Bleach Hereafter RPG

Summer Patch! (version 1.6)

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Wandenreich - Soldat

Memories broken, the truth goes unspoken...

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Hibano

Post by Hibano on Jul 16, 2021 12:10:44 GMT -5

SUMMER PATCH!
version 1.6


Hey guys and gals, time again for a slightly larger than normal update to the game mechanics. This time around we are making adjustments all over the place! Among these... your total reishi pool is getting a buff, some techniques are seeing changes, and we're introducing some neat Racial Perks for your characters to use! Hope you enjoy!

Also, just as a heads up, the Christmas Patch is being rolled back. The changes were never updated into the official handbook, but as of now it has been officially rolled back.

As with all updates and patches, this does not affect current threads. This only affects newly created threads going forward.




REISHI POOL

From now on, when you advance through the Combat Mastery category, you will gain +10 to your Reishi Pool, extending the normal cap of 100 for each level gained. There are 10 levels so once you’ve maxed out that category you should have a total of 200 Reishi to use instead of the original 100 cap.

The new Combat Master Category will look like this:




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BASIC & STANDARD TECH CHANGES

Below you will find changes to some of the techniques that were either a bit too good or just overused to the point that they needed to be reigned in a bit. All in the name of that sweet sweet balance!


OLD! SHUN SHUN RIKKIA (SIX FLOWERS OF THE HIBISCUS SHIELD)
You form weapons or constructs of raw spiritual power that help you fight in various ways.
Type: Utility - Fullbringer Ability
Activate: Bonus Action to create constructs. At-will to use them.
Effect: As a bonus action you create 6 constructs. As an at-will action you can activate a number of constructs to add one d6 as a bonus damage die to assigned Basic Attacks during your turn. Alternatively, as a reactive at-will action you can sacrifice constructs to negate damage from attacks that hit you during your turn. Each construct spent on an individual attack negates 3 damage, to a max of 12.
Cost: 10 Reishi
Limit: Twice per battle.

NEW! SHUN SHUN RIKKIA (SIX FLOWERS OF THE HIBISCUS SHIELD)
You form weapons or constructs of raw spiritual power that help you fight in various ways.
Type: Utility - Fullbringer Ability
Activate: Bonus Action to create constructs. At-will to use them.
Effect: As a bonus action you create 6 constructs. As an at-will action you can activate a max of 2 constructs to add one d6 as a bonus damage die to at least 2 Basic Attacks during your turn. Alternatively, as a reactive at-will action you can sacrifice constructs to negate damage from attacks that hit you during your turn. Each construct spent on an individual attack negates 3 damage, to a max of 12.
Cost: 10 Reishi
Limit: Twice per battle you may create 6 constructs / 2 constructs used for offense per turn.

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OLD! BAKUDŌ #1: SAI (RESTRAIN)
You point your index and middle fingers at the intended target, causing their arms to lock behind their back.
Type: Basic Attack - Kido Binding Spell
Action: Standard Action
Damage: Roll 1 damage dice.
Effects: This technique has a 40% chance to inflict Immobilize on its target. The max chance to inflict with any effect is 95%.
Cost: 4 Reishi
Enhanced: You now have the ability to cast this spell as an Area Attack which can target up to 3 enemies.

NEW! BAKUDŌ #1: SAI (RESTRAIN)
You point your index and middle fingers at the intended target, causing their arms to lock behind their back.
Type: Basic Attack - Kido Binding Spell
Action: Standard Action
Damage: Roll 1 damage dice.
Effects: This technique has a 20% chance to inflict Immobilize on its target. The max chance to inflict with any effect is 95%.
Cost: 6 Reishi
Enhanced: You now have the ability to cast this spell as an Area Attack which can target up to 3 enemies.


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OLD! INTIMIDATE
You unleash your spiritual pressure on everyone around you and regain lost reishi in the process.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Reishi at the time of use and increase your Current Reiatsu Level by 25% for the duration. RL increase does not stack with previous uses of Intimidate.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 Reishi restored per battle.
Enhanced: Every use of Intimidate now has a 35% chance to inflict Stun on your opponent. The max chance to inflict with any effect is 95%.

NEW! INVIGORATE (name change)
You take a quick moment to replenish lost Reishi to continue the fight!
Type: Utility
Action: Bonus Action
Effect: You regain 25 Reishi.
Cost: None
Limit: Once per turn. Max of 100 Reishi restored per battle.
Enhanced: Now whenever you use Invigorate, your allies and teammates also regain 25 Reishi.


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OLD! REISHI TRANSFER
You funnel your own Reishi into another person, rejuvenating them and lending them some of your power.
Type: Utility
Action: Bonus Action
Effect: You restore 25 Reishi to an ally. Their Base Reiatsu Level is also boosted by +25% of your current RL. The total boost cannot exceed more than 50% of their current RL.
Cost: 10 Reishi
Limit: Once per comrade.

NEW! BOLSTER (name change)
You funnel your own Reiatsu into another person, thus lending them some of your power.
Type: Utility
Action: Bonus Action
Effect: You boost the Base Reiatsu Level of a teammate or ally by +25% of your current RL. The total boost cannot exceed more than 50% of their current RL.
Cost: 10 Reishi
Limit: Once per comrade.

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CASTER CLASS CHANGES

The specialized class HEALER is getting a buff in the form of a change to the Revitalize perk!


OLD! REVITALIZE
Any effects you use that restore an ally’s HP now also grant them +10 Defense for 1 turn, beginning at the start of their next turn. They also regain 10 Reishi and increase their Base Reiatsu Level by +15% for the remainder of that thread. If no ally is present, or if you prefer, you may target yourself instead and receive the same bonus.

NEW! REVITALIZE
Whenever you use a healing technique or spell that recovers HP, you take 50% less damage from all attacks and sources on your next turn. This includes direct and status damage. Three times per thread.


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STATUS EFFECTS

Cripple, Stun, Immobilize, and Stagger Status Effects across the board are reduced down to only 1 turn upon first affliction. You can still stack them but they aren’t as punishing initially. Plus, there are still many ways to mitigate them.


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RACIAL PERKS

Something that has been requested for awhile is finally making it into the game! Racial Perks will be small bonuses that come with picking a certain race; Shinigami, Arrancar, Quincy, or Fullbringer. (Visored do not get one as they already get a perk with the Hollow Mask technique as well as retaining the Shinigami Class Perk.)

SHINIGAMI - As a passive effect, while you are at or above 75% full health, increase your defense by +10. As a passive effect, when you are at or below 25% full health, increase your bonus damage with all attacks by +3.

ARRANCAR - For each combat turn, if the total amount of damage taken (after modifiers) is at least 10, as a passive effect, you will naturally negate -5 damage from that total.

QUINCY - For each combat turn that you do not use any actions to attack, you will passively regain +5 Reishi. Does not apply if you are already at max Reishi. All non-basic techniques/spells cost -5 less Reishi.

FULLBRINGER - Gain one extra use of a single release tech during combat. This must be notated in your battle tracker at the beginning of combat.
Last Edit: Jul 25, 2021 15:10:27 GMT -5 by Momoshiro