
Bleach extreme
Character creation:
Basic attributes
Base statistics: Use 10/10/10/10/10/10 for base stat.
Spiritual Energy: Is your Health. Starts with your Fortitude statistic at Lv.1
Spiritual Ability: Use to create Kido. Starts with your Spirit statistic at Lv.1
Spiritual Pressure: Is your armour. 10 + Quickness ability modifier + Defense bonus in the category
Saves: Constitution: 10 + Fortitude or your Strength modifier + Defense bonus in the category
Reflex: 10 + Quickness or your Intelligence modifier + Defense bonus in the category
Will: 10 + Spirit or your Charm modifier + Defense bonus in the category

Abilities:
Ability
Abilities generally describe a characters physical and mental characteristics, and determine their strengths and weaknesses. They're based on the ability scores, contribute to all kinds of effects like attack rolls, defenses, and skill checks.
Characters have three physical abilities, Strength (STR), Fortitude (FORT), Quickness (QCK), and three mental abilities, Intelligence (INT), Spirit (SPP), and Charm (CHA).
Ability scores
The ability score is the basic value of an ability, with 10 roughly representing the average . The ability score is used for a few things, such as Fortitude score determining a character's starting maximum spiritual energy, but ability modifiers (see below), which are derived from the ability scores, are more commonly used.
Ability modifiers
An ability's modifier is usually the part of the ability that is used for attacks, defenses, skill checks and other features of your character. Ability modifiers start at +0 at an ability score of 10, and go up by 1 with every 2 points increase in the ability. You can either use the formula below to determine an ability's modifier or you can look at the table below that.
Ability modifier formula
Subtract 10 from the ability
Divide by 2
Round down

Ability descriptions
Strength
Strength (STR) measures your character's physical power. It's important for most characters who fight hand-to-hand.
Melee basic attacks are based on Strength. The higher your Strength or Fortitude modifier contributes to your Constitution defense.
Strength is the key ability for Athletics and survival skill checks.
Strength also determines the weight for your carrying, lifting and dragging capacities.
Quickness
Quickness (QCK) measures hand-eye coordination, agility, reflexes, and balance.
Ranged basic attacks are based on Quickness.
Your Quickness or Intelligence modifier contributes to your Reflex defense (whichever is higher).
If you wear light armor, your Dexterity contributes to your Armor Class.
Quickness is the key ability for Acrobatics, Stealth, and Thievery skill checks.
Your Quickness Modifier is added to your Initiative.
Fortitude
Fortitude (FORT) represents your character's health, stamina, and vital force. All characters benefit from a high Fortitude score.
Your Fortitude score is added to your spiritual energy at 1st level.
This is one of the few situations in which the actual ability score is used instead of the ability modifier. If your constitution is 15 then add 15 to your spiritual energy at level 1, not the modifier of 2.
Your Fortitude or Strength modifier contributes to your Constitution defense (whichever is higher).
Constitution is the key ability for Endurance and Intimidation skill checks.
Intelligence
Intelligence (INT) describes how well your character learns and reasons.
Your Intelligence or Quickness modifier will contribute to your Reflex defense (whichever is higher).
If you wear light armor, your Intelligence contributes to your Armor Class.
Intelligence is the key ability for some Knowledge and Insight skill checks.
Spirit
Spirit (SPP) measures your common sense, perception, self-discipline, and empathy. You use your Spirit score to notice details, sense danger, and get a read on other people.
Your Spirit score is added to your spiritual ability at 1st level.
This is one of the few situations in which the actual ability score is used instead of the ability modifier. If your spirit is 15 then add 15 to your spiritual ability at level 1, not the modifier of 2.
Your Spirit or Charm modifier contributes to your Will defense (whichever is higher).
Spirit is the key ability for Heal, Knowledge, Soul Search and some knowledge skill checks.
Charm
Charm (CHA) measures your physical attractiveness and how charming you are. You use your Charm score to try to sway opponents and friends.
Your Spirit or Charm modifier contributes to your Will defense (whichever is higher).
Charm is the key ability for Bluff, Diplomacy and Streetwise skill checks.
Gaining Points
When creating your character there are ways to gain extra points to customize your abilities. You may choose to reduce your starting abilities (from the 10) to a minimum of 8 for each abilitiy. You gain one Power Point for each ability point reduced this way.
You can also choose to give yourself some Weaknesses and Flaws from the 'Flaws and Weaknesses' section. Each flaw will give you one or two Power Points and each weaknesses will give you 3.