Bleach Hereafter RPG

RELEASES OVERHAUL PATCH! (version 1.7)

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Momoshiro

Post by Momoshiro on Jul 25, 2021 15:08:34 GMT -5

RELEASES OVERHAUL PATCH!
version 1.7


Now I know what you're thinking; "Another patch? So soon?!" YES! This time we are overhauling the Releases mechanics! Almost every single thing about Releases has been modified, altered, or completely revamped! There's a LOT of changes and I'll do my best to go over each bit and summarize it but to get a better comprehension of how the new system works, I implore you to read the entirety of the newly revamped Releases section in the Handbook. If you have a question it will likely already be addressed there. If it isn't, always feel free to ask in the Discord #game_helpdesk channel!

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




RESPECS
Most current players will need to respec their character to comply with these new changes. Some of you have maxed your character and this will end up being somewhat of a nerf for you as you might lose attack techniques and extra enhancements. Unfortunately the only thing I can offer is a refund for your XP spent. See the rates below to see what you will get back for each item lost.

For each technique you have lost, refund yourself 15 XP.
For each enhancement you lost, refund yourself 10 XP.
For each enhancement you leveled up, refund yourself 5 XP.
And then give yourself an extra 20 XP for the trouble!

If you did not lose any techs or enhancements, do not fret! You will ALSO be getting a crisp 20 XP to spend as you wish!

So, no matter what, every player will at least get a bonus 20 XP! Make sure to add the refunded XP (in an itemized list please) to your Respec request so you can spend it on new stuff!

Note: The Character Sheet Template has been updated with the new Release changes. Please get with me via Discord to get your Sheet updated to comply with the changes! Thanks!




RELEASE MASTERY
See below what the new Release Mastery will look like going forward.



BASICS
Each player will still have 1st, 2nd, and Final Stages and you get the same bonus to RL for each stage. You also now get +5 to one skill of your choice: FIGHTING/FOCUS/REFLEXES per release stage. When you go to 2nd stage, the bonus is +10, Final stage the bonus is +15. They do not stack, the bonus just improves as you go higher in the stages. You are not able to boost a different skill per stage. The skill you pick stays with you for each stage from 1st to Final. You do not get to pick a different skill to buff each stage. This bonus will allow you to surpass the 50 point level cap.




ACTIVATIONS
Activations are buffed. 1st Release is 1 bonus action, 2nd is 1 standard, and Final requires 2 standards. When you reach 2nd stage, 1st is now at-will. When you reach Final, 2nd is a bonus action, 1st remains an at-will.

Also, from now on we are restricting Release activation until you make at least 3 combat posts to prevent people jumping one another from the get-go. Also it’s more Bleach-ish if you ting ting with your swords a bit before going big shonen power up. Savarin had a great idea to make a general trait to bypass this, which I agree with. That trait is below and will be added to the General Traits list.

TEMPERED
Prerequisite: None
Activate: None (Passive)
Effect: Your 1st Release Stage is always active, meaning you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. However, the cost to maintain it is now +1 extra Reishi per Stage. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.
Limit: Indefinite




REISHI COST
Reishi cost per Stage stays the same, but the costs are reduced the higher you go. Once you reach 2nd Stage, your 1st release only costs 2 Reishi. Once you reach Final Stage, your 2nd Release only costs 4 Reishi and your 1st Release costs 0 Reishi. This is per turn, to maintain the release.




RELEASE ATTACK TECHS
You get to set up your Attack Tech for your 1st Stage and then you keep that same tech as you upgrade to 2nd and Final stages. It just upgrades as you do. The only exception to this is if you give up a Def/Util Tech slot to get another Attack slot. If you do that, the Attack you choose will be the same level stage you picked it on. If you are in the 2nd Stage that attack will ALSO be 2nd Stage, same for Final Stage the tech will be Stage 3.

For the sake of simplicity, the Stage 2 and 3 versions of the Attack Techs will reduce the Reishi Cost only. Stage 2 will reduce the cost by -5 and Stage 3 will reduce it by -10. For example, by the time you reach your Final Release Stage, your Area Release Attack will only cost 15 Reishi instead of 25.




RELEASE DEFENSE & UTILITY TECHS
The Def/Util Techs will no longer be only available at certain Stages. They will ALL be available from Stage 1. You start with a single Def/Util Tech at the 1st Stage. Then, as you progress to the next stage, this tech carries over and upgrades automatically to its Stage 2 version. You also get another Def/Util slot which automatically starts at Stage 2. (Unless you give up that slot for another Attack Slot) At the Final stage, your Stage 1 and Stage 2 Def/Util techs carry over and upgrade automatically to their Stage 3 versions and you also get a 3rd Def/Util Tech to choose that automatically upgrades to it’s Stage 3 version. (Again, unless you decide to substitute another Attack Tech in that slot instead)

Some Def/Util Techs (like Gamble) will be restricted in that you can ONLY have that tech from 1st Stage through to Final Stage, BUT it will upgrade just like the other techs.

There have been some slight changes to most of the techs including adding upgraded levels to each of them. You’ll have to check the Releases page to see all of the new stuff. Too much to list here.




RELEASE ENHANCEMENTS

Enhancements work much in the same way the techniques do. You start with a single Enhancement at Stage 1. When you upgrade to Stage 2, that Stage 1 Enhancement carries over and automatically upgrades to Stage 2. You then also get to pick a 2nd Enhancement that automatically upgrades to Stage 2. At your Final Stage, your Stage 1 and 2 Enhancements carry over and automatically upgrade to Stage 3. You then get to pick a 3rd Enhancement at Stage 3.





For reference, the OLD Releases Page Code is below:

[div align="center"][font size="5"]COMBAT ARTS: RELEASES[/font][/div]
Your character’s release will be the ultimate manifestation of their combat abilities. That being said, in a roleplay sense, the type of race you choose will determine the kind of release you will be able to achieve. Each race has the same stages, but the way they activate it and how it affects them are all different. Even the releases between members in the same race can be incredibly unique and different from one another.

[div][b]New characters start with their 1st Release and gain new Releases by leveling up the [a href="https://i.imgur.com/hcmwbd9.png"]Release Mastery[/a]. Please note that you MUST complete the [a href="https://i.imgur.com/o1eh8r5.png"]Standard Combat Arts Mastery[/a] before unlocking anything in the Release Mastery.[/b][/div][div][b]
[/b][/div][div align="center"][b]Releases and Release Techniques are NOT considered Reactive unless otherwise specified.
[/b][/div]
[quote][b]Note:[/b] In this game, we allow you the freedom to apply your own custom flourish and rp the releases and release techs as whatever you like, unless otherwise specified. They are meant to be a framework by which you can customize them to fit your character's own style while also adhering to the game mechanics.[/quote]
[font size="4"]RELEASE STAGES[/font]
In this game, releases come in three stages: The 1st release which you start with, the 2nd release which is typically a vast improvement over the 1st, and a Final Release which is essentially the most powerful or mastered form. Some of the releases might be drastically different from one another while others are just upgrades on the original. It really depends on the character and their powers.

[font size="4"]RELEASE TECHNIQUES[/font]
For each Release stage you will get two techniques. One of them would be an attack and the other, a defense or utility technique and will follow many of the same rules as the other techs on the site.  The techniques you choose will stack as you progress up through the 3 stages. The technique you picked for your 1st Release will be able to be used on your next Release stage and so on. The only caveat to that is that you can’t use higher level stage techs on the lower levels. So a Final Release tech will not be able to be used if you are only on your 1st Release stage.

[font size="4"]RELEASE ENHANCEMENTS[/font]
Each stage you unlock will offer you a certain number of enhancements. Enhancements are like perks or upgrades that can improve your release. It could be anything from improving the percent chance for status effects to increasing the critical hit range of your attack technique. You can also upgrade each enhancement. The enhancements have 3 tiers to them. You start with the first level and can upgrade them, at any time, when you have enough XP. It is worth noting that these enhancements, unless otherwise specified, only apply to your release and/or your release tech. You cannot use them to enhance other techniques or spells.

[hr]

[font size="5"]RELEASE STAGES[/font]

Below you will find the different stages with their effects and cost. As you progress up to the different levels, the cost for your previous Release will be reduced by -2 Reishi. So if you have achieved 2nd Release, your 1st Release cost will now be 2 Reishi. Once you have achieved your Final Release, the 1st Release will cost nothing and the 2nd Release will only cost 4 Reishi. Once you have unlocked all of the Levels of the Release Mastery, your Final Release will then only cost 6 Reishi per turn.

[font size="4"]RELEASE ACTIVATION[/font]
To activate a Release, you are required to spend the actions listed in the "Activate" section the same way that you are able to activate any other technique. A standard Release is not considered a Reactive action, hence it cannot be used to immediately remedy attacks targeting you during the turn of activation.

[quote]For [b]10 XP[/b], you may upgrade your Release to allow it to be activated reactively. A Reactive Release allows you to activate enhanccements aiding against enemy attacks, or remedy the effects of Edge attached to enemy attacks, on the turn of activation.[/quote][div]Finally, by spending an additional 10 Reishi, you may [b]hasten[/b] the activation of your Release, if the action economy is too tight for you to activate it normally. Hastening a Release follows this scale in stages:[/div]
[div align="center"][table][tbody][tr][td align="center" style="padding:3px;"]Full Turn ->[/td][td align="center" style="padding:3px;"]Two Standard Actions ->[/td][td style="padding:3px;" align="center"]One Standard Action ->[/td][td align="center" style="padding:3px;"]Bonus Action ->[/td][td align="center" style="padding:3px;"]At-Will[/td][/tr][/tbody][/table][/div]
As you can tell, all possible Release action costs fall into one of these five categories. Spending Reishi to hasten your release moves the cost by one stage - for example, if your Release normally requires a Bonus Action, with 10 Reishi you may activate it At-Will, and so on and so forth.



[img style="max-width:100%;" alt=" " src="https://i.imgur.com/Guzvlhr.png"]
[font size="4"]1ST RELEASE[/font]
[b]Activate:[/b] Standard Action / At-Will
[div][b]Effect:[/b] As a standard action, you enter your 1st Release state. You may drop out at any time by using an at-will action. This Release boosts your base RL by 2x.[/div][div][b]Upgrade:[/b] When you reach your 2nd Release, the activation for this release requires a Bonus Action instead of a Standard.
[/div][b]Enhancement:[/b] You may choose 1 Starting Enhancement.
[b]Cost:[/b] 4 Reishi per turn


[img src="https://i.imgur.com/WlZP7Tn.png" alt=" "]
[font size="4"]2ND RELEASE[/font]
[b]Activate:[/b] 2 Standard Actions / At-Will
[div][b]Effect:[/b] Using up 2 Standard Actions, you enter your 2nd Release state. If you are already in your 1st Release, you may move into your 2nd Release as an At-Will action (this cannot be done on the same turn you activated your 1st Release). You may drop out at any time by using an at-will action. This Release boosts your base RL by 4x.[/div][div][b]Upgrade:[/b] When you reach your Final Release, the activation for this release requires a single Standard Action instead of two.
[/div][b]Enhancement:[/b] You may choose 2 Starting Enhancements.
[b]Cost:[/b] 6 Reishi per turn


[img src="https://i.imgur.com/Tc4jjhl.png" alt=" "]
[font size="4"]FINAL RELEASE[/font]
[b]Activate:[/b] Full Turn / At-Will
[div][b]Effect:[/b] Requiring a full turn which means all of you bonus and standard actions, you enter your 3rd Release state. If you are already in your 1st or 2nd Release, you may move into your Final Release as an At-Will action (this cannot be done on the same turn you activated your 1st or 2nd Release). You may drop out at any time by using an at-will action. This Release boosts your base RL by 6x.[/div][b]Upgrade:[/b] Once you have unlocked all of the Levels of the Release Mastery, your Final Release will then only require 2 Standard Actions instead of a Full Turn.
[b]Enhancement:[/b] You may choose 3 Starting Enhancements.
[b]Cost:[/b] 8 Reishi per turn

[hr]

[div][font size="5"]RELEASES BY RACE[/font]
[/div][div][font size="4"]
[/font][/div][div][font size="4"]SHINIGAMI RELEASES[/font][/div]
[ul type="disc"][li][b]1ST RELEASE:[/b] Shikai[/li][li][b]2ND RELEASE:[/b] Bankai[/li][li][b]FINAL RELEASE: [/b]Mastered Bankai[/li][/ul]
As a Shinigami, your 1st Release will be your character’s Shikai. A Shikai is the initial release of your Zanpakuto. After using a release phrase to transform it, your Zanpakuto gains a new form with new powers. The 2nd Release is called a Bankai. This is summoned when the character simply states, “Bankai.” It is a vast improvement over the Shikai in terms of raw power and utility. Even though Bankai is the final stage of a Zanpakutō, it does not mean the Shinigami's growth ends there. A Bankai, especially one recently obtained, can evolve even further as its Shinigami gets stronger. The Final Release for a veteran Shinigami is the Perfected or Mastered Bankai.


[div][font size="4"]ARRANCAR RELEASES[/font][/div]
[ul type="disc"][li][b]1ST RELEASE:[/b] Primera Etapa Resurrección [/li][li][b]2ND RELEASE:[/b] Segunda Etapa Resurrección [/li][li][b]FINAL RELEASE:[/b] Tercera Etapa Resurrección [/li][/ul]
Arrancar usually seal the nuclei of their abilities within the form of a sword, which is entirely different from what the Shinigami use. When they release their weapons' seals, they unleash their true power and their true form. This is called a Resurrección. As an Arrancar, your 1st Release will be an initial transformation which morphs a typically human looking Arrancar into a partial version of their original Hollow form but gives them incredible new powers in the process. Evolving further, your 2nd Release will be the Segunda Etapa or Second Stage Resurrección. The Arrancar reverts further into their Hollow form, thus gaining even more power. The final Transformation is called the Tercera Etapa or Third Stage Resurrección. It is the ultimate expression of an Arrancar’s true form.


[div][font size="4"]QUINCY RELEASES[/font][/div]
[ul type="disc"][li][b]1ST RELEASE:[/b] Heilig Bogen “Holy Bow”[/li][li][b]2ND RELEASE:[/b] Sankt Bogen “Sacred Bow”[/li][li][b]FINAL RELEASE:[/b] Vollständig “Final Form”[/li][/ul]
A Quincy combines the Reishi in the atmosphere and the power of their Quincy Cross in order to form a weapon. Spirit Weapons, like Zanpakuto, are also capable of harming Hollows, which is their intended purpose. However, a Spirit Weapon completely destroys Hollows rather than purifying them. The only thing that limits the power of a Quincy's Spirit Weapon is the Quincy's own stamina and spiritual power. A Quincy’s 1st Release is called Heilig Bogen or Holy Bow and it is simply the first form their spirit weapon takes whether it be a bow, a sword, shield, etc. The 2nd Release is called Sankt Bogen or Sacred Bow and it is a more powerful or upgraded form of their original spirit weapon. The Final Release a Quincy can take is called a Vollständig or Final Form. This is typically more of a transformation which gives them wings and a halo made of Reishi. The wings and halo can take on many different forms depending on the user and how they prefer to materialize them. They will also usually have their spirit weapon as well, but that can take on a new form too in this final release.


[div][font size="4"]FULLBRINGER RELEASES[/font][/div][div]
[ul type="disc"][li][b]1ST RELEASE:[/b] Incomplete Fullbring[/li][li][b]2ND RELEASE:[/b] Refined Fullbring[/li][li][b]FINAL RELEASE:[/b] Mastered Fullbring[/li][/ul][/div]
A Fullbringer has the special ability aptly named “Fullbring”. This power enables them to manipulate the souls contained within matter. They can use it to varying degrees but mostly they utilize it by developing an affinity for a particular object that they care deeply for. A Fullbringer can then alter its form, granting powers that vary greatly among individuals. Using this affinity, Fullbringers pull out the object’s soul and sync it with their own, transforming it in the process. Once a Fullbringer has fully realized this power, its abilities cannot and do not change through growth. However, Fullbringers must progress to a certain level before they can use their unique abilities to their fullest. As such, a Fullbring's various developmental stages can look radically different from its final form. The first form is incomplete and unstable, the second more refined and powerful, and the third finally mastered and perfected.

[hr]

[font size="5"]RELEASE ATTACK TECHS[/font]

For Releases, the Attack Techniques follow a similar format to the Advanced and Forbidden Techs. You get to create your own custom attack for use with your release. Just be sure to keep to the following format.

[div][font size="3"]ATTACK TYPE[/font][/div][div][i]There are three types of attacks you can perform. Each has a certain amount of damage dice and cost associated.[/i]
[/div][div][font size="3"][/font]
[/div][ul type="disc"][li][b]SINGLE:[/b] Standard Action. Rolls 3 damage dice against one target and has a chance to inflict a minor effect. Costs 15 Reishi. [i]Twice per battle.[/i]
[/li][li][b]BARRAGE:[/b] Standard Action. Rolls 4 damage dice against one target. Costs 20 Reishi. [i]Twice per battle.[/i]
[/li][li][b]AREA:[/b] Standard Action. Rolls 3 damage die against one to three targets. Costs 25 Reishi. [i]Twice per battle.[/i]
[/li][/ul]
[font size="3"]MAJOR EFFECTS[/font]
[i]Single, Barrage, and Area attacks all typically have a single Major Effect.[/i]

[ul type="disc"][li][b]BASHING:[/b] The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.[/li][li][b]CHARGING:[/b] Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy.[/li][li][b]DRAINING:[/b] This technique costs HP instead of Reishi, point for point.
[/li][li][b]PIERCING:[/b] On successful hit, this technique bypasses up to 5 Armor and/or ignores up to 5 DR. This stacks with other DR reducing effects. [/li][li][b]SLASHING:[/b] This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.[/li][li][b]DELAY:[/b] The turn after the attack misses its target you may spend a bonus action for a 75% chance to deal Delayed damage. A Delayed attack deals direct damage in value equal to the highest natural die roll from its damage rolls. Delayed attacks cannot inflict status effects.[/li][li][b]OVERWHELM:[/b] Barrage-type only. Each 1 point of damage from this attack takes 2 points of Armor or DR to reduce. This stacks with other DR reducing effects.
[/li][li][b]SPREAD:[/b]  Area-type only. Pick a primary target and up to two secondary targets. Has a 50% chance to deal direct damage in value to the highest natural die roll to the secondary targets, even if the attack misses the primary target.[/li][li][b]VERSATILE:[/b] Single-type only. You can change the minor effect on this technique at-will to whichever one you want.[/li][/ul]
[font size="3"]MINOR EFFECTS[/font]
[i]Only Single type attacks will have a Minor Effect. The max chance to inflict with any effect is 95%.[/i]

[ul type="disc"][li][b]CRIPPLE:[/b] 50% chance to Cripple the target.[/li][li][b]STUN:[/b] 50% chance to Stun the target.[/li][li][b]IMMOBILIZE:[/b] 50% chance to Immobilize target.[/li][li][b]POISON:[/b] 50% chance to Poison target.[/li][li][b]BURN:[/b] 50% chance to Burn target.[/li][li][b]STAGGER:[/b] 50% chance to Stagger target.[/li][li][b]WOUND:[/b] 50% chance to Wound target.[/li][/ul]
[div][hr][/div]

[div][font size="5"]1ST RELEASE DEFENSE & UTILITY TECHS[/font]
[/div]

[font size="3"]GAMBLE[/font]
[i]Less of an ability and more a ‘roll of the dice’, the gamble can either be a great boon or a terrible letdown.[/i]
[b]Type:[/b] Utility
[b]Activate:[/b] At-Will
[b]Effect:[/b] As an at-will action, you roll a 1d20. On your next turn, you may use the Release Tech that corresponds to the number you rolled, bypassing any prerequisites. You may only use one release technique at a time, but otherwise you can use it as normal. Each different type of release technique can only be used once per thread. If you roll the same one twice, the second time the effect fizzles out and produces nothing. [i]If you roll a 20, you cannot use this power at all for the remainder of combat.[/i]
[spoiler][ol type="decimal"][li]SINGLE-TYPE ATTACK W/ VERSATILE MAJOR EFFECT[/li][li]HINDER[/li][li]DECIMATE[/li][li]CURSE[/li][li]MITIGATE[/li][li]MIMIC[/li][li]BASTION[/li][li]BREACH[/li][li]COLOSSUS[/li][li]SOOTHE
[/li][li]CONSUME[/li][li]CLONE[/li][li]THOUSAND BLADES
[/li][li]TIME SHIFT[/li][li]HUSK[/li][li]NULLIFY[/li][li]ETHEREAL[/li][li]ILLUSION[/li][li]MULTI-ARMS
[/li][/ol][/spoiler][div][b]Cost:[/b] Same cost as whichever tech is rolled.[/div][div][b]Consequence:[/b] If you choose Gamble, you may not pick a 2nd or Final Release defense or utility tech but you can still pick your own release attack techniques. Gamble will be your only utility or defense release techniques.
[/div][b]Limit:[/b] Indefinite. One type of Release Tech per thread.


[font size="3"]HINDER[/font]
[i]With each strike of your weapon, you cause your opponent to become unbalanced and lose their composure. Even small movements take enormous effort.[/i]
[b]Type:[/b] Utility
[b]Activate:[/b] Bonus Action
[b]Effect:[/b] As a bonus action, you have a 60% chance to inflict the special [b]Hindered[/b] status on one target. Under the effects of Hindered, on your foe’s turn, the normal Reishi or HP cost for any bonus action is doubled. Also, any technique or spell that requires 1 standard action, now requires 2.
[b]Cost:[/b] 20 Reishi
[b]Limit:[/b] Once per battle.


[font size="3"]DECIMATE[/font]
[i]One of the most potentially devastating release abilities. Allows you to unleash focused destruction on your enemies.[/i]
[b]Type:[/b] Utility
[b]Activate:[/b] Bonus Action
[b]Effect:[/b] As a bonus action, before using a single attack on your turn, you can add the special status effect [b]Decimate[/b]. Decimate makes it so the highest damage dice on that one attack cannot be negated by any means. If using Focus Energy on the same turn, it is the two highest damage dice instead.
[b]Cost: [/b]15 Reishi
[b]Limit:[/b] Three times per battle.


[font size="3"]CURSE[/font]
[i]A dangerous release ability that seeps into the very essence of your foe and harms them from within.[/i]
[b]Type:[/b]  Utility
[b]Activate:[/b] Bonus Action
[b]Effects:[/b] As a bonus action you have a 70% chance to inflict two stacks of special status effect [b]Cursed[/b] on the target. While Cursed a foe is dealt 3 status damage each time they activate anything that requires a Bonus Action for duration.
[b]Duration:[/b] Each stack lasts 3 turns.
[b]Cost:[/b] 15 Reishi
[b]Limit:[/b] Once per battle.


[font size="3"]MITIGATE[/font]
[i]You are able to dampen strikes and attacks against you and reduce any damage done.[/i]
[b]Type:[/b] Defense
[b]Activate:[/b] Bonus Action - Reactive
[b]Effect:[/b] As a bonus action, on your turn, any critical hits against you are reduced down to normal hits. Also, any bonus damage is completely negated so you only take damage from the natural dice roll.
[b]Cost:[/b] 15 Reishi
[b]Limit:[/b] Once per battle.


[font size="3"]MIMIC[/font]
[i]You can recognize a release technique for what it truly is and immediately be able to use it for yourself.[/i]
[b]Type:[/b] Utility
[b]Activate:[/b] Bonus Action - Reactive
[b]Effect:[/b] After witnessing any release technique a foe or comrade uses during a battle, you're able to spend a bonus action to learn that tech temporarily.
[b]Cost:[/b] None
[b]Limit:[/b] Twice per battle. [i]The technique can only be used during the battle it is mimicked.[/i]


[font size="3"]BASTION[/font]
[i]Your release allows you to create a fortification to protect yourself and your allies from harm.[/i]
[b]Type:[/b] Defense
[b]Activate:[/b] Bonus Action
[div][b]Effects:[/b] You conjure a temporary protective barrier between you and your foes. This wall can protect you and one other ally and has 15 HP. While the barrier is active, your enemy cannot harm you until they break it by reducing the HP to 0. You may only use basic attacks to harm your opponent from within the barrier. You may break down the barrier at any time by using an at-will action.[/div][div][b]Special Effect:[/b] The wall has a natural DR of 5 against Advanced Techs/Spells and Release Attacks. This DR cannot be bypassed or nullified by any means.
[/div][b]Cost:[/b] 15 Reishi
[b]Limit:[/b] Once per battle.


[font size="5"]2ND RELEASE DEFENSE & UTILITY TECHS[/font]


[font size="3"]BREACH[/font]
[i]You create a breach in space in front of you, just as an attack is about to hit. You then open a second one up behind your foe, sending their own attack back at them.[/i]
[b]Type:[/b] Defense
[b]Activate:[/b] Bonus Action - Reactive
[b]Effect:[/b] As a bonus action, you redirect an attack that would have hit you, even a critical hit, and change the target to another of your choice, using the same Accuracy and Damage.
[b]Cost:[/b] 15 Reishi
[b]Limit:[/b] Twice per battle.


[font size="3"]COLOSSUS[/font]
[i]You take on a new gigantic form that towers over the battlefield.[/i]
[b]Type:[/b] Utility
[b]Activate:[/b] Bonus Action / At-Will
[b]Effect:[/b] As a bonus action you grow into a giant form. You gain +25 Armor but your Defense is reduced by -15. Your damage tier increases with Basic Attacks by 1. All basic attacks are now area attacks and can target up to 3 opponents. [i]Must be RPed as a giant form.[/i]
[b]Duration:[/b] Can be exited as an at-will action. Automatically exit when you hit 0 HP, or become Exhausted.
[b]Cost:[/b] 3 Reishi per turn.
[b]Limit:[/b] Once per battle.
[div][font size="3"]
[/font][/div][div][font size="3"]
[/font][/div][div][font size="3"]SOOTHE[/font]
[i]Your release allows you the ability to expel toxins from yourself and allies.[/i]
[b]Type:[/b] Utility
[b]Action:[/b] Bonus Action
[b]Effect:[/b] As a bonus action, you remove one non-special Status Effect that a target of your choice is inflicted with. You may target yourself or up to two allies per turn.
[b]Cost:[/b] -3 Reishi for each turn remaining of the Status Effect you remove.
[b]Limit:[/b] Twice per battle.
[/div]

[font size="3"]CONSUME[/font]
[i]You devour the soul energy of another spiritual being, replenishing yourself.[/i]
[b]Type:[/b] Utility
[b]Prerequisite:[/b] Must have a Resilience skill of 30.
[b]Activate:[/b] At-Will
[b]Effect:[/b] As an-will action, you have a 60% chance to gain the special status effect [b]Glutton[/b]. When Glutton is activated, you siphon 5 Reishi from your foe(s) and double it to gain 10 Reishi back. You may target up to 3 enemies.
[b]Cost:[/b] None
[b]Limit:[/b] Four times per battle.

[font size="3"]
CLONE[/font]
[i]You manifest a duplicate of yourself to fight by your side.[/i]
[b]Type:[/b] Utility
[b]Activate:[/b] Bonus Action
[b]Effect:[/b] As a bonus action, your duplicate joins you in combat. The clone has HP equal to 20% of your max HP. They receive one standard action. With said action they can make a Basic Attack, Dodge to avoid an attack, or Intercept for you or comrades. They benefit from all of your traits as if they were you. However, they cannot be given any Armor or DR. They can be targeted in area attacks, but cannot be targeted by single-target attacks. [i]Max of one extra Standard Action per turn can be gained via Time Shift or Clone.[/i]
[b]Cost:[/b] 20 Reishi
[b]Limit:[/b] Once per battle.


[font size="3"]THOUSAND BLADES[/font]
[i]Your release allows you to manipulate thousands of razor sharp blade fragments at-will.[/i]
[b]Type:[/b] Utility
[b]Action:[/b] Bonus Action / At-Will
[b]Requirements:[/b] Requires Fighting skill of 40.
[b]Effect:[/b] Thousand Blades is activated as a Bonus Action. You get 4 effects per combat. At-will you activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all effects, the technique ends.

[ul type="disc"][li]As an at-will action you can give +10 to a single Accuracy roll on your turn.
[/li][li]As an at-will action, roll 2 sets of damage dice for one attack on your turn and take the higher of the 2 damage rolls. [/li][li]As a reactive at-will, you may reduce a critical hit against you down to a normal hit.[/li][li]As a reactive at-will, you may reduce half the damage from an attack that hit you.[/li][/ul]
[b]Cost:[/b] 25 Reishi
[b]Limit:[/b] 1 turn to activate. 4 effects per battle.


[font size="5"]FINAL RELEASE DEFENSE & UTILITY TECHS[/font]


[font size="3"]TIME SHIFT[/font]
[i]You temporarily slow the passage of time to give yourself an advantage in combat.[/i]
[b]Type:[/b] Utility
[b]Activate:[/b] At-Will
[b]Effects:[/b] As an at-will action you gain either an additional standard action or an additional bonus action on your turn. [i]Max of one extra Standard Action per turn can be gained via Time Shift or Clone.[/i]
[b]Cost:[/b] 20 Reishi
[b]Limit:[/b] Twice per battle.


[font size="3"]HUSK[/font]
[i]Your skin hardens against attack, deflecting even the most powerful of blows.[/i]
[b]Type:[/b] Defense
[b]Activate:[/b] Bonus Action
[b]Effect:[/b] As a bonus action you negate half the damage taken from all attacks, even critical hits, for the duration.
[b]Duration:[/b] 4 turns.
[b]Cost:[/b] 20 Reishi
[b]Limit:[/b] Once per battle.


[font size="3"]AEGIS[/font]
[i]You are able to redirect the impact of blows to the space around you, resulting in severely diminished injury.[/i]
[b]Type:[/b] Defense
[b]Activate:[/b] Bonus Action
[b]Effect:[/b] As a bonus action, you have a 60% chance to gain the special status effect [b]Nullify[/b]. When Nullify is activated, you negate all incoming direct damage targeted at you and one other ally.
[b]Cost:[/b] 20 Reishi
[b]Limit:[/b] Twice per battle.


[font size="3"]ETHEREAL[/font]
[i]You form becomes intangible, immaterial--and it becomes a real challenge to get a bead on you, let alone hurt you.[/i]
[b]Type:[/b] Utility
[b]Activate:[/b] Bonus Action
[b]Effects:[/b] As a bonus action you become ethereal. For the duration your target rolls two d100s and takes the lesser of the rolls for accuracy against you. If it is an area attack and targets others, they only count the lesser of the two rolls for you alone. Considered a Movement Power.
[b]Duration:[/b] 3 turns
[b]Cost:[/b] 20 Reishi
[b]Limit:[/b] Once per battle.


[font size="3"]ILLUSION[/font]
[i]You create a potent illusion around your foe, throwing them off and distracting them.[/i]
[b]Type:[/b] Utility
[b]Activate:[/b] Bonus Action
[b]Effect:[/b] As a bonus action you inflict the special [b]Deceived[/b] status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration.
[b]Duration:[/b] 2 turns
[b]Cost:[/b] 15 Reishi
[div][b]Limit:[/b] Twice per battle.[/div]

[div][font size="3"]MULTI-ARMS[/font]
[i]Your release gives you extra appendages to assist you in combat.[/i]
[b]Type:[/b] Utility
[b]Action:[/b] At-Will
[b]Requirements:[/b] Requires Fighting skill of 35.
[b]Effect:[/b] As an at-will action you can use 1 Bonus Action on your turn to make a Basic Attack. Also all Basic Attacks on your turn roll 1 extra damage dice.
[b]Cost:[/b] 15 Reishi
[b]Limit:[/b] Three times per battle.
[/div]

[hr]

[font size="5"]RELEASE ENHANCEMENT LIST[/font]


[font size="3"]CALCULATING[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect you have a +5% chance to inflict statuses with Release Attack Techs.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Chance increases to +10%.
[b]Level 3:[/b] Chance increases to +15%.

[font size="3"]CONDEMNING[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect any attack that hits you siphons -1 Reishi from the attacker while you are in your Released state.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Siphons -2 Reishi from attacker.
[b]Level 3:[/b] Siphoned Reishi is now distributed to allies as well.

[font size="3"]CORRODING[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect your Wound, Burn, and Poison status effects deal +1 status damage per turn while you are in your Released state.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] These status effects now deal +2 status damage per turn.
[b]Level 3:[/b] When a target is inflicted with these status effects they always receive 2 stacks.

[font size="3"]DEADLY[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect you gain a bonus +5 to accuracy with 2 Basic Attacks, per turn, while in a Released state.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Accuracy bonus increases to +10.
[div][b]Level 3:[/b] You can now apply this to a max of 4 Basic Attacks per turn.[/div]
[font size="3"]DESOLATION[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect your Basic Attacks deal an extra +3 bonus damage when you score a critical hit in a Released state.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Bonus +6 damage.
[b]Level 3:[/b] Bonus +9 damage.

[font size="3"]DEVASTATING[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect your Release Attacks deal an extra +5 bonus damage when you score a critical hit.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Bonus +10 damage.
[b]Level 3:[/b] Bonus +15 damage.

[font size="3"]EFFICIENT[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect, all techs and/or spells used now cost -2 less Reishi while you are in a Released state. [i]The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.[/i]
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Techs and/or spells used now cost -4 less Reishi.
[b]Level 3:[/b] Techs and/or spells used now cost -6 less Reishi.

[font size="3"]FEROCIOUS[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect your damage tier increases by +1 with 2 Basic Attacks, per turn, while in a Released state.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Damage tier increases by +2.
[b]Level 3:[/b] You can now apply this to a max of 4 Basic Attacks per turn.

[font size="3"]HEIGHTENED[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect your defense is increased by +5 against Non-Basic Attacks.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Defense increases by +10.
[b]Level 3:[/b] Defense increases by +15.

[font size="3"]INSTINCTIVE[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect your defense is increased by +5 against Basic Attacks.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Defense increases by +10.
[b]Level 3:[/b] Defense increases by +15.

[font size="3"]MALICIOUS[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect your damage tier increases by +1 with Release Attack Techs.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Damage tier increases by +2.
[b]Level 3:[/b] Add +10 bonus damage with all Release Attack Techs.

[font size="3"]METICULOUS[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher while in a Released State.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Crit range of natural 80 or higher.
[b]Level 3:[/b] Crit range of natural 75 or higher.
[font size="3"]
RESENTFUL[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect your foe takes -1 status damage each time you take damage from their attacks.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Your foe now takes -2 status damage.
[b]Level 3:[/b] Now the allies of your foe also take -2 status damage each time your foe hits you.

[font size="3"]REPLENISHING[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect you regain +15 Reishi the first time you use your Release in combat.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] You now regain +20 Reishi on first Release.
[b]Level 3:[/b] You fully restore your max Reishi. If used with the Titan Specialized Class, you regain 100 Reishi.

[font size="3"]RESTORING[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect any attack that hits you siphons -1 HP from the attacker while you are in your Released state.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Attacks now siphon -2 HP from the attacker.
[b]Level 3:[/b] Siphoned HP is now distributed to allies as well.

[font size="3"]RIGOROUS[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect your Barrage and Area Release Attacks score a critical hit on a natural 85 or higher.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Crit range of natural 80 or higher.
[b]Level 3:[/b] Crit range of natural 75 or higher.
[font size="3"]
STUBBORN[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect you gain +1 Armor at the end of your turn.
Limit: Indefinite.
[b]Level 2:[/b] You gain +2 Armor.
[b]Level 3:[/b] Your allies now gain +2 armor at the end of your turn as well.

[font size="3"]VICIOUS[/font]
[b]Activate:[/b] None (Passive)
[b]Effect:[/b] As a passive effect you gain a bonus +5 to accuracy with Release Attack Techs.
[b]Limit:[/b] Indefinite.
[b]Level 2:[/b] Accuracy bonus increases to +10.
[b]Level 3:[/b] Accuracy bonus increases to +15.