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~Read First~

What I have here is essentially a whole overhaul of character design in an


attempt to give all the race/releases new life. I believe one of blns problems
is that all releases and races feel sort of well...bland so Im trying to fight
against that. Read this with an open mind, as I am trying to make every
race/release unique and feel like youre truly using the release, things may
seem overpowered or underpowered but remember we can always go
through balancing the new system. Character design isnt the only overhaul I
would like to see, with this new system I think it would be fair to overhaul
gameplay as a whole and with character design, thats a great start. With this
new system it will open up doors for more engaging quests. An end goal I
have for quests would be to include mysteries that you have to solve, new
areas to explore(such as caves/dungeons/whatever you want to call them.
Each area will be unique to itself and over a variety of new enemies and
bosses, Im not just talking about bosses and enemies that just follow and
attack, but have their own set of moves they use. To give something to relate
to, think of the 2d legend of zelda games. That is my goal because I think itll
bring the player more into the gameplay with of course amazing rewards for
completing them. I dont think quests or this new system should be easy but
require you to learn how to go through quests and learning how to use your
release properly. I did not cover quest design though as that is a big team
effort just letting you know the big picture Id like to see ingame.

Anyway, back to the main point, Ive started with shinigami because they
have the most material to work with and I will use that as the standard for the
other races to ensure that they get a fair amount of new material as well.
How this system works is that leveling will be based more off passive training
then grinding although npc will still play a fair role in this. To give you more
an understanding before,
~How it works~
if youve ever played skyrim the leveling will
work in a somewhat similar way but not quite. First, every player will have a
general tree which can be leveled up to spend your perk points into the
branches of the general tree that increases overall characteristics. Next once
you are classed, you will have an additional tree specific for your class and
you can level up your class tree by using class based techniques while those
techniques can also level up your general trees too. So for example, if you are
using a strength based class technique it will level up the strength branch in
the general tree allowing the strength branch to level up so you can spend a
perk in it and level up your overall class tree which can give you Race Points
which are spent in the class tree. Seperation of points makes it easier to build
characters. Here would be a rough draft of the shinigami remake I did exclude

a lot of requirements for each technique and what exactly they are based off
but I gave enough information to get the general idea of how it will work. If
the idea is worth fine tuning, I have no issue going back and adding more
detail on requirements. Ive also added a lot more techniques to help make
things feel a bit more specialized and balancing can always be done, I just
think BLN at the moment offers very limited techniques and uniqueness to
the releases. There should be no issue with adding more as so long every
race is equally reworked. The idea is to first give more engaging character
design, encourage pvp, and then expand from there.
What has not been included
-Kido specs/Kido(I was waiting until we get all the newer kido back)
-Shunkou spec
-Squads
I do have an idea on how squads will work, essentially they will give
benefit passives that correlate with their profession, while also being a place
where you can get quests that also relate to them. Ex, to join squad 2 you are
first given a task of assassinating a non-shinigami player and after you join
you gain the benefits of the squad and will be given quests like that.
New Character Design System
Passive based and you gain levels by leveling up passives *Note training on
actual players/killing them will yield more exp towards passives)

Strength Tree(leveling up by attacking/using strength based


techniques(inflicting damage yeilds more exp))
-Perks
Physical strength (increases damage done by melee/strength based
techniques)
Attack Rate (increases attack speed)
Combo Damage(increases combo damage)
Combo Duration(increases duration for combos)
Critical Damage(increase in critical damage)
Critical Chance(increase in chance)

-Super Perk (Chance to cause 15% more damage)


Defense Tree (Leveled up by recieving physical damage(more damage means
more exp)/regenerating wounds/health)
-Perks
Stamina amount(increase in stamina)
Stamina Regeneration(increase in regeneration)
Melee Defense( increase against melee defense/projectiles)
Combo Defense
Critical Defense
-Super Perk (chance to survive a killing blow and negate 50% of its
damage)
Reiatsu Tree(leveled up by using/inflicting reiatsu damage(inflicting yeilds
more exp))
-Perks
Blast damage(increase in reiatsu based damage
Cooldown(lowers cool down for techniques)
Combo Damage(increase in combo damage)
Critical Damage (increase in criticals)
Critical chance (increase in chance)
-Super Perk Pierce(increases damage protection for when going through
enemies/a chance to negate damage reduction)
Reiryoku Tree (increased by taking reiatsu based damage/regenerating
reiryoku/using reiroku release)
-Reiryoku amount (increase in reiryoku)
-Reiryoku regeneration (increase in regeneration)
-Reiryoku Defense(defense against reiatsu based techs)
-Reiryoku Drain(Decreases drain on releases/reiatsu based techniques)
-Reiryoku Critical Defense( defense against reiatsu criticals)

-Super perk Mastered Reiryoku Control (A technique that allows your


release/techniques to be drainless for a small period of time)

~Shinigami Class Tree~


Zanpakutou Mastery Tree (levels by using a zanpakutou/shikai/bankai
techniques used to learn zan techniques) (must be wielding a sword)
-Zan Techniques
-Douchi(a basic strike to the body that causes 2 tile knock back)
-Hayasuburi(three light strikes after flash stepping forward 1 tile causing
bleeding damage)
-Hayasuriashi(non damaging technique boosts movement speed for a set
amount of time)
-Kei-ko (lowers fatigue drain on zan techs)
-Fu-mi-ko-mi(by producing a loud sound with the foot you have a small
window of time to attack for a critical)
-Shikai(allows the use of your shikai)(leveled by using shikai/shikai
techniques)
Ichigo Kurosaki
-increased growth rate (allows faster mastery for techniques and passives)
-Getsuga Tenshou(basic same old getsuga)
-Getsuga blade(adds reiatsu based damage to slash, charge to make it
stronger)
-Getsuga Jujisho( lays down a cross shaped getsuga )
-Wreckless sword play (unable to use during bankai allows the shikai to be
used in new ways such as a thrown and controlled using the clothe but due to
wreckless fighting any damage you take while your sword is out will be

increased by 50%)
Bankai
-Boosts overall damage
-Enhanced Attack rate
-Mirrored Slash(a very small chance to attack twice in one hit but second
hit only does 1/3rd of normal damage)
-Hyper Speed Combat(aoe technique that allows ichigo to slash in his
diagonal directions for small damage but quick wound build up)
-Enhanced Duration (allows you to keep using it as long as you hold it
down can't be held for more than a certain period of time though)

Renji Abarai
-Forward Whip (Whips zabimaru straight ahead while stunning the user
causes bleeding damage as well)
-Side Whip (side arch whip slashes the first three tiles infront of you pushing
whoever back but also stuns your movement for a moment only in shikai)
-Precise Whip(over arching whip that hits that allows you to choose within a
4 tile radius where you want it to land smashing the ground for heavy
damage that somewhat negates defenses)
-Zabimaru mastery (once the previous mentioned techniques are mastered
the stun duration each give will be reduced)
-Higa Zekk (like the old or current one after mastering the techniques)
Bankai
-No more stuns(due to zabimaru being more active in bankai Forward whip
and precise whip will no longer stun you but you might not be able to move
as fast)
-Zabimaru Defense(the chain links can now protect you from damage, as its
leveled up the amount of damage the links can take will increase)
-Forward whip enhancement(forward whip now pushes targets back)
-Precise Whip enhancement(now when zabimaru smashes the ground the
targets hit will be staggered for a moment)

-Baboon Cannon (launches reiatsu missles at opponent after a very short


charge period (aim wisely)

Zaraki Kenpachi
-Z slash (works like the current) (can be used outside of shikai maybe?)(will
now require mastering for passive leveling purposes)
-Supernatural Strength (Gives chance to negate some defenses)
-Unruly Reiatsu (Due to Massive reiatsu amounts reiryoku is replenished
some in shikai)
-Reiatsu enhanced block(by charging your reiryoku you can now unleash a
a reiatsu swing in front of you that pushes back targets dealing small damage
if hit and blocking projectiles)
-Reiatsu enhanced defense(by focusing your reiryoku on defense you will
now take less overall damage, drains reiryoku pretty heavily though)
-Kendo Stance(allows for two handed wielding)( boosts attack/attack rate
but lowers defense)
-Rydan(only usable during kendo stance)(A slash that causes giant pillars
to progressivly move forward that are not affected by defense stats)
-Increased Speed(Increases rate the pillars move forward)
-Increased Range(as its leveled it will increase your range to near end of
the screen)
You can only Pick one of these to level up
Bankai
-Oni Mode(Increases ALL zanpaktou abilities but this mode drains your
fatigue)
-Meteorite Smash(Launches you two tiles ahead to land a smash infront
of you, stuns your movement aftward to change direction to launch again and
then one final time(last hit deals 50% more damage)

Tousen
-Nake Focused(by producing a one tile soundwave it will disorient players
lowering their overall defenses for a short amount of time)
-Nake Aoe (By placing your blade in the ground it will produce an aoe
sound that lowers attack rate to very low levels but will leave you unable to
melee during the techniques duration(does not affect teammates so a good
team move))
-Benihiko( Projectile blast that sends blades flying shredding opponents for
exta wound damage)
-Precise Benihiko(Sends blades flying that rains two tiles away from you in
cardinal directions)(stuns your movement though)

Bankai
-works like current bankai
-Invisible Strikes(as long as you are not hit your attacks will have a 15%
damage increase until you are hit then you will need to wait a set amount of
time until the passive activates again)
-Critical/combo Reduction(While bankai is actived those affected now have
a reduced chance to hit critical and combos on(as in sometimes combos will
not work)

Yamamoto
-Jkaku Enj (creates a small wall of fire that hurts those who enter but can
be destroyed by strong enough reiatsu blasts)
-Taimatsu (Precise flame that requires you to click your target and stopping
regeneration for a moment)
-Ennetsu Jigoku (pillars of flames that rise randomly within a certain area
around your character while also stunning you)
-Flame Sword (chance to leave a burn that stops regeneration)(the burn
effect is based off reiryoku, better reiryoku control the better the burn and

chance)

Bankai
-Zanka no Tachi, Higashi: Kyokujitsujin (Technique that must be landed in a
short amount of time which leaves the target unable to use techniques for a
moment)
-Zanka no Tachi, Nishi: Zanjitsu Goku (Increases temperature around you
that halves stamina regeneration only 1 tile around you)
-Zanka no Tachi, Minami: Kaka Jmanokushi Daisjin(based on your kill
streak when this technique is used it will increase your shikai techniques
damage(probably will have a cap))

Urahara
-Nake ( three tile zslash that spikes outward(the zslash part deals direct
damage while the outward only causes wound/bleeding)
-Chikasumi no Tate(works like current shield but can be destroyed, can
increase its resistance)
-Tsuppane, Benihime (use to block a technique it will raise the cooldown for
whatever technique it catches for the next 3 uses can only affect a target
once though so does not stack)
-Shibari, Benihime(throws net above enemy only lands on a specific tile
drains their reiryoku)
-Hiasobi, Benihime, Juzutsunagi (only while enemy is affected by shibari,
must be infront of you, causes the net to explode damaging/wounding)

Bankai
-Restructure (sending stitches forward the target affected will have their
strength/defense stats switched with reiatsu/reiryoku for a period of time ex:if
lowest stat=melee defense/reiatsu damage then they will be switched with
reiryoku defense/physical damage)
-Restructure Self Use ( will heal a certain amount of wounds/small boost to

regeneration while stunning you for a short period to finish the stitching)

Gin
-Ikorose (static damage based off of physical damage, even when hitting
multiple opponents)
when mastered
-Range Increase(increases Range)
-Speed Increase(Increases the speed of the stretch)
-Skewer(works like old one)

Bankai
-Overall increase in damage
Korose, Kamishini no Yari(a technique that allows you a set time to land
ikorose to poison the target, targets hp is drained by their regeneration for a
small period of time)
But(Advanced skewer that shoots in your cardinal directions, cannot
during its use)

Keian
-Tidal Crash (three tile controllable wave that hits a max of two times
-Tidal Blast (1 tile controllable wave that can hit up 4 times)
-Water Manipulation (Projects an aoe wave shield around the user that also
pushes opponents back does no damage)
-Water Missle(charges a 1 tile water drill and at 100% charge can pierce
through any technique)

Bankai
-Divine Waterstream(like it currently has)

-Tidal Ring(throws a circular ring that pushes back opponents(no damage)

Mayuri
-Poison(stops stamina regeneration for a bit while also increasing their
technique cooldowns)
-Paralyze(due to no nerve endings being damaged it slows their attack rate
while also increasing the damage they take by 10%)
-Ashisogi Jiz, Kydo Yon(stunning the user for a moment the shikai lets out
a scream that makes the poison and paralyze more lethal
-poison will now last longer
-paralyze will now stun
Bankai
-Poison Mist(spreads aoe poison)
-Blades(paralyze affect)
-Devour(bankai devours target and adapts causing the user to take less
damage from target)

Ichinose
-Terasu(works like current causes blindness)
-Invisibility
-Blade of Light(will turn melee and zanpaktou techniques into reiatsu
based damage instead of melee)
-Flash(surrounding aoe that will blind the opponent(Also can light dark
rooms! good for future quests/caves)
Bankai
-Light dome(works like the current, blinds)
-Illusions (creates illusions of the user that will fire fake projectiles at the

enemy)
illusion swap(can swap in between a random clone(can only do it once
pure illusion use))

Byakuya
-Senka(Dashing forward those affected will have their spiritual flow
disrupted causing their techniques to drain more)
-Chire( controllable petals that only damage if hit with the head of petals,
surrounding aoe does not allow the petals to come near the user )(only head
is dense but can be destroyed if hit with a strong enough attack, including
melee based attacks)
Trail Damage(allows the trail to do extremely small amounts of damage
if passing through or standing still in it)
-Petal Wall(works like current but makes petals unable to be controlled
while its up)

Bankai
-More petals~
-Gkei(petals surround the opponent and deal heavy wound damage and
trail damage as the main damage)(undense and disables control of petals
while being used)
Senkei(works like current)
-senkai proficiency(lowers cd on clickable petals)
-Shkei(a technique that condenses all the petals unto one blade and
slashing infront you causing immense damage but also deactivates your
bankai)

Komamura
-Todoroku(works like current middle part deals more damage than sides)
Todoroku Slash(three tile zslash that is 1 tile away from you(like the

current)
Todoroku Grip(One tile in front of you that stuns you and the target and
deals some damage)
Bankai
-increase in all damage
-Heavenly Smash(aoe like it currently has)
-Giant Control(allows gaint to attack with you although his melee delay is
much higher)

Kira
-Slowdown(works like current different level of slowdowns)
-Slowdown potency(increases length of slowdown)
-Guillotine(can only be used on enemies with level three slowdown(attacks
infront of you that causes heavy damage and bleed damage)
Bankai
-Merciless(works like current)
-Guillotine Advanced(can now work on level two slow down)

Rukia
-Hakuren (Works like current middle part freezes while outside damages)
-Tsukishiro(Works like current pillar of ice raises and damages)
-Shirafune(ice blade, for a set period of time your blade will consist of ice
and if you manage to hit your opponent enough it will cause them to freeze)

Bankai
-increases techniques
-Hakka no Togame( Creates Four pillars that create an area of absolute
zero which increases stun duration to whoever is inside or near the pillars

Jiroubou
-Habatakinasai Ichi(Works like current)
-Blade Control(allows you to click a certain area within a 2 tile radius of
the user)
-Blade Recovery(Recovers one blade from being destroyed at a time,
bankai recovers all)

Bankai
-Increases amount of blades
-Makes blades more durable

Hitsugaya
-Dragon Control(works like current)
-Shink no Kri no Yaiba( three tile zslash 2 tile in front of you, also dense
and can block projectiles reiatsu based)

Bankai
increased damage on shinku
-Dragon Projectile(shoots dragon forward that has a chance to stun)
-Hyten Hyakkas(causes it to snow enhancing all of shikai/bankai
techniques but heaviliy drains reiryoku)
-Ice Daggers(fires 3 tile ice daggers that travel 3 tiles in front of you, each
fires seperately from each other)
-Sennen(works like current first hit strength based second hit reiatsu
based)

Hinamori
-Fire Blast(works like current)(small aoe on impact)(low cd)

-Detonate(explodes fireballs)
-Burn Passive(allows chance to increase technique and attack cd)

Bankai
-lowers drain and fatigue on fire blast/detonate
-enhanced flames(fire blast gains damage protection when hit with
projectiles)

Shunsui
-Bushogoma(causes a wind cycle to blow opponent back and the more
tiles blown back the extra damage taken
Demon Games(shikai main ability, forces games to switch after a period
of time but notifies user when it does)
-Irooni (increased back damage)
-Kageoni(lays shadows down and if stepped on user will teleport and
have a chance to attack)
-Kage Swap(allows you to randomly appear at a shadow which uses
that shadow)
-Takaoni((targets must be on the same screen as you though) After using
the shikai chooses a time x to x and after the time is up the shikai chooses a
winner, the winner is based off who is higher on the map if you win you the
target is damaged if you lose you will be damaged. If multiple people on the
map the highest will not be damaged but the user(unless the user wins) and
others will be damaged for 1/3rd the amount of normal)
-Kageokuri(allows fatiguless shunpo)

Bankai
-Ichidanme: Tameraikizu no Wakachiai(shoots tendrils that deal damage
based off momentum(higher% the better the damage)
-Nidanme: Zanki no Shitone(fires black orbs that only cause bleed
damage)

-Sandanme: Dangyo no Fuchi( targets must be on same screen, water


will begin to appear and when it resides whoever has the lower amount of
current reiryoku will lose and experience higher reiryoku cost/lower
regeneration)
-Shime no Dan: Itokiribasami Chizome no Nodobue (A strong precise
slash infront of you that causes heavy wounds as well damage)
Due to its nature, the bankai does not care whether the target is a
teammate or not and all are affected with it making it risky to use.
Can not use shikai techs while in bankai

Ikkaku
-Ranged Slash(three tile ranged slash)
-Counter(technique that will counter melee damage if timed correctly
and reflect 50% of it)
-enhanced parry(longer duration of parry)
-Slam(creates a shockwave on your diagonol directions that force
opponents back and a very short stun)

Bankai
-Blade throw replaces ranged slash(works like current)
-Sword Spin replaces Slam(works like current)
Bankai Special ability
-As the fight drags on your power will begin to increase, increasing
melee rate and technique damage/lowering reir or fatigue cost
until at full power, timer only increases while people are on screen and
will slowly go down once they leave and if at full power and no one is on the
screen
anymore after a period of time it will begin to slumber again.

Ukitake

-Energy convert(allows you to store your own energy for reiryoku cost)
-Absorb(allows absorbing projectiles)
-energy bank(allows you to store more energy in your shikai)
-Return fire(uses some of your stored energy for a normal blast)

Bankai
-Enhances all shikai techniques, lowering the cooldowns
-Maximum Return(uses all stored energy to create a quick, heavy blast
that bypasses defenses and can not be destroyed)
-Reiryoku convert(convert energy for reiryoku)

Yumichika
-Absorb(on melee hits you will absorb reiryoku
-reiryoku absorb enhancement(increases absorb amount)
-Kido Shikai Enhancement(Lowers drain/fatigue with kido)
-Vine extend(1 tile projectile that affects the targets reiryoku control
causing their techniques to drain more)
Bankai
-When activating bankai you absorb reiryoku from those on your screen
-Sakikurue(like the current
-Sakiurue size(increases size)
-Sakikurue drain(increases reiryoku steal)
can only choose one of those

Kido
Shunkou

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