to control and manipulate their own output, allowing them to Deceive others nearby by masking a portion of their power. This attempt at concealment can usually be seen through by a more experienced user of Reiatsu Perception.
At Expert rank, users will often demonstrate a keen awareness of an opponent's shifting moods, and can read clues to their intentions based on the flow of energy in their body or the change in Reiatsu as they speak and choose their words. While advantages and inferences given in this way are not a substitute for good reflexes and a stout defense, they can provide enough insight to make the difference in an otherwise close contest.
At Master rank, the user will become able to completely Suppress their Reiatsu signature and become undetectable to other's spiritual radars. While this concealment is not perfect, and they can still be seen by others means such as plain old eyesight, this highly skilled technique can hold until the user chooses to break their cover by using spiritual energy.
Powers and Releases Powers All characters on Bleach Gotei possess unique powers that define not only who they are but often how they approach the world. These powers are divided into several stages, which on Bleach Gotei, we refer to as Releases.
First Release is the simplest, most rudimentary application of a character’s power, and the only one all characters have the option to start with. Examples of a First Release include a Shinigami’s Shikai and a Hollow-Breed’s Hollow Power. Second Release symbolizes a heightened state of self-awareness, what some would call the ultimate expression of a character’s power. Only those who work very hard will achieve their Second Release. Examples of a Second Release include a Shinigami’s Bankai and an Arrancar’s Resurrección. Third Release is a truly groundbreaking step in any character’s development, earned by breaking out of the very mold that defines the character’s race itself. On Bleach-Gotei, Third Release is linked to Prestige, and examples include a Vaizard’s Hollow Mask and an Arrancar’s Segunda Etapa.
Beyond the three stages of release, there exists one more stage, referred to as The Concept, which is a power available only to characters who reach Post-Prestige. The Concept is simultaneously the highest state of release and the most potent power on Bleach Gotei, essentially giving a character control over an entire aspect of reality itself.
All releases beyond First Release must be requested.
Release Bonuses When a character uses powers as earth-shatteringly powerful as Bankai or Segunda Etapa, they are tapping into locked reserves of power within their soul. On Bleach Gotei, this is represented by a Release Bonus, an increased Reiatsu level that is applied as long as the release is active, capable of breaking past the Base Stat Cap mentioned above.
Though there are some racial variations, the rule of thumb is as follows: First Release grants no release bonus. Second Release grants a release bonus of +40 Reiatsu Third Release grants a release bonus of +40 Reiatsu which can be increased to +60 through certain racial skills.
This means that there is a potential total for any character to have a full +100 Reiatsu when all their releases are active at the same time (such as a Vaizard using their Bankai and Hollow Mask simultaneously).
How this bonus Reiatsu is assigned to a character’s stats is up to the player, though some rules apply: The spread of the release bonuses cannot be changed mid-thread. The maximum amount of release bonus Reiatsu that can be assigned to a single stat is 50. If the character is capable of achieving a concurrent release bonus of +100 Reiatsu or more, this number is raised to 60.
See your character’s racial page for specifics on how the race-specific releases affect your character’s release bonus.
Character Classes Class Progression On Bleach Gotei we seek to encourage hard work and a high standard of writing and for this reason, the class system exists. A character’s class is closely linked not only to what some would consider the evolution of a character but also the skill with which the player tells that character’s story. The classes are as follows:
Normal (tier 1) marks the starting point of every character on Bleach Gotei. It is here that all characters begin their story.
Prestige (tier 2) is the result of a fundamental change in a character, typically in the form of intense development delivered by solid writing and storytelling. Prestige characters are characters that have left lasting impressions on the world and characters of Bleach Gotei, and are very often those in positions of great in-character status, such as Captains or Espada. Prestige comes in a variety of flavors, prominent among them being Vasto Lorde for Hollows and Vaizard for Shinigami.
Post-Prestige (tier 3) is the final stage of a character’s evolution. It is, in the scope of BG’s world, the pinnacle of achievement where every move you make is followed by countless enraptured readers. Exceptional talent, hard work, and a drive to influence the world around your character more than anyone else is what defines Post-Prestige, and should be pursued by those who want to leave more than a lasting impression—a legacy. Currently, Post-Prestige encompasses Broken Transcendentals (commonly referred to simply as Broken) and Transcendentals.
Note! Character class has no bearing on eligibility for in-character rank or position.
Advancing a character’s class is done with a request, and a successful request will earn the character bonus GP. When a character moves from Normal to Prestige, they are awarded 500 non-Base GP in addition to what the request itself may earn them, and when a character moves from Prestige to Post-Prestige, they are awarded 1,000 non-Base GP in addition to what the request itself may earn them.
Reiatsu Limits Because character class is closely tied to the idea of a character evolving, characters in higher classes enjoy the benefit of higher potential Reiatsu. This is represented by Reiatsu Limits, a system of “maximum” Reiatsu levels for each tier of character. The maximums are as follows:
Tier 1: 300 Reiatsu Tier 2: 400 Reiatsu Tier 3: 500 Reiatsu (for Broken. Full Transcendentals have no upper limit to their power.) These limits deliberately coincide with the increased prices of Reiatsu—these prices represent the difficulty with which characters grow past what is impossible for those of lower classes.
For Prestige characters who do not wish to make the often fundamentally changing leap to Post-Prestige, the option to incrementally increase their Reiatsu Limit by 10 (up to a maximum of five times for a total limit of 450 Reiatsu) exists as an alternative to a regular Milestone. The request is made in much the same way as a regular Milestone, but requires that the character’s Base GP is equal to or greater than 5,500.
Checks and Comparison Tiers Checks Checks are how interaction in combat functions on Bleach Gotei and they exist in multiple types: stat checks, stat-and-skill ("hybrid") checks, and skill-only checks.
Stat checks are just that; checks that involve solely the characters stats, with no skills coming into the picture in any way. Think of this as a wild haymaker thrown in a bar brawl; there might be a lot of power behind it, but absolutely no skill involved.
Skill-only checks do not include stats in their results, and are decidedly less common than either of the two other examples. Think of these as like a samurai cutting a bullet in half, or a Xiaolin Monk floating in the air with nothing but his mind; it has nothing to do with the characters physical/spiritual abilities, but rather is just a measure of how much better they are than their opponent (or gravity).
Stat-and-skill checks (or “Hybrid” checks) are much more common and are a stat check modified by a governing skill in some way; think of this as more of precisely timed jab; there’s power (and speed) behind it, sure, but there is also skill involved in throwing the punch in just the right manner so that it impacts against your opponent's face. Hybrid Checks initially use stats to determine a rank. After that is done any differences in skill rank come into play to affect the result. You and your partner are free to interpret this as you wish, however a common choice is to shift the results of the check by one tier for each difference in rank.
Comparison Tiers There are four different Comparison Tiers on Bleach Gotei that govern the results of these checks. Many techniques have requirements based on the result of checks involving them. The tiers are listed with the conditions for each. The range of each tier is identical in both ranks and stats.
Equivalent, –14 or +14 stats/equal skill ranks. The result is effectively equal.
Advantaged, +15 to +49 stats/a skill rank difference of one. The result is decidedly in the favor of one side.
Superior, +50 to +89 stats/a skill rank difference of two. The result strongly favors one side.
Dominant, +90 or more stats/a skill rank difference of three or more. The result extremely favors one side and could potentially obliterate the opponent entirely if something extraordinary is not done to prevent it.
All of this exists purely as reference material for interpreting combat. Above all else, you should write what feels right.
Blocks, Dodges and Wounds Blocking and Dodging These are the most common examples of Hybrid Checks, and will be occurring in almost every turn of combat. While a successful dodge or block requires the defender to reach Equivalent, even a failed dodge or block can be potentially helpful, staving off the full consequences of a blow.
At Equivalent Combatants, a dodge or block will be successful, resulting in no wound(s) OR a wound reduced by three ranks in severity, depending on the situation.
At Advantaged Attacker, a dodge or block will reduce wounds by two ranks in severity.
At Superior Attacker, a dodge or block will reduce wounds by one rank in severity.
At Dominant Attacker, a dodge or block will have no effect, inflicting full-strength wounds.
What this means is that unless you are fully certain that you can survive the full force behind a blow it is always prudent to at least attempt a block or dodge.
During a block, it is up to the defender to match the Strength or Spirit of an opponent's attack with their own Strength or Spirit; then, once that has occurred, the two parties check their respective skills (Attacking Skill for Attacker, Blocking Skill for blocker; an example would be Zanjutsu vs Zanjutsu in a sword clash) and factor in the required bonuses, if any exist. If the attacker reaches Equivalent Combatants Tier (or higher in their favor) in the check, the block fails and the attack goes through at a reduced rank (see above list). If the blocker reaches Advantaged Defender Tier (or higher) in their favor in the check, the block is successful, and no wound is inflicted.
During a dodge, it is up to the defender to match the Strength or Spirit of an opponent's attack with their Speed; then, once that has occurred, the two parties check their respective skills (Hohō for dodger, Attacking Skill for attacker) and factor in the required bonuses, if any exist. If the attacker reaches Equivalent Combatants Tier (or higher in their favor) in the check, the dodge fails and the attack goes through at a reduced rank (see above list). If the dodger reaches Advantaged Defender Tier (or higher) in their favor the check, the dodge is successful, and no wound is inflicted.
As always, player agreement trumps any rule on Bleach Gotei. For those looking for a unified metric by which to measure the injuries their characters will sustain, we have below a list that explain the levels of damage incurred when hit by attacks of various might.
Wounds Wound calculations occur after any failed block or dodge attempt, and are purely determined by Strength/Spirit vs Defense, with no associated skill check. Wound Locations, while important thematically, have no bearing on actual combat itself; A Fatal wound inflicted on a person’s foot is just as deadly as one inflicted on their head (because at that tier, you’d likely have your entire lower torso ripped off by the attack in question.)
Two wounds of the same severity are equal to one wound of the next rank higher. That means that two Moderate wounds are roughly equivalent to a single Major wound.
Superficial: Stinging sensations, barely breaking skin (like a scratch). Equivalent to touching boiling water, leaving a burning sensation but no lasting damage. Means almost nothing to a mortal or spiritual being. Inflicted by a direct hit at Dominant Defender.
Menial: Wounds like scrapes, shallow cuts, and bruises. Sunburns. Means little to a mortal or spiritual being. Inflicted by a direct hit at Superior Defender.
Minor: Slightly deeper cuts, shallow stab wounds, and severe bruising. First-degree burns; a bad sunburn. Means little to a spiritual being and perhaps an annoyance to a mortal. Inflicted by a direct hit at Advantaged Defender.
Moderate: Deep cuts, slightly deeper stab wounds, fractured bones. Second-degree burns; severe damage to the skin that has caused it to be partially burnt away. Annoying to a spiritual being and a painful hindrance to a mortal should they soldier on. Inflicted by a direct hit at Equivalent Combatants.
Major: Deep stab wounds, broken bones, torn muscle. Third-degree burns; incredibly severe burn damage that can burn through even muscle and expose bone. A painful hindrance to a spiritual being and disabling to a mortal. Inflicted by a direct hit at Advantaged Attacker.
Severe: Gaping holes in your body and severed limbs. Parts of your body have been burnt completely away. Disabling to a spiritual being and fatal within the immediate future for a mortal should swift medical attention be unavailable. Inflicted by a direct hit at Superior Attacker.
Fatal: Vital organs are entirely destroyed and, likely, the rest of your body with them. Blows of such magnitude can reduce you to dust just by the air pressure surrounding them. You, or vital parts of you, have been reduced to dust by extreme heat. This is a deathblow. A spiritual being, given the more metaphorical state of their body as a reflection of the soul, may be able to hold out for medical attention. A mortal is beyond conventional hope. Inflicted by a direct hit at Dominant Attacker.
How much punishment a being can withstand largely rests on the factor of being a Mortal or Spiritual Being.
A Mortal Being (Humans of various sorts) is typically unable to continue to fight at Severe, but may continue fighting until Fatal if they have powers or skills that overcome this limitation. A Quincy's Ransō Tengai allows this by default.
A Spiritual Being (Shinigami, Hollow Breeds, etc.) is unable to continue to fight at Fatal.
Head of Public Safety Tsukimiya arrives in Hueco Mundo, intent on bringing justice to the criminals who have fled to the desert realm hoping to evade the long arm of the law. She finds what she is looking for in the throne room of Las Noches...
In an attempt to fill the vacuum left by the Queen and Primera's deaths, Segunda Espada Levi Grisha makes a play for the throne and gathers the Hollow-Breeds in order to stake his claim.
Meanwhile, a Shinigami assassin on an unsanctioned mission strikes at a hospital, aiming to rid the world of the Quincy queen's newborn children. Several Quincy rush to the queen's aid as Lieutenant Ogawa escalates the hostilites between mortals and Shinigami.
Kasumi Shinoda - 400
Jian Oreachi - 400
Hazuki Tsukimiya - 375
Alexandria Dewis - 330
Nanami Hideaki - 300
Freyleif Jökulsdóttir - 300
Erek Blackmore - 300
Genki Ogawa - 275
Alexander Terada - 270
Amelia Vietti-Thompson - 260
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