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		<title>Create Your Own Story - User contributions [en]</title>
		<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Special:Contributions/Gradual+Decay</link>
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			<title>Bleach: An RPG- MN-Stand in line and wait your turn to leave</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG-_MN-Stand_in_line_and_wait_your_turn_to_leave</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;Created page with 'You assume your position in the line and, sensibly and in an orderly manner, wait your turn to get off the train. You search the crowd for a sign with your name on it. The Japane…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You assume your position in the line and, sensibly and in an orderly manner, wait your turn to get off the train. You search the crowd for a sign with your name on it. The Japanese family who have agreed to shelter you during your time there are supposed to be waiting for you at the station. &lt;br /&gt;
Eventually, you find it, wielded by a middle-aged stubbly man with spiky black hair and the goofiest grin on his face. The father of the Kurosaki family, you assume. You start to make your way over to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A-HAAAAAAAAAAAA!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The man yells at you, protruding forth an unyielding finger.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's you! The foreigner!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, with surprising velocity he hurls himself forward to wrap you in a bear hug!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;WELCOME, MY SECOND SONNNNNNNNN&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Argh! What are you going to do?&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MN1-Accept your fate| Accept your fate]]&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MN1-Punch him in the face!| Punch him in the face!]]&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MN1-Dodge!| Dodge!]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|MN-Stand in line and wait your turn to leave]]&lt;/div&gt;</description>
			<pubDate>Fri, 05 Jun 2015 19:56:32 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG-_MN-Stand_in_line_and_wait_your_turn_to_leave</comments>		</item>
		<item>
			<title>Bleach: An RPG - O-Fullbring</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_O-Fullbring</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'', or HP, is how much damage you can take. Your HP can be restored via healing, at different speeds depending on the method. If your HP drops to 0, you are immobilised. Once you are immobilised, you will lose one HP per subsequent page you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your spirit energy, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- OF-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|O-Fullbring]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:41:48 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_O-Fullbring</comments>		</item>
		<item>
			<title>Bleach: An RPG - O-Quincy</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_O-Quincy</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'', or HP, is how much damage you can take. Your HP can be restored via healing, at different speeds depending on the method. If your HP drops to 0, you are immobilised. Once you are immobilised, you will lose one HP per subsequent page you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your spirit energy, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- OQ-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|O-Quincy]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:40:56 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_O-Quincy</comments>		</item>
		<item>
			<title>Bleach: An RPG - O-None</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_O-None</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'', or HP, is how much damage you can take. Your HP can be restored via healing, at different speeds depending on the method. If your HP drops to 0, you are immobilised. Once you are immobilised, you will lose one HP per subsequent page you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your spirit energy, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- ON-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|O-None]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:40:25 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_O-None</comments>		</item>
		<item>
			<title>Bleach: An RPG - F-Quincy</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_F-Quincy</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'', or HP, is how much damage you can take. Your HP can be restored via healing, at different speeds depending on the method. If your HP drops to 0, you are immobilised. Once you are immobilised, you will lose one HP per subsequent page you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your spirit energy, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- FQ-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|F-Quincy]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:39:34 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_F-Quincy</comments>		</item>
		<item>
			<title>Bleach: An RPG - F-Fullbring</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_F-Fullbring</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'', or HP, is how much damage you can take. Your HP can be restored via healing, at different speeds depending on the method. If your HP drops to 0, you are immobilised. Once you are immobilised, you will lose one HP per subsequent page you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your spirit energy, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- FF-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|F-Fullbring]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:38:44 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_F-Fullbring</comments>		</item>
		<item>
			<title>Bleach: An RPG - F-None</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_F-None</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'', or HP, is how much damage you can take. Your HP can be restored via healing, at different speeds depending on the method. If your HP drops to 0, you are immobilised. Once you are immobilised, you will lose one HP per subsequent page you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your spirit energy, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- FN-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|F-None]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:38:16 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_F-None</comments>		</item>
		<item>
			<title>Bleach: An RPG - M-Quincy</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_M-Quincy</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'', or HP, is how much damage you can take. Your HP can be restored via healing, at different speeds depending on the method. If your HP drops to 0, you are immobilised. Once you are immobilised, you will lose one HP per subsequent page you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your spirit energy, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MQ-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|M-Quincy]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:37:31 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_M-Quincy</comments>		</item>
		<item>
			<title>Bleach: An RPG - M-Fullbring</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_M-Fullbring</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'', or HP, is how much damage you can take. Your HP can be restored via healing, at different speeds depending on the method. If your HP drops to 0, you are immobilised. Once you are immobilised, you will lose one HP per subsequent page you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your spirit energy, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MF-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|M-Fullbring]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:34:51 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_M-Fullbring</comments>		</item>
		<item>
			<title>Bleach: An RPG - M-None</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_M-None</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'', or HP, is how much damage you can take. Your HP can be restored via healing, at different speeds depending on the method. If your HP drops to 0, you are immobilised. Once you are immobilised, you will lose one HP per subsequent page you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your spirit energy, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MN-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|M-None]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:34:10 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_M-None</comments>		</item>
		<item>
			<title>Bleach: An RPG - O-Quincy</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_O-Quincy</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. Your ''health'' can be restored via healing, at different speeds depending on the method. If your ''health'' drops to 0, you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your reiatsu, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- OQ-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|O-Quincy]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:12:46 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_O-Quincy</comments>		</item>
		<item>
			<title>Bleach: An RPG - O-Fullbring</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_O-Fullbring</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. Your ''health'' can be restored via healing, at different speeds depending on the method. If your ''health'' drops to 0, you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your reiatsu, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- OF-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|O-Fullbring]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:12:15 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_O-Fullbring</comments>		</item>
		<item>
			<title>Bleach: An RPG - O-None</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_O-None</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. Your ''health'' can be restored via healing, at different speeds depending on the method. If your ''health'' drops to 0, you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your reiatsu, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- ON-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|O-None]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:11:25 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_O-None</comments>		</item>
		<item>
			<title>Bleach: An RPG - F-Quincy</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_F-Quincy</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. Your ''health'' can be restored via healing, at different speeds depending on the method. If your ''health'' drops to 0, you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your reiatsu, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- FQ-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|F-Quincy]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:10:47 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_F-Quincy</comments>		</item>
		<item>
			<title>Bleach: An RPG - F-Fullbring</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_F-Fullbring</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. Your ''health'' can be restored via healing, at different speeds depending on the method. If your ''health'' drops to 0, you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your reiatsu, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- FF-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|F-Fullbring]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:10:12 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_F-Fullbring</comments>		</item>
		<item>
			<title>Bleach: An RPG - F-None</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_F-None</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. Your ''health'' can be restored via healing, at different speeds depending on the method. If your ''health'' drops to 0, you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your reiatsu, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- FN-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|F-None]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:09:31 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_F-None</comments>		</item>
		<item>
			<title>Bleach: An RPG - M-Quincy</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_M-Quincy</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. Your ''health'' can be restored via healing, at different speeds depending on the method. If your ''health'' drops to 0, you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your reiatsu, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MQ-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|M-Quincy]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:08:52 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_M-Quincy</comments>		</item>
		<item>
			<title>Bleach: An RPG - M-Fullbring</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_M-Fullbring</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. Your ''health'' can be restored via healing, at different speeds depending on the method. If your ''health'' drops to 0, you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your reiatsu, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MF-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|M-Fullbring]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:08:04 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_M-Fullbring</comments>		</item>
		<item>
			<title>Bleach: An RPG - M-None</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_M-None</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. Your ''health'' can be restored via healing, at different speeds depending on the method. If your ''health'' drops to 0, you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
''MP'' is the vastness of your reiatsu, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MN-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|M-None]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:07:13 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_M-None</comments>		</item>
		<item>
			<title>Bleach: An RPG - M-None</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_M-None</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'', ''Health'' and''MP''. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. Your health can be restored via healing, at different speeds depending on the method. If your ''health'' drops to 0, you are immobilised.  If it drops to -5, you are unconscious. If it drops to -10, you are dead. If you are human, death will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MP&amp;quot; is the vastness of your reiatsu, the power you draw on to make kido-based attacks with or without a Zanpakuto. When using these attacks, there will be a price to pay in MP, and if you do not have enough MP, you cannot make the attack. MP can be restored via healing, at different speeds depending on the method.&lt;br /&gt;
&lt;br /&gt;
'''Roll seven dice. Write down the categories and assign each result to each category, in the order you choose.''' When you level up, you will be able to assign more points to ability modifers. A certain amount of XP is given to you after each fight, according to the difficulty of the opponent. You will level up when your XP reaches its limit for that level, then it will reset. XP limits are equal to your current level x100. When you level up, roll seven dice again and assign each result to a category, stacking up with the previous result.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MN-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|M-None]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 18:03:01 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_M-None</comments>		</item>
		<item>
			<title>Bleach: An RPG - MN-Enter the Bleachverse</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_MN-Enter_the_Bleachverse</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OST: Peaceful Afternoon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;quot;Next Stop: Karakura Town.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; It's been a long journey, but as you look out the train window you can see the town finally come into view. Soon you'll be attending classes at Karakura High School for two months on a Japanese language exchange course. The preparatory Japanese sessions were so rigorous and intense that while you may have hated them at the time, your Japanese is almost perfect as a result. None of your family and friends are here, but on the bright side it allows for a fresh start. &lt;br /&gt;
The train pulls into the station, and at least a dozen passengers crowd at the door nearest to you. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; You: &amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Bleach: An RPG- MN-Stand in line and wait your turn to leave| Stand in line and wait your turn to leave]]&lt;br /&gt;
*[[Bleach: An RPG- MN-Barge past the other passengers| Barge past the other passengers]]&lt;br /&gt;
*[[Bleach: An RPG- MN-Go to a door which is further away but less crowded| Go to a door which is further away but less crowded]]&lt;br /&gt;
*[[Bleach: An RPG- MN-Stay sitting until they all get off, then get up and leave| Stay sitting until they all get off, then get up and leave]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|MN-Enter the Bleachverse]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:37:48 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_MN-Enter_the_Bleachverse</comments>		</item>
		<item>
			<title>Bleach: An RPG - MQ-Enter the Bleachverse</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_MQ-Enter_the_Bleachverse</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OST: Peaceful Afternoon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;quot;Next Stop: Karakura Town.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; It's been a long journey, but as you look out the train window you can see the town finally come into view. Soon you'll be attending classes at Karakura High School for two months on a Japanese language exchange course. The preparatory Japanese sessions were so rigorous and intense that while you may have hated them at the time, your Japanese is almost perfect as a result. None of your family and friends are here, but on the bright side it allows for a fresh start. &lt;br /&gt;
The train pulls into the station, and at least a dozen passengers crowd at the door nearest to you. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; You: &amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Bleach: An RPG- MQ-Stand in line and wait your turn to leave| Stand in line and wait your turn to leave]]&lt;br /&gt;
*[[Bleach: An RPG- MQ-Barge past the other passengers| Barge past the other passengers]]&lt;br /&gt;
*[[Bleach: An RPG- MQ-Go to a door which is further away but less crowded| Go to a door which is further away but less crowded]]&lt;br /&gt;
*[[Bleach: An RPG- MQ-Stay sitting until they all get off, then get up and leave| Stay sitting until they all get off, then get up and leave]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|MQ-Enter the Bleachverse]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:37:20 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_MQ-Enter_the_Bleachverse</comments>		</item>
		<item>
			<title>Bleach: An RPG - MF-Enter the Bleachverse</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_MF-Enter_the_Bleachverse</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OST: Peaceful Afternoon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;quot;Next Stop: Karakura Town.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; It's been a long journey, but as you look out the train window you can see the town finally come into view. Soon you'll be attending classes at Karakura High School for two months on a Japanese language exchange course. The preparatory Japanese sessions were so rigorous and intense that while you may have hated them at the time, your Japanese is almost perfect as a result. None of your family and friends are here, but on the bright side it allows for a fresh start. &lt;br /&gt;
The train pulls into the station, and at least a dozen passengers crowd at the door nearest to you. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; You: &amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Bleach: An RPG- MF-Stand in line and wait your turn to leave| Stand in line and wait your turn to leave]]&lt;br /&gt;
*[[Bleach: An RPG- MF-Barge past the other passengers| Barge past the other passengers]]&lt;br /&gt;
*[[Bleach: An RPG- MF-Go to a door which is further away but less crowded| Go to a door which is further away but less crowded]]&lt;br /&gt;
*[[Bleach: An RPG- MF-Stay sitting until they all get off, then get up and leave| Stay sitting until they all get off, then get up and leave]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|MF-Enter the Bleachverse]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:36:37 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_MF-Enter_the_Bleachverse</comments>		</item>
		<item>
			<title>Bleach: An RPG - FN-Enter the Bleachverse</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_FN-Enter_the_Bleachverse</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OST: Peaceful Afternoon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;quot;Next Stop: Karakura Town.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; It's been a long journey, but as you look out the train window you can see the town finally come into view. Soon you'll be attending classes at Karakura High School for two months on a Japanese language exchange course. The preparatory Japanese sessions were so rigorous and intense that while you may have hated them at the time, your Japanese is almost perfect as a result. None of your family and friends are here, but on the bright side it allows for a fresh start. &lt;br /&gt;
The train pulls into the station, and at least a dozen passengers crowd at the door nearest to you. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; You: &amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Bleach: An RPG- FN-Stand in line and wait your turn to leave| Stand in line and wait your turn to leave]]&lt;br /&gt;
*[[Bleach: An RPG- FN-Barge past the other passengers| Barge past the other passengers]]&lt;br /&gt;
*[[Bleach: An RPG- FN-Go to a door which is further away but less crowded| Go to a door which is further away but less crowded]]&lt;br /&gt;
*[[Bleach: An RPG- FN-Stay sitting until they all get off, then get up and leave| Stay sitting until they all get off, then get up and leave]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|FN-Enter the Bleachverse]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:35:49 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_FN-Enter_the_Bleachverse</comments>		</item>
		<item>
			<title>Bleach: An RPG - FQ-Enter the Bleachverse</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_FQ-Enter_the_Bleachverse</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OST: Peaceful Afternoon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;quot;Next Stop: Karakura Town.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; It's been a long journey, but as you look out the train window you can see the town finally come into view. Soon you'll be attending classes at Karakura High School for two months on a Japanese language exchange course. The preparatory Japanese sessions were so rigorous and intense that while you may have hated them at the time, your Japanese is almost perfect as a result. None of your family and friends are here, but on the bright side it allows for a fresh start. &lt;br /&gt;
The train pulls into the station, and at least a dozen passengers crowd at the door nearest to you. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; You: &amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Bleach: An RPG- FQ-Stand in line and wait your turn to leave| Stand in line and wait your turn to leave]]&lt;br /&gt;
*[[Bleach: An RPG- FQ-Barge past the other passengers| Barge past the other passengers]]&lt;br /&gt;
*[[Bleach: An RPG- FQ-Go to a door which is further away but less crowded| Go to a door which is further away but less crowded]]&lt;br /&gt;
*[[Bleach: An RPG- FQ-Stay sitting until they all get off, then get up and leave| Stay sitting until they all get off, then get up and leave]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|FQ-Enter the Bleachverse]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:35:21 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_FQ-Enter_the_Bleachverse</comments>		</item>
		<item>
			<title>Bleach: An RPG - FF-Enter the Bleachverse</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_FF-Enter_the_Bleachverse</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OST: Peaceful Afternoon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;quot;Next Stop: Karakura Town.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; It's been a long journey, but as you look out the train window you can see the town finally come into view. Soon you'll be attending classes at Karakura High School for two months on a Japanese language exchange course. The preparatory Japanese sessions were so rigorous and intense that while you may have hated them at the time, your Japanese is almost perfect as a result. None of your family and friends are here, but on the bright side it allows for a fresh start. &lt;br /&gt;
The train pulls into the station, and at least a dozen passengers crowd at the door nearest to you. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; You: &amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Bleach: An RPG- FF-Stand in line and wait your turn to leave| Stand in line and wait your turn to leave]]&lt;br /&gt;
*[[Bleach: An RPG- FF-Barge past the other passengers| Barge past the other passengers]]&lt;br /&gt;
*[[Bleach: An RPG- FF-Go to a door which is further away but less crowded| Go to a door which is further away but less crowded]]&lt;br /&gt;
*[[Bleach: An RPG- FF-Stay sitting until they all get off, then get up and leave| Stay sitting until they all get off, then get up and leave]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|FF-Enter the Bleachverse]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:34:43 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_FF-Enter_the_Bleachverse</comments>		</item>
		<item>
			<title>Bleach: An RPG - ON-Enter the Bleachverse</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_ON-Enter_the_Bleachverse</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OST: Peaceful Afternoon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;quot;Next Stop: Karakura Town.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; It's been a long journey, but as you look out the train window you can see the town finally come into view. Soon you'll be attending classes at Karakura High School for two months on a Japanese language exchange course. The preparatory Japanese sessions were so rigorous and intense that while you may have hated them at the time, your Japanese is almost perfect as a result. None of your family and friends are here, but on the bright side it allows for a fresh start. &lt;br /&gt;
The train pulls into the station, and at least a dozen passengers crowd at the door nearest to you. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; You: &amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Bleach: An RPG- ON-Stand in line and wait your turn to leave| Stand in line and wait your turn to leave]]&lt;br /&gt;
*[[Bleach: An RPG- ON-Barge past the other passengers| Barge past the other passengers]]&lt;br /&gt;
*[[Bleach: An RPG- ON-Go to a door which is further away but less crowded| Go to a door which is further away but less crowded]]&lt;br /&gt;
*[[Bleach: An RPG- ON-Stay sitting until they all get off, then get up and leave| Stay sitting until they all get off, then get up and leave]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|ON-Enter the Bleachverse]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:34:04 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_ON-Enter_the_Bleachverse</comments>		</item>
		<item>
			<title>Bleach: An RPG - OQ-Enter the Bleachverse</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_OQ-Enter_the_Bleachverse</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OST: Peaceful Afternoon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;quot;Next Stop: Karakura Town.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; It's been a long journey, but as you look out the train window you can see the town finally come into view. Soon you'll be attending classes at Karakura High School for two months on a Japanese language exchange course. The preparatory Japanese sessions were so rigorous and intense that while you may have hated them at the time, your Japanese is almost perfect as a result. None of your family and friends are here, but on the bright side it allows for a fresh start. &lt;br /&gt;
The train pulls into the station, and at least a dozen passengers crowd at the door nearest to you. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; You: &amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Bleach: An RPG- OQ-Stand in line and wait your turn to leave| Stand in line and wait your turn to leave]]&lt;br /&gt;
*[[Bleach: An RPG- OQ-Barge past the other passengers| Barge past the other passengers]]&lt;br /&gt;
*[[Bleach: An RPG- OQ-Go to a door which is further away but less crowded| Go to a door which is further away but less crowded]]&lt;br /&gt;
*[[Bleach: An RPG- OQ-Stay sitting until they all get off, then get up and leave| Stay sitting until they all get off, then get up and leave]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|OQ-Enter the Bleachverse]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:33:26 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_OQ-Enter_the_Bleachverse</comments>		</item>
		<item>
			<title>Bleach: An RPG - OF-Enter the Bleachverse</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_OF-Enter_the_Bleachverse</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OST: Peaceful Afternoon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;quot;Next Stop: Karakura Town.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; It's been a long journey, but as you look out the train window you can see the town finally come into view. Soon you'll be attending classes at Karakura High School for two months on a Japanese language exchange course. The preparatory Japanese sessions were so rigorous and intense that while you may have hated them at the time, your Japanese is almost perfect as a result. None of your family and friends are here, but on the bright side it allows for a fresh start. &lt;br /&gt;
The train pulls into the station, and at least a dozen passengers crowd at the door nearest to you. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; You: &amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Bleach: An RPG- OF-Stand in line and wait your turn to leave| Stand in line and wait your turn to leave]]&lt;br /&gt;
*[[Bleach: An RPG- OF-Barge past the other passengers| Barge past the other passengers]]&lt;br /&gt;
*[[Bleach: An RPG- OF-Go to a door which is further away but less crowded| Go to a door which is further away but less crowded]]&lt;br /&gt;
*[[Bleach: An RPG- OF-Stay sitting until they all get off, then get up and leave| Stay sitting until they all get off, then get up and leave]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|OF-Enter the Bleachverse]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:32:29 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_OF-Enter_the_Bleachverse</comments>		</item>
		<item>
			<title>Bleach: An RPG - OF-Enter the Bleachverse</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_OF-Enter_the_Bleachverse</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OST: Peaceful Afternoon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;quot;Next Stop: Karakura Town.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; It's been a long journey, but as you look out the train window you can see the town finally come into view. Soon you'll be attending classes at Karakura High School for two months on a Japanese language exchange course. The preparatory Japanese sessions were so rigorous and intense that while you may have hated them at the time, your Japanese is almost perfect as a result. None of your family and friends are here, but on the bright side it allows for a fresh start. &lt;br /&gt;
The train pulls into the station, and at least a dozen passengers crowd at the door nearest to you. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; You: &amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Bleach: An RPG- OF-Stand in line and wait your turn to leave| Stand in line and wait your turn to leave]]&lt;br /&gt;
*[[Bleach: An RPG- OF-Barge past the other passengers| Barge past the other passengers]]&lt;br /&gt;
*[[Bleach: An RPG- OF-Go to a door which is further away but less crowded| Go to a door which is further away but less crowded]]&lt;br /&gt;
*[[Bleach: An RPG- OF-Stay sitting until they all get off, then get up and leave| Stay sitting until they all get off, then get up and leave]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#LLCLL&amp;quot; valign=&amp;quot;top&amp;quot; width=&amp;quot;100%&amp;quot; colspan=&amp;quot;3&amp;quot;&amp;gt; &amp;lt;b&amp;gt;Status&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#OOFOO&amp;quot; valign=&amp;quot;top&amp;quot; width=&amp;quot;8%&amp;quot;&amp;gt; Level&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td bgcolor=&amp;quot;#DDFDD&amp;quot; valign=&amp;quot;top&amp;quot; width=&amp;quot;8%&amp;quot;&amp;gt; 1&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td bgcolor=&amp;quot;#GGFGG&amp;quot; valign=&amp;quot;top&amp;quot; width=&amp;quot;84%&amp;quot; rowspan=&amp;quot;2&amp;quot;&amp;gt; Equipment:&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#OOFOO&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt; XP&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td bgcolor=&amp;quot;#DDFDD&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt; 0/100&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|OF-Enter the Bleachverse]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:30:20 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_OF-Enter_the_Bleachverse</comments>		</item>
		<item>
			<title>Bleach: An RPG - OF-Enter the Bleachverse</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_OF-Enter_the_Bleachverse</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OST: Peaceful Afternoon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt; &amp;quot;Next Stop: Karakura Town.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; It's been a long journey, but as you look out the train window you can see the town finally come into view. Soon you'll be attending classes at Karakura High School for two months on a Japanese language exchange course. The preparatory Japanese sessions were so rigorous and intense that while you may have hated them at the time, your Japanese is almost perfect as a result. None of your family and friends are here, but on the bright side it allows for a fresh start. &lt;br /&gt;
The train pulls into the station, and at least a dozen passengers crowd at the door nearest to you. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt; You: &amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Bleach: An RPG- OF-Stand in line and wait your turn to leave| Stand in line and wait your turn to leave]]&lt;br /&gt;
*[[Bleach: An RPG- OF-Barge past the other passengers| Barge past the other passengers]]&lt;br /&gt;
*[[Bleach: An RPG- OF-Go to a door which is further away but less crowded| Go to a door which is further away but less crowded]]&lt;br /&gt;
*[[Bleach: An RPG- OF-Stay sitting until they all get off, then get up and leave| Stay sitting until they all get off, then get up and leave]]&lt;br /&gt;
&lt;br /&gt;
{{Status|Equipment=''Equipment''|Level=1|XP=0|100}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|OF-Enter the Bleachverse]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:24:15 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_OF-Enter_the_Bleachverse</comments>		</item>
		<item>
			<title>Bleach: An RPG- OF-Continue</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG-_OF-Continue</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;Created page with 'Then let's begin.  * Enter the Bleachverse  OF-Continue'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Then let's begin.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG - OF-Enter the Bleachverse| Enter the Bleachverse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|OF-Continue]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:22:03 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG-_OF-Continue</comments>		</item>
		<item>
			<title>Bleach: An RPG- OQ-Continue</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG-_OQ-Continue</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;Created page with 'Then let's begin.  * Enter the Bleachverse  OQ-Continue'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Then let's begin.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG - OQ-Enter the Bleachverse| Enter the Bleachverse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|OQ-Continue]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:21:26 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG-_OQ-Continue</comments>		</item>
		<item>
			<title>Bleach: An RPG- ON-Continue</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG-_ON-Continue</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;Created page with 'Then let's begin.  * Enter the Bleachverse  ON-Continue'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Then let's begin.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG - ON-Enter the Bleachverse| Enter the Bleachverse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|ON-Continue]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:20:47 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG-_ON-Continue</comments>		</item>
		<item>
			<title>Bleach: An RPG- FQ-Continue</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG-_FQ-Continue</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;Created page with 'Then let's begin.  * Enter the Bleachverse  FQ-Continue'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Then let's begin.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG - FQ-Enter the Bleachverse| Enter the Bleachverse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|FQ-Continue]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:19:16 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG-_FQ-Continue</comments>		</item>
		<item>
			<title>Bleach: An RPG- FF-Continue</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG-_FF-Continue</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;Created page with 'Then let's begin.  * Enter the Bleachverse  FF-Continue'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Then let's begin.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG - FF-Enter the Bleachverse| Enter the Bleachverse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|FF-Continue]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:18:29 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG-_FF-Continue</comments>		</item>
		<item>
			<title>Bleach: An RPG- FN-Continue</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG-_FN-Continue</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Then let's begin.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG - FN-Enter the Bleachverse| Enter the Bleachverse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|FN-Continue]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:17:30 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG-_FN-Continue</comments>		</item>
		<item>
			<title>Bleach: An RPG- FN-Continue</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG-_FN-Continue</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;Created page with 'Then let's begin.  * Enter the Bleachverse  FN-Continue'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Then let's begin.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- FN-Enter the Bleachverse| Enter the Bleachverse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|FN-Continue]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:16:34 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG-_FN-Continue</comments>		</item>
		<item>
			<title>Bleach: An RPG- MQ-Continue</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG-_MQ-Continue</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Then let's begin.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG - MQ-Enter the Bleachverse| Enter the Bleachverse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|MQ-Continue]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:15:00 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG-_MQ-Continue</comments>		</item>
		<item>
			<title>Bleach: An RPG- MF-Continue</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG-_MF-Continue</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Then let's begin.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG - MF-Enter the Bleachverse| Enter the Bleachverse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|MF-Continue]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:14:25 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG-_MF-Continue</comments>		</item>
		<item>
			<title>Bleach: An RPG- MN-Continue</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG-_MN-Continue</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Then let's begin.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG - MN-Enter the Bleachverse| Enter the Bleachverse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|MN-Continue]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:12:25 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG-_MN-Continue</comments>		</item>
		<item>
			<title>Bleach: An RPG - O-Quincy</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_O-Quincy</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'' and ''Health''. There is a seventh category, ''MP'', but this comes later. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to '''half''' of your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. If your ''health'' drops to 0, you die. If you were human, this will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
'''You have 10 points to spend on ability modifers. Write out the categories on a piece of paper and assign points on whichever you choose.''' When you level up, you will have more points to assign to ability modifers.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- OQ-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|O-Quincy]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:08:47 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_O-Quincy</comments>		</item>
		<item>
			<title>Bleach: An RPG - O-Fullbring</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_O-Fullbring</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'' and ''Health''. There is a seventh category, ''MP'', but this comes later. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to '''half''' of your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. If your ''health'' drops to 0, you die. If you were human, this will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
'''You have 10 points to spend on ability modifers. Write out the categories on a piece of paper and assign points on whichever you choose.''' When you level up, you will have more points to assign to ability modifers.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- OF-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|O-Fullbring]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:07:43 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_O-Fullbring</comments>		</item>
		<item>
			<title>Bleach: An RPG - O-None</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_O-None</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'' and ''Health''. There is a seventh category, ''MP'', but this comes later. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to '''half''' of your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. If your ''health'' drops to 0, you die. If you were human, this will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
'''You have 10 points to spend on ability modifers. Write out the categories on a piece of paper and assign points on whichever you choose.''' When you level up, you will have more points to assign to ability modifers.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- ON-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|O-None]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:07:10 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_O-None</comments>		</item>
		<item>
			<title>Bleach: An RPG - F-Quincy</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_F-Quincy</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'' and ''Health''. There is a seventh category, ''MP'', but this comes later. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to '''half''' of your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. If your ''health'' drops to 0, you die. If you were human, this will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
'''You have 10 points to spend on ability modifers. Write out the categories on a piece of paper and assign points on whichever you choose.''' When you level up, you will have more points to assign to ability modifers.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- FQ-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|F-Quincy]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:06:44 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_F-Quincy</comments>		</item>
		<item>
			<title>Bleach: An RPG - F-Fullbring</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_F-Fullbring</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'' and ''Health''. There is a seventh category, ''MP'', but this comes later. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to '''half''' of your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. If your ''health'' drops to 0, you die. If you were human, this will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
'''You have 10 points to spend on ability modifers. Write out the categories on a piece of paper and assign points on whichever you choose.''' When you level up, you will have more points to assign to ability modifers.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- FF-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|F-Fullbring]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:06:05 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_F-Fullbring</comments>		</item>
		<item>
			<title>Bleach: An RPG - F-None</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_F-None</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'' and ''Health''. There is a seventh category, ''MP'', but this comes later. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to '''half''' of your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. If your ''health'' drops to 0, you die. If you were human, this will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
'''You have 10 points to spend on ability modifers. Write out the categories on a piece of paper and assign points on whichever you choose.''' When you level up, you will have more points to assign to ability modifers.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- FN-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|F-None]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:05:34 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_F-None</comments>		</item>
		<item>
			<title>Bleach: An RPG - M-Quincy</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_M-Quincy</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'' and ''Health''. There is a seventh category, ''MP'', but this comes later. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to '''half''' of your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. If your ''health'' drops to 0, you die. If you were human, this will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
'''You have 10 points to spend on ability modifers. Write out the categories on a piece of paper and assign points on whichever you choose.''' When you level up, you will have more points to assign to ability modifers.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MQ-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|M-Quincy]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:04:34 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_M-Quincy</comments>		</item>
		<item>
			<title>Bleach: An RPG - M-Fullbring</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_M-Fullbring</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'' and ''Health''. There is a seventh category, ''MP'', but this comes later. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to '''half''' of your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. If your ''health'' drops to 0, you die. If you were human, this will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
'''You have 10 points to spend on ability modifers. Write out the categories on a piece of paper and assign points on whichever you choose.''' When you level up, you will have more points to assign to ability modifers.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MF-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|M-Fullbring]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:03:53 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_M-Fullbring</comments>		</item>
		<item>
			<title>Bleach: An RPG - M-None</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_M-None</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'' and ''Health''. There is a seventh category, ''MP'', but this comes later. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to '''half''' of your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. If your ''health'' drops to 0, you die. If you were human, this will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
'''You have 10 points to spend on ability modifers. Write out the categories on a piece of paper and assign points on whichever you choose.''' When you level up, you will have more points to assign to ability modifers.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MN-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|M-None]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:03:07 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_M-None</comments>		</item>
		<item>
			<title>Bleach: An RPG - M-None</title>
			<link>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Bleach:_An_RPG_-_M-None</link>
			<description>&lt;p&gt;Gradual Decay:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your performance in the RPG will be partly determined by your choices, and partly by your ability. The ability categories are ''Strength'', ''Dexterity'', ''Intelligence'', ''Charisma'', ''Toughness'' and ''Health''. There is a seventh category, ''MP'', but this comes later. Apart from ''Health'', ''MP'' and ''Toughness'', when using them, a die is rolled, and your modifiers will be added to that result. This number is referred to as your &amp;quot;check&amp;quot;. In the case of ''Strength'' and ''Dexterity'' in battle, with prompting from the story you will occasionally roll for your opponent as well and add their modifiers, which will be shown to you.&lt;br /&gt;
&lt;br /&gt;
''Strength'' will determine the power of your attacks, whether they be melee or kido-based. Your check will be compared to your opponent's if they are animate and to a set score if inanimate. When hitting them directly, the amount lost from their health is equal to '''half''' of your ''Strength'' check minus their TOU check.&lt;br /&gt;
&lt;br /&gt;
''Dexterity'' will determine your swiftness. It is particularly useful when it comes to dodging or getting your own attacks in. Your check will be compared to your opponent's if they are animate and to a set score if inanimate.&lt;br /&gt;
&lt;br /&gt;
''Intelligence'' will determine how quickly you learn new things, particularly useful when learning new attacks during training. In and out of battle, a character with a high INT score will have extra options which involve a level of strategy. In both these circumstances your check is compared to a set score. Intelligent characters will also be perceptive when someone is lying or not telling the whole truth and will have a Sense Motive choice. When using Sense Motive, your INT check will be compared to your opponent's Charisma check. NB: All characters who provide information or request your assistance will have a Sense Motive choice available, regardless of whether they're being honest or not. Don't assume that just because the choice exists that the character in question is not to be trusted.&lt;br /&gt;
&lt;br /&gt;
''Charisma'' determines your persuasiveness, as well as your ability to lie. When persuading someone, your CHA check will oppose theirs. When lying, your CHA check will oppose their INT check. &lt;br /&gt;
&lt;br /&gt;
''Toughness'' is your natural armour, the thickness of your skin. When an opponent lands a hit on you, you roll a ''Toughness'' check and deduce the result from your opponent's STR check. However, this can never go into negative numbers - you cannot gain health from withstanding an attack!&lt;br /&gt;
&lt;br /&gt;
''Health'' is how much damage you can take. If your health drops to 0, you die. If you were human, this will turn you into a soul. If you already are a soul, then your story ends there.&lt;br /&gt;
&lt;br /&gt;
'''You have 10 points to spend on ability modifers. Write out the categories on a piece of paper and assign points on whichever you choose.''' When you level up, you will have more points to assign to ability modifers.&lt;br /&gt;
&lt;br /&gt;
*[[Bleach: An RPG- MN-Continue| Continue]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bleach: An RPG|M-None]]&lt;/div&gt;</description>
			<pubDate>Wed, 20 May 2015 17:02:31 GMT</pubDate>			<dc:creator>Gradual Decay</dc:creator>			<comments>http://72.14.177.54/CREATE_YOUR_OWN_STORY/Talk:Bleach:_An_RPG_-_M-None</comments>		</item>
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