Chaos Type

Entropic
Shield: This ability takes effect upon release, it grants the holder of the
Zanpakutou a shield that gives all targeted ranged attacks a 20% miss chance.

Greater
Entropic shield: Requires Entropic Shield. Your Entropic Shield now also grants
a +4 bonus on reflex rolls when rolling for half damage, as your shield diverts
the course and flow of the energy breaking it down.

The never
ending cycle: Requires 2 Chaos abilities to take. Upon release you exude an
aura that affects your allies, increasing their chance for success by
manipulating the small variables that occur during a fight. Once per turn, on
your round, you roll 1d100 on a 1-20 your allies suffer a -2 penalty to AC,
Saves, Attack rolls and damage. On 21-40 they gain a +2 to AC, Saves, Attack
Rolls and damage. On 41-60 They gain a +4 to AC, Saves, Attack rolls and
Damage. 61-80 they gain the +2 as with 21-40 and finally 81-100 function as
1-20.

Always a
Chance: Your Zanpakutou is always twisting luck and chance in your favour, to
this end should you roll a 1 on a D20 consider it as if you’d rolled 2 unless
some outside forces determine you to roll 1.

Entropic
Blast: As a standard action you assault your enemies with a blast of entropic, eroding
energy that reduces the break-down time on their mass dealing 3d6 points of
damage and forcing them to roll a Fortitude save. On a fail they take 1d4
points of Strength, Dexterity or Constitution damage, the ability affected is
rolled randomly.

In my
favour: Your Zanpakutou twists fate to be in your favour, allowing you to
choose force a target to reroll a dice. This is an immediate action and can be
done a number of times per day, equal to the number of times you’ve selected
this ability.

Windfall:
You can target an ally, granting them a 1d6 bonus on any one atk roll, damage
roll or save of their choice within the next turn. This is a standard action.

Quickened
Windfall: Requires Windfall to take. Windfall is now a swift action.

Aura of Chaos:
Requires 4 chaos abilities to take. Upon release of your Zanpakutou you can
chose to exude this aura, this aura is 20ft in radius. Anyone within this Aura
is affected by wild chaotic currents, forcing their targeted abilities to be
aimed at random targets, their lines to shoot at random directions and so on.
All these effects are decided at random, through dice rolls. This effect lasts
for 3 rounds and subsequently takes a full-round action to reinitiate.

Break down:
Requires 6 Chaos abilities to take. Entropy and chaos is the bane of any
system, Break down allows the wielder of the Zanpakutou to assault a carefully
planned system and call for it’s end. This functions as a dispel magic effect,
targeting any Kidou effect or continuous effect. You roll 1d20 + level against
the effects 11 + caster’s level.

Wall of
Chaos: Requires Entropic shield. Your Entropic Shield can now be manifested in
a shimmering wall, which grants all behind it the effects of your Entropic
shield and Greater Entropic shield if you have it. The wall is 10ft tall and
30ft wide. Each time you take this ability you increase it’s height or width by
10ft.

Chaotic
Burst: Requires Entropic Blast to take. You concentrate at an area of up to
100ft away, this area explodes in a surge of entropic energy, This function as
Entropic Blast, save it deals 1d6 points of damage per character level up to a maximum
of 10d6. A reflex save halves this damage. If you take full damage from this
effect you must also succeed at a fortitude save or be subject to the ability
damage of Entropic blast.