Bleach Hereafter RPG

VERSION 2.1 UPDATE!

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Shinigami

There are many causes I would die for, but not a single cause I would kill for.

Momoshiro Avatar

Momoshiro

Post by Momoshiro on Mar 6, 2022 12:11:22 GMT -5

VERSION 2.1 UPDATE!
Release Notes


Hey everybody! Hope this update finds you well! There are lots of balance changes and general QoL (Quality of Life) enhancements that will, we hope, improve the overall gameplay and push it into a more balanced and healthy state. Not that it wasn't in a good place before. We just want to give it that extra nudge in the right direction and finesse some things as much as possible. You can see the list of changes below. As always always feel free to ask in the Discord #game_helpdesk channel if you have any questions!

( Big shout out to everyone who added to the Wishlist Doc which helped immensely! )


As with all updates and patches, these changes do not affect current threads. This only affects newly created threads going forward.

You are also allotted a free respec each and every patch release.




GENERAL CHANGES

◼ Rolling a natural 100 for your accuracy will now mean that your foe cannot avoid that attack by ANY means. This means things like Enhanced Rapid Movement or Breach will not work against a natural 100 accuracy roll. You can still, however, mitigate the damage with things like Guard or Enkosen.

◼ Adding a new term for any instance where you siphon Reishi directly from your foe's spent Reishi.

LEECH: If an effect states that it leeches Reishi, the value is subtracted from the target's spent Reishi and added to the user's current Reishi.

◼ For Missions, RM rewards are going back to a per-post basis. Also buffing bonus reward amounts for Spars and Battles.

SELF-SERVICE REWARDS! Players will now just have to log their thread rewards just like any of the other log threads. You will not need staff approval, but you will still need to tag a staff member so we can lock and move your finished thread.

◼ On the various techs and spells, any of the 'Type' descriptors that mentioned anything other than Attack, Defense, or Utility are being removed for the sake of simplicity and to avert potential confusion. (Unless it's an attack that states whether it is a single, barrage, or area. Those stay.)

◼ Using that as a segue, any tech the restores HP will be specified with a handy 'This is considered a Healing Technique' label like the movement techs have already.

◼ The Major Effect Delay is now activated via an at-will instead of costing a bonus action.

◼ The Visored Race will no longer require the Hogyoku wish and it will just be a Special Mission you have to complete to get the Hollow Mask technique.

◼ Tier 3 Event Boon "Dramatic Entrance" now does 3d20 direct damage to all enemies instead of just 3d4.




DAMAGE TIERS AND REISHI COST

◼ In an effort to make damage more manageable overall, I've changed the damage tiers and removed any bonus damage modifiers from the higher tiers. The difference being that now while there is a chance for high damage, it is still just a chance and left entirely up to RNG. Yes, you can potentially roll a 20 for a single damage die, but it could easily go the other way as well. With the modifiers there was a certainty of high damage at the higher levels. It was locked in. Now, while you get the chance to roll higher, your damage isn't going to be an absolute like it was before.

(Yes, it only goes up to 60 Focus. That is due to a change with the Prodigy Class which you can find further down in the notes.)

Tier 1: d5 (0 Focus)
Tier 2: d6 (10 Focus)
Tier 3: d7 (15 Focus)
Tier 4: d8 (20 Focus)
Tier 5: d9 (25 Focus)
Tier 6: d10 (30 Focus)
Tier 7: d11 (35 Focus)
Tier 8: d12 (40 Focus)
Tier 9: d13 (45 Focus)
Tier 10: d14 (50 Focus)
Tier 11: d15 (55 Focus)
Tier 12: d16 (60 Focus)
Tier 13: d17 (Only available via Boosts!)
Tier 14: d18 (Only available via Boosts!)
Tier 15: d19 (Only available via Boosts!)
Tier 16: d20 (Only available via Boosts!)

OLD TIERS
Tier 1: d3 (0 Focus)
Tier 2: d4 (10 Focus)
Tier 3: d5 (15 Focus)
Tier 4: d6 (20 Focus)
Tier 5: d7 (25 Focus)
Tier 6: d8 (30 Focus)
Tier 7: d9 (35 Focus)
Tier 8: d10 (40 Focus)
Tier 9: d11 (45 Focus)
Tier 10: d12 (50 Focus)
Tier 11: d12+1 (55 Focus)
Tier 12: d12+2 (60 Focus)
Tier 13: d12+3 (65 Focus)
Tier 14: d12+4 (70 Focus)
Tier 15: d12+5 (Only available via Boosts!)
Tier 16: d12+6 (Only available via Boosts!)


◼ The note below is also being altered due to the fact that modifiers are being removed from the tiers altogether.

Note: You cannot increase your damage tier beyond 16. If the damage tier includes a modifier, you add the modifier in for each natural die rolled for an attack. For example with a d12+1 as your damage die using a single-type Release Attack you would roll 3d12+3.

◼ Reishi costs across the board are going to be changed to line up better between the different kinds of techniques. This will mean certain techs like Byakurai (See Basic Tech section) will get an increase in cost while others like those in the Advanced sections will be getting a reduction. I'm going to do my best to make sure that anything added in the future will also line up with this standard.

Basics and Standards: 0 - 10 Reishi
Advanced:15 - 20 Reishi
Release and Forbidden: 20 - 25 Reishi


"But how does this relate to Damage Dice?"

Well, with the potential for higher damage, I figured it was justified to also raise the cost of some things. You can see the breakdown below for what I mean. I'll go into more detail about the Release stuff in that section.



So yes, a Release Barrage could potentially do 100 dmg per attack (not including modifiers), BUT each attack will also cost 25 Reishi. It should also be reiterated that unlike the previous tiers, you're still only getting the possibility of that higher damage due to RNG.

I did hundreds of test rolls (of the various types of attacks and dice amts) and the overall averages weren't high enough to be worrisome. We'll see how it plays out in practice though.




BASIC TECHS

◼ Byakurai will now cost 10 Reishi instead of 4. (I know it's high, but again, dmg tier changes)

◼ Invigorate will now be 4 uses instead of regaining a certain capped amount. For the enhanced version, it will only give +10 instead of +25 and will not cost as a use for that ally.

◼ Adding a new basic healing tech, Bandage!

Bandage
You quickly apply a bandage to mend a wound in the midst of combat.
Type: Defense
Action: Bonus
Effect: Choose yourself or a target ally. Roll a 1d12. For the duration of this technique, at the end of your turn, regain HP equivalent to the results of the roll and remove one instance of Wound, Burn, or Poison. This is considered a Healing Technique.
Duration: 3 turns
Cost: 5 Reishi
Limit: Once per target.

◼ Sense and Suppression are losing their advanced versions. (See Class section for why)




STANDARD TECHS

RESPEC REQUIRED! (unless you organized your techs this way already) Every character will now only get a max of 4 Defense Standard Techs and 4 Utility Standard Techs. You will no longer be able to fill up your Standard slots with ALL Defense or ALL Utility. It actually makes sense organizationally too, because you also only get 4 advanced techs. So you'll get 4 Defensive Standards, 4 Utility Standards, and 4 Advanced Techs, then your 1 Forbidden.

The reasoning behind this change is to allow for more well-rounded builds. Most people stacked Defensive techs and barely took any Utility techs, if any at all. I don't blame them, it made sense. However, this left the Utility techs out in the cold. Hopefully, with this change, they will see more action and fights will be more interesting. Instead of, ya know, trying to get through a wall of defensive techs before you can actually reach the person you're trying to fight.

◼ Keikatsu and Cleanse are being moved from the Utility section to the Defense section. This brings the total Defense Standards to 15 and the Utility Standards to 15.

◼ Sklaverei (Holy Slave) now does 3d12 direct damage instead of 3d4.

◼ Sekeinton is getting a bit of a buff due to the damage tier changes as well. Originally I was going to set it up to scale off of Resilience as was suggested by Savarin, but I had an idea where that scaling would come into use in a future update (possibly with an Artifact). I hope this change will suffice in the meantime.

BAKUDŌ #21: SEKIENTON (RED SMOKE VANISH)
You place the palms of your hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing for a quick getaway.
Type: Defense - Kido Spell
Action: Bonus Action - Reactive
Effect: This technique scales based on the type of attack it is used against. As a bonus action you avoid damage from all natural damage dice that roll a certain number or lower during your turn. For basic attacks, 10 or lower. For advanced attacks, 12 or lower. For Release and Forbidden attacks, 14 or lower. Only damage rolled via dice is counted into calculations - any bonus damage is still counted. If you take zero damage from an attack this way, it counts as fully avoided.
Cost: 10 Reishi
Limit: Once per battle.

OLD SEKEINTON
BAKUDŌ #21: SEKIENTON (RED SMOKE VANISH)
You place the palms of your hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing for a quick getaway.
Type: Defense - Kido Spell
Action: Bonus Action - Reactive
Effect: As a bonus action you avoid damage from all natural damage dice that roll an 8 or lower during your turn. Only damage rolled via dice is counted into calculations - any bonus damage is still counted. If you take zero damage from an attack this way, it counts as fully avoided. Considered a Movement Technique.
Cost: 5 Reishi
Limit: Once per battle.





ADVANCED TECHS

◼ Adding a new Advanced Kido Spell! This one is based on a suggestion from Val!

BAKUDŌ #84: RYŪBI NO JŌMON (THE GATE OF DRAGON TAIL)
This spell conjures a dozen pillars which form a gigantic gate-like shield between the caster and the opponent.
Type: Defense (Considered a Forbidden Spell)
Action: Bonus Action - Reactive
Effect: As a bonus action, you gain +10 armor per each damage die rolled with a single attack that has targeted you. If the enemy used multiple attacks on their turn, then it is only the attack with the most damage dice that is counted.
Special Effect: If targeted by multiple foes at the same time, you may gain armor from their attacks in the same fashion as well. One attack per foe.
Cost: 25 Reishi
Limit: Once per battle.

◼ All escape techs such as Green Paper Teleport and Shadow will now only avoid all attacks if you use it to flee the battle. They cannot be used unless you are leaving combat.

◼ Any advanced tech or spell that does a set amount of damage, either direct or otherwise, will get a buff. For example, Ginto's Sprenger previously did only 3d6 direct damage. It will now do 4d12.

◼ High Speed Regeneration, an Arrancar Advanced Technique, is getting a buff because I altered and used it's main ability for the new Basic Tech, Bandage.

HIGH-SPEED REGENERATION
For a short time, you are able to quickly recover from damaging attacks.
Type: Defense
Action: Bonus Action - Reactive
Effect: Roll a 3d12. For the duration of this technique, at the end of your turn, regain HP equivalent to the results of the roll. Cannot use this technique while Bandage is active. This is considered a Healing Technique.
Duration: 4 turns
Cost: 15 Reishi
Limit: Once per battle.

OLD HIGH-SPEED REGENERATION
HIGH-SPEED REGENERATION
For a short time, you are able to quickly recover from damaging attacks.
Type: Defense
Action: Bonus Action - Reactive
Effect: For the duration of this technique, at the end of your turn, regain 10 HP and remove one non-special status effect.
Duration: 3 turns
Cost: 15 Reishi
Limit: Once per battle.





RELEASES

◼ All Release Stages will now only require a bonus action to activate. The Release Stages prior to your current highest unlocked Stage can be hastened to activate via an at-will (for 10 Reishi), but your current highest Stage will always require a Bonus Action. For example, if you are currently at Stage 3, your Stage 2 and 1 Releases can be hastened, but not your Stage 3.

This change is just to help with action economy for players and, in general, make things simpler.

◼ Each Release Stage activation will give you a small amount of HP as a bonus and incentive to go up through the stages instead of instantly jumping to the highest. If you skip any of the Stages, you cannot go back down and activate them later to get the bonus HP. So the ideal way to release is to start at your lowest and work your way up during the fight. This will also introduce a downside to Tempered as well because you will miss the 1st Stage bonus HP. This was a suggestion from Savarin and I think it is a great idea.

1st Stage: +10 HP
2nd Stage: +20 HP
Final Stage: +30 HP

◼ Release Attacks will no longer scale based on which Release Stage you are in. They will just be static like they were before the scaling was introduced. This is mainly to combat the huge amount of damage because of the tier changes and to, once again, simplify things.

Single: 4 Damage Dice / 20 Reishi
Barrage: 5 Damage Dice / 25 Reishi
Area: 4 Damage Dice / 20 Reishi (+5 per target after first 3)

◼ Release Attacks are going back to unlimited uses per thread but still just one use per turn.

◼ Regenerate and Soothe are getting a slight buff. Thanks to Smug for the suggestion!

REGENERATE (Created by )
Your release allows you to absorb some of the damage you receive and use it to heal your wounds instead.
Type: Utility
Action: Bonus
Effect: As a bonus action, designate a target (yourself or an ally). All damage the target received from one foe's non-critical attacks on their turn is converted instead into HP. For example, if they would have taken 20 damage, they will instead heal for 20 HP. This does not go into effect if that damage is mitigated by armor or damage reduction. Only if it would have removed HP. Remember, unless otherwise specified, damage will always be applied to armor before going to HP. Considered a Healing Technique.
Stage 2: Now HP gained can be shared with one ally.
Stage 3: Gain Stage 2 upgrade and only costs 20 Reishi.
Cost: 25 Reishi
Limit: Once per battle.

OLD REGENERATE
REGENERATE (Created by )
Your release allows you to absorb some of the damage you receive and use it to heal your wounds instead.
Type: Utility
Action: Bonus
Effect: As a bonus action, for the duration, designate a target (yourself or an ally). All direct damage the target received is converted instead into HP. For example, if they would have taken 20 damage, they will instead heal for 20 HP. This does not go into effect if that damage is mitigated by armor or damage reduction. Only if it would have removed HP. Remember, unless otherwise specified, damage will always be applied to armor before going to HP.
Special Effect: If you take no damage this way on any of the 3 turns it is active, the target recovers 10 Reishi back.
Stage 2: The target can now recover the entire Reishi amount back instead of just 15.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Once per battle. Duration of 2 turns.

SOOTHE
Your release allows you the ability to expel toxins from yourself and allies.
Type: Utility
Action: Bonus Action
Effect: As a bonus action, you can remove all special and non-special Status Effects that a target of your choice is inflicted with. You may target yourself or up to two allies per turn.
Stage 2: Can now use twice per battle.
Stage 3: Gain Stage 2 upgrade and only costs -2 Reishi now.
Cost: -5 Reishi for each Status Effect you remove.
Limit: Once per battle.

OLD SOOTHE
SOOTHE
Your release allows you the ability to expel toxins from yourself and allies.
Type: Utility
Action: Bonus Action
Effect: 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.
Stage 2: Can now use three times per battle.
Stage 3: Gain Stage 2 upgrade and only costs -1 Reishi now.
Cost: -3 Reishi for each turn remaining of the Status Effect you remove.
Limit: Twice per battle.

◼ Breach and Flash Freeze are getting slight nerfs. Frankly, they worked too well and needed to be dialed back.

BREACH
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.
Type: Defense
Activate: Bonus Action
Effect: As a bonus action, you redirect a non-critical attack that would have hit you and change the target to another of your choice, and deal it's full damage back at the attacker as direct damage. If your attack is redirected via Breach, you cannot use Breach to then send a Breached attack back at the caster.
Stage 2: Can now redirect a single critical hit per battle.
Stage 3: Gain Stage 2 upgrade and only costs 20 Reishi.
Cost: 25 Reishi
Limit: Twice per battle.

OLD BREACH
BREACH
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.
Type: Defense
Activate: Bonus Action
Effect: 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. If your attack is redirected via Breach, you cannot use Breach to then send a Breached attack back at the caster.
Stage 2: Can now redirect at least two attacks per turn that would have hit you.
Stage 3: Gain Stage 2 upgrade and only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.

FLASH FREEZE
You freeze your enemy in their tracks, making them vulnerable to attack.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 50% chance to inflict the special Frozen status on one target. Under the effects of Frozen, on your foe’s turn, all movement techs cost 2 standard actions. This includes only those techniques or spells that are marked specifically as Movement Techniques.
Special Effect: For an added 10 Reishi, you can target up to 3 people, making this an area effect.
Stage 2: Percent chance increased to 60%.
Stage 3: Gain Stage 2 upgrade and only costs 20 Reishi.
Cost: 25 Reishi
Limit: Twice per battle.

OLD FLASH FREEZE
FLASH FREEZE
You freeze your enemy in their tracks, making them vulnerable to attack.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 50% chance to inflict the special Frozen status on one target. Under the effects of Frozen, on your foe’s turn, they will be unable to use any movement techniques to avoid attacks. This includes only those techniques or spells that are marked specifically as Movement Techniques.
Special Effect: For an added 10 Reishi, you can target up to 3 people, making this an area effect.
Stage 2: Percent chance increased to 60%.
Stage 3: Gain Stage 2 upgrade and only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.





TRAITS

◼ You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means.

◼ New Trait to show some love to our healers.

REMEDY
Prerequisite: None
Activate: None (Passive)
Effect: Whenever you use a technique that gives a target ally HP, you and the ally gain 50% of the initial amount as bonus HP (rounded up to nearest whole number). For example, if you heal someone for 30 HP, you both gain 15 bonus HP.
Limit: Indefinite




CLASSES

◼ Assassin Specialized Class Perk, Infused Weapon now reads as:

INFUSED WEAPON
You gain the Trait Vitriol and it does not take up a Trait Slot. While an opponent is afflicted with a Status Effect caused by you, their Defense is reduced by -10 and they take -2 Status Damage per each unique status effect applied. The effects are cumulative.

OLD INFUSED WEAPON
While an opponent is afflicted with a Status Effect caused by you, reduce their Defense by -10 and DR by -2; this is cumulative, applying once per unique Status Effect active on that opponent.

◼ Assassin Specialized Class Perk, Sneak Attack now deals 4d12 direct damage instead of just 3d4, but can only be used once per battle.

◼ Both of the Conqueror's Class Perks are getting reworked. Endeavor is changing and being renamed Retribution.

RETRIBUTION
As long as you remain above 50% HP, any tech, trait, or ability that deals "thorns" damage or direct/status damage back at a user when they hit you is now doubled. Example thorns abilities include the Resist Trait and the Standard Tech Bound Lightning. If you are fighting alongside allies, they will receive this buff as well as long as they also remain above 50% HP. Does not stack with other Commander Class players.

OLD ENDEAVOR
ENDEAVOR
Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +20 on the turn you received damage; this may be triggered only once per turn. If you are fighting alongside allies, they will receive this buff to Accuracy as well. Does not stack with other Commander Class players.

FIGHTING SPIRIT
You gain the Grit Trait and it does not take up a Trait Slot. It also does not require a Resilience Skill of 45. Grit is also applied to any allies fighting alongside you who do not already possess the trait.

OLD FIGHTING SPIRIT
FIGHTING SPIRIT
You may use the Shared Tech Bolster as a passive ability, it applies to all allies fighting alongside you and costs nothing. Alternatively, if you are not fighting alongside an ally and Bolster does not apply, then whenever you sacrifice a Standard Action for a Bonus Action and use Focus Energy (with that action), increase the Damage Tier (+2) with all attacks on that turn.


◼ The Magus Perk, Versatile is getting a slight nerf. Reishi drained is now the lowest rolled natural dice number instead of the highest.

◼ The Healer Perk, Revitalize is getting a buff. Instead of just gaining an extra use of Luminous Healing, you get an extra use of all techniques specifically labeled as a Healing Technique.

◼ The Sharpshooter Perk, Eagle Eye now only rolls a natural 95 instead of a natural 100.

◼ The Mastermind Perks Backfire and Just as Planned are both getting reworks.

BACKFIRE
Once you have taken damage to your HP from any of your foe's attacks, you may activate this as an At-Will action. Your foe will now suffer from the Status Effect Stagger (Attack Techs/Spells cost an additional 10 Reishi) until they remove it, if they are able. There is no turn limit. Stagger will remain until it is manually removed. It can then be reapplied three more times you take damage to your HP.

JUST AS PLANNED
You gain the Traits Cleverness and Contingency and they do not take up any extra Trait Slots.

OLD BACKFIRE AND JUST AS PLANNED
BACKFIRE
Once you have taken damage to your HP from any of your foe's attacks, you may activate this as an At-Will action. Your foe will now take 2 Status Damage each time they attempt to use a basic attack tech/spell. This damage is permanent and cannot be healed back. Your foe's max HP pool is reduced each time they are damaged by this ability. The technique ends when your foe has taken a total of 30 status damage from this ability.

JUST AS PLANNED
You gain the Standard Utility Tech Puppet Theater and an Advanced Escape Technique. (Rift Gate/Shadow/Negacion/Green Paper Teleport, your choice.) Neither take up a Tech/Spell slot. You get an extra use of Puppet Theater and the Escape Technique costs 0 Reishi to activate.


◼ Both of the Prodigy Perks are getting slight nerfs.

ADEPT
Your natural Skill cap of 50 is increased to 60 and you start with +10 to one Skill of your choice.

GENIUS
Start with the Enhanced Basic Techniques/Spells; Focus Energy and Invigorate. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.

OLD GENIUS AND ADEPT
ADEPT
Your natural Skill cap of 50 is increased to 70 and you start with +5 to two Skills of your choice. You also gain a +35 bonus to every Initiative Roll.

GENIUS
Start with the Enhanced Basic Techniques/Spells; Focus Energy, Invigorate, Sense, and Suppression. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.