Bleach Hereafter RPG

VERSION 2.2 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 Jun 4, 2022 10:39:33 GMT -5

VERSION 2.2 UPDATE!
Release Notes


Hey everybody! Hope you are doing well! In this update you will see some changes to Releases and other mechanics that will hopefully help simplify things and make the combat experience feel more fluid and also more fulfilling. Barring any patches to fix something this update might've broken, this 2.2 update will be the last one for some time. I am moving onto another project but I will still be around to support the site and fix stuff when needed. (And play of course.)

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!

( Once again, big shout out to Savarin who offered lots of suggestions that found their way here! )


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

◼ Status damage from Wound/Burn/Poison is being buffed from 3 dmg to 5 dmg.

◼ Character Sheet Template will be updated to reflect below changes.

◼ Character Application will be updated to reflect below changes.




ADVANCED TECHS (AND SPELLS)

◼ Soul Trigger is being added to BAKUDŌ #99: PART 1 - KIN (FORBID) as something it also shuts down. Also, it will now prevent Reishi regeneration for the duration.

◼ A lot of techs and spells that had duration effects which essentially stalled a battle to a standstill have been reworked, most being made to hamper action economy or give you armor instead of a barrier that needed to be broken. In no particular order, you can see them listed below:

BAKUDŌ #75: GOCHŪTEKKAN (FIVE-PILLARED IRON WEIGHTS)
You summon five tall, metal pillars which are connected to each other by chains to pin a target to the ground.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 50% chance to inflict the special Restrained status on one target. While restrained, on your foe’s turn, all Standard Defense Techs cost 1 Standard Action. Does not stack with the Flash Freeze Release Tech. The max chance to inflict with any effect is 95%.
Duration: 2 turns.
Cost: 20 Reishi
Limit: Once per battle.

BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
As the spell ignites at a single point, blue energy extends upward to four points and forms an inverted pyramid, which solidifies into a barrier around the caster.
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure. They are then forced to spend a Standard Action on their turn to break free.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.

HADŌ #90: KUROHITSUGI (BLACK COFFIN)
You generate purple/black spiritual energy, which envelops the target with a powerful torrent of gravity before taking the form of a box of black energy, covered in several spear-like energy blades which pierce the box, lacerating the one inside from head to toe.
Type: Utility (Considered a Forbidden Spell)
Activate: Standard Action
Effect: As a standard action, you have a 70% chance to inflict two stacks of the Wound status on your target and upon infliction it deals a 5d12 worth of direct damage. The max chance to inflict with any effect is 95%.
Special Effect: Wound status effect stacks cannot be removed or shortened any means.
Cost: 25 Reishi
Limit: Once per battle.

KIRCHENLIED: SANKT ZWINGER
This technique is the single greatest protective magic of Quincy offense and defense.
Type: Defense
Action: Bonus Action
Effects: You conjure a temporary protective barrier between you and your foes. Mechanically, you and a single ally gain 20 Armor. This armor is unique and is not added to an existing Armor pool.
Special Effect: The Armor deals 5 direct damage (per attack) back to all Shinigami characters each time they reduce it with attacks.
Cost: 15 Reishi
Limit: Once per battle.

HAKUDAN KEPPEKI (WHITE SEVERING BOUNDARY WALL)
A special barrier that was designed to prevent any Quincy powers from passing through for a short period of time.
Type: Defense
Action: Bonus Action - Reactive
Effects: You conjure a temporary protective barrier between you and your foes. Mechanically, you and a single ally gain 20 Armor. This armor is unique and is not added to an existing Armor pool.
Special Effect: The Armor has a natural DR of 5 against all Quincy characters specifically. This DR cannot be bypassed or nullified by any means.
Cost: 15 Reishi
Limit: Once per battle.

BAKUDŌ #99: PART 1 - KIN (FORBID)
A powerful binding spell that wraps black cloth around the target and places gray slabs spaced along the cloth that pin them to the ground.
Requirement: Cannot be used until you have obtained Part 2 - Bankin
Type: Utility
Activate: Standard Action
Effect: As a standard action, you have a 60% chance to inflict the special Sealed status on one target. While Sealed, for the duration, the target is forcibly removed from Shunko, Soul Trigger, Hollow Mask, and/or Released state. Also, for the duration, they cannot regain any Reishi. Cannot be used while the Release Tech Communion is active.
Duration: 2 turns
Cost: 20 Reishi
Limit: Once per battle.

OLD VERSIONS

BAKUDŌ #75: GOCHŪTEKKAN (FIVE-PILLARED IRON WEIGHTS)
You summon five tall, metal pillars which are connected to each other by chains to pin a target to the ground.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have an 60% chance to inflict the special Restrained status on one target. While restrained, your opponent can only target the pillars to break free. The pillars have a total of 20 HP. Once reduced to 0 HP, your foe can break free and target you once more. This pillars have 0 defense (auto-hit), and are unaffected by Edge of either the caster or the target. While restrained, your foe cannot be targeted with attacks by you or any of your allies. The max chance to inflict with any effect is 95%.
Special Effect: The pillars have a natural DR of 6 against all attacks if the target is in a released state and/or is using the Hollow Mask technique. This cannot by bypassed by any means.
Duration: Until the pillars' total HP is reduced to 0.
Cost: 20 Reishi
Limit: Once per battle.

BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
As the spell ignites at a single point, blue energy extends upward to four points and forms an inverted pyramid, which solidifies into a barrier around the caster.
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. This spell has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.

HADŌ #90: KUROHITSUGI (BLACK COFFIN)
You generate purple/black spiritual energy, which envelops the target with a powerful torrent of gravity before taking the form of a box of black energy, covered in several spear-like energy blades which pierce the box, lacerating the one inside from head to toe.
Type: Utility (Considered a Forbidden Spell)
Activate: Standard Action
Effect: As a standard action, you summon a Black Coffin with 80 Hit Points, instantly enclosing a single chosen target. While the Black Coffin is summoned and above 0 HP, both the caster and the target are limited in their actions against each other. The target is only able to use basic defensive techs/spells (on themselves only) and attack the Black Coffin surrounding them. The caster and their allies are not allowed to use any further techs/spells against the target for the duration. However, they may still attack other unaffected opponents if fighting more than one enemy. The target's allies are able to target the Black Coffin only. While inside the coffin you will be cut off from the outside. None of your techs/spells will affect anyone outside of it. The Black Coffin has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Special Effect: For the duration, your foe is dealt 3d12 direct damage each turn until the Black Coffin is destroyed.
Duration: Until the Black Coffin is reduced to 0 HP.
Cost: 25 Reishi
Limit: Once per battle.

KIRCHENLIED: SANKT ZWINGER
This technique is the single greatest protective magic of Quincy offense and defense.
Type: Defense
Action: Bonus Action
Effect: You conjure a protective barrier between you and your foes. This wall can protect up to 3 allies and has 30 HP. While the barrier is active, your enemy cannot harm you until they break it by reducing the HP to 0. However, you also cannot attack them. You may break down the barrier at any time by using an at-will action. This technique has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Special Effect: The barrier deals 5 direct damage (per attack) back to all Shinigami characters who attack it.
Cost: 15 Reishi
Limit: Once per battle.

HAKUDAN KEPPEKI (WHITE SEVERING BOUNDARY WALL)
A special barrier that was designed to prevent any Quincy powers from passing through for a short period of time.
Type: Defense
Action: Bonus Action - Reactive
Effect: You conjure a protective barrier between you and your foes. This wall can protect up to 3 allies and has 30 HP. While the barrier is active, your enemy cannot harm you until they break it by reducing the HP to 0. However, you also cannot attack them. You may break down the barrier at any time by using an at-will action. This technique has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Special Effect: The barrier has a natural DR of 5 against all Quincy characters specifically. This DR cannot be bypassed or nullified by any means.
Cost: 15 Reishi
Limit: Once per battle.

BAKUDŌ #99: PART 1 - KIN (FORBID)
A powerful binding spell that wraps black cloth around the target and places gray slabs spaced along the cloth that pin them to the ground.
Requirement: Focus Skill of 45
Type: Utility
Activate: Standard Action
Effect: As a standard action, you have a 60% chance to inflict the special Sealed status on one target. While Sealed, for the duration, the target's Reiatsu Level is suppressed to 1, they lose any Edge advantage, and are forcibly removed from Shunko, Hollow Mask, and/or Released state. Also, for the duration, they cannot make any attacks against you and your allies OR be targeted with attacks by you or your allies.
Duration: 3 turns
Cost: 20 Reishi
Limit: Once per battle.





RELEASES

◼  Because of changes to Bastion (see below), Firewall has been removed as being redundant.

◼ Release Area Attacks now cost 25 Reishi. The reasoning for this is to make Single Release Attacks more viable for cost and to bring the cost of the Area Attacks in line with Barrages considering the nature of the attack.

◼ Removed stat requirements for Release Attacks. Most were irrelevant anyway.

◼ Added prerequisite for some Releases that they can only be used at the 2nd Stage. Some Releases felt a little too strong to be 1st Stage abilities. This might need to be tweaked further, but we'll see how it goes.

◼ 3rd Stage Releases have been removed entirely from the game. I felt like they didn't really add anything more unique than the 2nd Stage and having access to 3 Release Techs seemed like overkill to me. (If you have already unlocked your 3rd, you may refund yourself the 30 XP you spent. If you don't need the XP, you can convert it to RM instead.)

◼ You no longer start with your 1st Release. You have to unlock it. Because of this, the Release Mastery has been updated as well.


◼ The way Releases and Enhancements work is also changing. There will be no more upgrading between Release Stages. Each Release Tech and Enhancement will only have a base, static effect. That means no more Stage 1 or 2 versions. If you move from 1st Stage to 2nd Stage, the Techs and Enhancements will no longer upgrade. This was done to simplify the mechanics system.

◼ Enhancements, specifically, will be slightly different. In your 1st Stage, you only get a single enhancement slot to fill. Once you have unlocked the 2nd Stage, you will then get two slots to fill. Your 1st Stage enhancement does not roll over or upgrade. For instance, you can have Efficient at 1st Stage and then Ferocious and Heightened at your 2nd Stage. Again, Efficient wouldn't be available or upgrade at 2nd Stage. You would only have access to Ferocious and Heightened. Alternatively, you could have Efficient at both stages if you wanted so that you could also use it at 2nd Stage, but then you'd get another Enhancement to pick too.

◼ Several of the Release Techs and Enhancements have been altered due to the changes above or for mechanical balancing reasons. Those are: Bastion, Colossus, Entrap, Ethereal, Fortune, Gamble, Illusion, Mitigate, Rewind, Soothe, Time Shift, and Toxic Sludge. It's a lot to list here individually but you can see the new versions on the Releases page. At the bottom of this post I will put the old Release page in spoilers so you can see what they looked like previously.

◼ Added some new Release Techs! See below:

AUGMENT
By expending a little extra Reishi, you are able to increase the power of your techniques.
Type: Utility
Activate: Bonus Action
Effect: For the duration of this effect, you may increase the cost of one or more techniques you use. For every 5 Reishi extra you spend on a technique, you increase the accuracy by 5, the damage tier by 1, OR the chance of inflicting a non-special status effect by 5%. You can only spend up to 20 Reishi total to improve techniques.
Duration: 4 Turns
Cost: 5 Reishi
Limit: Once per battle.

BOUND
Once linked, you feed on your foe's inhibited spiritual energy stores.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 45% chance to inflict two stacks of the Immobilize status effect on your target. Also inflicts a stack of special status effect Chained that lasts until your foe loses the Immobilize status effect. Chained causes the additional reishi cost added to each of your foe’s techs to be leached to the caster of this ability. You can continue to apply Immobilize to extend the duration of this ability. The max chance to inflict with any effect is 95%.
Cost: 20 Reishi
Limit: Once per battle.

BULWARK
You harden yourself against punishing enemy retaliation.
Type: Utility
Activate: At-Will
Effect: As an at-will action you have a 45% chance to inflict the special status effect Fortify on yourself. While Fortified, for the duration, you are immune to any retaliatory effects of your own attacks. This includes traits like resist, techniques like bound lightning, and release enhancements like condemning. The max chance to inflict with any effect is 95%.
Duration: 4 turns
Cost: 20 Reishi
Limit: Once per battle.

COMMUNION
Bound together, you and your foe are now on an even playing field. Who will triumph?
Type: Utility
Prerequisite: Must be used as a 2nd Release ability.
Activate: Bonus Action
Effect: Can only be achieved if your foe is also in their 2nd Release. As a bonus action you have a 70% chance to inflict the special status effect Linked that lasts until the end of the duration. Linked combines the Reiatsu Levels of you and your foe together. Then it splits them in equal halves and distributes one half to each of you for the duration. The Reiatsu Levels are then locked and cannot be altered. If your foe attempts to drop out of their Release, the entirety of the combined Reiatsu Levels would then transfer to you for the duration and they would be set at 0 RL. The max chance to inflict with any effect is 95%.
Special Effect: Linked cannot be removed by any means.
Duration: 4 turns
Cost: 20 Reishi
Limit: Once per battle

EXTRACT
For a small sacrifice, you leach your opponent's expended spiritual energy.
Type: Utility (Non-Reactive)
Activate: Bonus Action
Effect: As a bonus action you attune yourself to the expenditure of Reishi at the expense of HP. For the duration of this effect, you gain an amount of Reishi equal to the amount your opponents spend on their turns.
Duration: 4 turns
Cost: 25 HP
Limit: Once per battle.




TRAITS

◼ Removed mention of a Final Release from Tempered.

◼ Removing the 5 HP requirement from the Rebuke trait and changing it to work more like Resist, but with Reishi drain.

REBUKE
Prerequisite: None
Activate: At-Will
Effect: As an at-will effect when hit with any attack, you deal Reishi drain back to the attacker equal to the lowest rolled natural dice of the attack that hit you.
Limit: Indefinite

OLD VERSION
REBUKE
Prerequisite: None
Activate: At-Will
Effect: As an at-will action choose one target foe that made you lose at least 5 HP on your turn. You drain 10 Reishi from them.
Limit: Indefinite

◼ New General Traits to shake things up a bit!

AMPLIFY
Prerequisite: None
Activate: At-Will
Effect: As an at-will action, one attack this turn gains +10 Accuracy, +2 Damage Tiers, and rolls accuracy twice, taking the higher result.
Limit: Twice per battle.

GAMBIT
Prerequisite: None
Activate: At-Will
Effect: As an at-will action, one attack this turn gains +5 Damage Tier but rolls accuracy twice, taking the lower result. Cannot be canceled out using Assault Trait.
Limit: Three times per battle.

ADAPTABLE
Prerequisite: None
Activate: At-Will
Effect: At the beginning of your turn, as an at-will action, you may choose to reduce your Defense by 10 and gain 10 to Accuracy for that turn. Alternatively, you may reduce your Accuracy by 10 to then gain 10 Defense instead.
Limit: Three times per battle.





OLD RELEASES PAGE
COMBAT ARTS: RELEASES

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. Mechanically, each race has the same stages, but the way they activate it and how it affects them (via RP) are all different.

New characters start with their 1st Release and gain new Releases by leveling up the Release Mastery. Please note that you MUST complete the Standard Combat Arts Mastery before unlocking anything in the Release Mastery.

Releases and Release Techniques are to be considered Reactive unless otherwise specified.

Note: 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.

RELEASE STAGES
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 and/or mastered form. Depending on how you RP them, 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.

In addition to the Techniques and Enhancements discussed below, players will gain a bonus to their base stats at each Release Stage. At your 1st Stage you get a +5 bonus to a single base skill of your choice [Fighting/Focus/Reflexes] per Release Stage. When you get to 2nd Stage, the bonus increases to +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. This bonus WILL allow you to surpass the 50 point level cap.

RELEASE TECHNIQUES
All of the Techniques listed below will be available from character creation. Starting out at the 1st Stage, you will get to choose a single Attack Technique and a single Defense/Utility Technique. These techniques follow many of the same rules as the other techs/spells on the site. Once you unlock your 2nd Stage Release, the Attack and D/U techs you chose on the 1st Stage will carry over and be automatically upgraded to their 2nd Stage versions. You will also get to pick a new Defense/Utility Technique which will also be available as its 2nd Stage version. This continues into the Final Stage. All techs from the 1st and 2nd Stages will carry over and upgrade automatically to their Final Stage versions and you will get to pick out another new D/U Tech at the Final Stage level.

It is important to note that the level of your Release Technique depends upon the Release Stage you are in. For example, your 1st Stage Release Technique will be Stage 2 if you ascend to your 2nd Release Stage, but if you drop back down to 1st Release Stage it will also revert back to its Stage 1 version.

The techniques 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 Stage Release tech will not be available if you are only on your 1st Release stage.

Note: Once you reach the 2nd and Final Stages, you will have the option, at each stage, to substitute your new Defense/Utility Tech and instead gain another Attack Tech. Also you have the option to forgo either and just pick the same tech from your previous Stage and use it at the next level instead of picking anything new. The choice is yours.

Some Defense/Utility 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.

RELEASE ENHANCEMENTS
Each stage you unlock will offer you a new enhancement. 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. Enhancements work much in the same way the techniques do.

Each player will start with a single Enhancement at Stage 1. When you upgrade to Stage 2, that Stage 1 Enhancement carries over and automatically upgrades to its Stage 2 version. 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. So, by the time you reach Final Stage, you should have a total of three Stage 3 Enhancements at your disposal.

You can only use your Enhancements at the level you unlocked them. For instance, the Enhancement you unlocked at the Final Stage will not be usable on First Stage, nor will a 2nd Stage Enhancement. You can, however, do the opposite: You can use any enhancements that carry over from the lower stages to the higher stages. In your 2nd Stage, you are allowed to use the 1st Stage enhancement as well as the newly unlocked 2nd Stage one. Just not the other way around.

The level of your Enhancement depends upon the Release Stage you are in. For example, your 1st Release Enhancement will be Stage 2 if you are in your 2nd Release Stage, but if you drop back down to 1st Stage it will also revert back to it's Stage 1 version.

Note: You cannot use Release Enhancements to enhance other non-release techniques or spells.




RELEASE STAGES

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.

RELEASE ACTIVATION
 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. Unless otherwise stated, a standard Release is considered a Reactive action, hence it can be used to immediately remedy attacks targeting you during the turn of activation.

Unless otherwise stated, all players are restricted from activating their Release until their 3rd turn of combat.

All Release Stages only require a bonus action to activate.

By spending an additional 10 Reishi, as an at-will, you may hasten the activation of your Release, if the action economy is too tight for you to activate it normally. The Release Stages prior to your current highest unlocked Stage can be hastened to activate via an at-will, 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.

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. If you use the Tempered Trait, you will miss out on the 1st Stage bonus HP.

So the ideal way to release is to start at your lowest and work your way up during the fight.




1ST RELEASE
Activate: Bonus Action / At-Will
Effect: As a bonus 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.
Techniques: You gain the use of one Attack Release Tech and also one Defense/Utility Release Tech at Stage 1.
Enhancement: You may choose 1 Enhancement at Stage 1.
Skill Bonus: You gain a +5 bonus to one base skill, either Fighting, Focus, or Reflexes.
HP Bonus: +10 HP upon activation. (Does not go into effect if you are already at max HP)
Upgrade: When you reach your 2nd Release, this Release will only costs 2 Reishi per turn. Once you reach your Final Release, this release costs 0 Reishi per turn.
Cost: 4 Reishi per turn



2ND RELEASE
Activate: Bonus Action / At-Will
Effect: Using up 1 Bonus, 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.
Techniques: Your 1st Release Attack and Defense/Utility Techniques carry over and automatically upgrade to Stage 2. You gain one new Defense/Utility Release Tech at Stage 2. You can substitute another Attack Tech instead of gaining a new D/U Tech.
Enhancement: Your Stage 1 Enhancement is automatically upgraded to a Stage 2 and you gain another Stage 2 Enhancement.
Skill Bonus: Your +5 bonus to the skill of your choice from Stage 1 is upgraded to +10 now.
HP Bonus: +20 HP upon Activation. (Does not go into effect if you are already at max HP)
Upgrade: When you reach your Final Release, this Release will only cost 4 Reishi per turn.
Cost: 6 Reishi per turn



FINAL RELEASE
Activate: Bonus Action / At-Will
Effect: Requiring 1 Bonus Action, 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.
Techniques: Your 1st and 2nd Techniques carry over and automatically upgrade to Stage 3. You gain one new Defense/Utility Release Tech at Stage 3. You can substitute another Attack Tech instead of gaining a new D/U Tech.
Enhancement: Your Level 2 Enhancements are automatically upgraded to Stage 3 and you gain another Stage 3 Enhancement.
Skill Bonus: Your +10 bonus to the skill of your choice from Stage 2 is upgraded to +15 now.
HP Bonus: +30 HP upon Activation. (Does not go into effect if you are already at max HP)
Cost: 6 Reishi per turn





RELEASES BY RACE

SHINIGAMI RELEASES

  • 1ST RELEASE: Shikai
  • 2ND RELEASE: Bankai
  • FINAL RELEASE: Mastered Bankai

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.


ARRANCAR RELEASES

  • 1ST RELEASE: Primera Etapa Resurrección
  • 2ND RELEASE: Segunda Etapa Resurrección
  • FINAL RELEASE: Tercera Etapa Resurrección

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.


QUINCY RELEASES

  • 1ST RELEASE: Heilig Bogen “Holy Bow”
  • 2ND RELEASE: Sankt Bogen “Sacred Bow”
  • FINAL RELEASE: Vollständig “Final Form”

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.


FULLBRINGER RELEASES

  • 1ST RELEASE: Incomplete Fullbring
  • 2ND RELEASE: Refined Fullbring
  • FINAL RELEASE: Mastered Fullbring

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.




ATTACK RELEASE TECHS

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


ATTACK TYPE
There are three types of attacks you can perform. See below for amount of damage dice and cost associated. You can only use one release attack per turn. All Release Attacks get unlimited uses per thread.

  • SINGLE: Standard Action. Rolls 4 damage dice against one target. Chance to inflict a minor effect. 20 Reishi.
  • BARRAGE: Standard Action. Rolls 5 damage dice against one target. No minor effect. 25 Reishi.
  • AREA: Standard Action. Rolls 4 damage dice against one to three targets. No minor effect. 20 Reishi (+5 per target after first 3)


MAJOR EFFECTS
Single, Barrage, and Area attacks all typically have a single Major Effect.

  • BASHING: 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%.
  • CHARGING: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy.
  • DRAINING: This technique costs HP instead of Reishi, point for point.
  • PIERCING: On successful hit, this technique bypasses up to 5 Armor and/or ignores up to 5 DR. This stacks with other DR reducing effects.
  • SLASHING: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.
  • DELAY: The turn after the attack misses its target you may spend an at-will 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.
  • OVERWHELM: 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.
  • SPREAD: 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.
  • VERSATILE: Single-type only. You can change the minor effect on this technique at-will to whichever one you want.


MINOR EFFECTS
Only Single type attacks will have a Minor Effect. The max chance to inflict with any effect is 95%.

  • CRIPPLE: 50% chance to Cripple the target.
  • STUN: 50% chance to Stun the target.
  • IMMOBILIZE: 50% chance to Immobilize target.
  • POISON: 50% chance to Poison target.
  • BURN: 50% chance to Burn target.
  • STAGGER: 50% chance to Stagger target.
  • WOUND: 50% chance to Wound target.




DEFENSE & UTILITY RELEASE TECHS


AEGIS
You are able to redirect the impact of blows to the space around you, resulting in severely diminished injury.
Type: Defense
Activate: Bonus Action
Effect: As a bonus action gain the special status effect Nullify. When Nullify is activated, you negate all incoming direct and status damage targeted at you and one other ally.
Stage 2: Can now use this as an At-Will action.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Twice per battle.


BASTION
Your release allows you to create a fortification to protect yourself and your allies from harm.
Type: Defense
Activate: Bonus Action
Effects: You conjure a temporary protective barrier between you and your foes. This wall can protect you and one other ally and has 50 HP. While the barrier is active, your enemy cannot harm you until they break it by reducing the HP to 0. This tech has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target. 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.
Special Effect: 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.
Duration: 4 turns or until the wall is reduced to 0 HP.
Stage 2: The wall now has 70 HP.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Once per battle.


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 deal it's full damage back at a foe of your choice 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.


CLONE
You manifest a duplicate of yourself to fight by your side.
Type: Utility
Activate: Bonus Action
Effect: 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. Max of one extra Standard Action per turn can be gained via Time Shift or Clone.
Stage 2: Your clone now has 40% of your max HP.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Once per battle.


COLOSSUS
You take on a new gigantic form that towers over the battlefield.
Type: Utility
Activate: Bonus Action / At-Will
Effect: 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. Must be RPed as a giant form.
Duration: Can be exited as an at-will action. Automatically exit when you hit 0 HP, or become Exhausted.
Stage 2: Gain +30 Armor and Defense is only lowered by -10.
Stage 3: Gain Stage 2 upgrade and only costs 5 Reishi per turn.
Cost: 10 Reishi per turn.
Limit: Once per battle.


CONSUME
You devour the soul energy of another spiritual being, replenishing yourself.
Type: Utility
Prerequisite: Must have a Resilience skill of 30.
Activate: At-Will
Effect: As an-will action, you have a 60% chance to gain the special status effect Glutton. When Glutton is activated, you passively siphon 5 Reishi from your foe(s) for each Standard Action they used on their turn. You may target up to 3 enemies.
Stage 2: Percent chance increased to 70%.
Stage 3: Gain Stage 2 upgrade and one extra use per combat.
Cost: None
Limit: Four times per battle.


CURSE
A dangerous release ability that seeps into the very essence of your foe and harms them from within.
Type:  Utility
Activate: Bonus Action
Effects: As a bonus action you have a 70% chance to inflict two stacks of special status effect Cursed on the target. While Cursed a foe is dealt 3 status damage each time they activate anything that requires a Bonus Action for duration.
Duration: Each stack lasts 3 turns.
Stage 2: Status damage is increased to 4.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Once per battle.


DECIMATE
One of the most potentially devastating release abilities. Allows you to unleash focused destruction on your enemies.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, before using a single attack on your turn, you can add the special status effect Decimate. 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.
Stage 2: Limit is now 4 times per battle.
Stage 3: Gain Stage 2 Upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Three times per battle.


ENTRAP
You spring a hidden trap to catch and weaken an unwary foe.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you create a dome or cage around you and a foe of choice. You may RP the dome as whatever you’d like. For the duration, the trapped foe cannot escape unless they break the dome or defeat you. No one else can enter it or affect those inside with techs/spells while it's activated. While inside the dome you will be cut off from the outside. None of your techs/spells will affect anyone outside of it, this goes for both caster and victim. The dome has 50 HP. The dome has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target. Cannot be used to interrupt or defend against attacks. The dome can be attacked directly to break it. The dome has a natural DR of -5 against all basic attacks.
Special Effect: While trapped, your foe’s Reishi is drained by -5 per turn.
Duration: 4 turns or until the dome is reduced to 0 HP.
Stage 2: Dome now has 70 HP.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Once per battle.


ETHEREAL
You form becomes intangible, immaterial--and it becomes a real challenge to get a bead on you, let alone hurt you.
Type: Utility (Non-Reactive)
Activate: Bonus Action
Effects: 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.
Duration: 2 turns
Stage 2: Duration is now 3 turns.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Once per battle.


FIREWALL
A huge barricade of fire that protects and destroys.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, for the duration, you conjure a firewall that acts as a protective barrier between you and your foes. Once summoned, you and one ally gain +10 Armor and while the barrier is active, you and one ally gain +4 DR against all attacks.
Special Effect: While the wall is up, you have a passive +10% bonus to inflict the Burn status effect from any source.
Duration: 4 turns.
Stage 2: Gain +15 Armor now.
Stage 3:
Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi.
Limit: Once 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.


FORTUNE
Your power allows you to shift and twist probability itself.
Type: Utility
Activate: Bonus Action
Effect: Activated as a bonus action, for the duration, when rolling for accuracy you now must roll on or below the target value to hit successfully. The crit range is also reversed, meaning you crit on a natural 5 or below now. When rolling for a status effect, you must roll on or above the target percent to be successful. Your foe cannot reduce their stats such as defense in order to counter this ability.
Duration: 3 turns.
Stage 2: Duration is now 4 turns.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Once per battle.


GAMBLE
Less of an ability and more a ‘roll of the dice’, the gamble can either be a great boon or a terrible letdown.
Type: Utility
Activate: At-Will
Effect: As an at-will action, you roll a 1d27. 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. The tech that you roll will be the same Stage that you are currently in. 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. If you roll a 27, you cannot use this power at all for the remainder of combat.
  1. AEGIS
  2. BASTION
  3. BREACH
  4. CLONE
  5. COLOSSUS
  6. CONSUME
  7. PLUNDER
  8. CURSE
  9. DECIMATE
  10. ENTRAP
  11. ETHEREAL
  12. FIREWALL
  13. FLASH FREEZE
  14. FORTUNE
  15. HINDER
  16. HUSK
  17. ILLUSION
  18. MIMIC
  19. MITIGATE
  20. MULTI-ARMS
  21. REGENERATE
  22. REWIND
  23. SOOTHE
  24. THOUSAND BLADES
  25. TIME SHIFT
  26. TOXIC SLUDGE
Stage 2: Can now roll two 1d27's and choose the preferred result.
Stage 3:
Gain Stage 2 upgrade and the cost is reduced by -5 Reishi.
Cost: Same cost as whichever tech is rolled.
Consequence: If you choose Gamble, you may not pick a 2nd or Final Release defense/utility tech but you can still pick your own release attack techniques. Gamble will be your only utility/defense release technique.
Limit: Indefinite, but only one type of each Release per combat.


HINDER
With each strike of your weapon, you cause your opponent to become unbalanced and lose their composure. Even small movements take enormous effort.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% chance to inflict the special Hindered 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.
Stage 2: Percent chance increased to 70%.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Twice per battle.


HUSK
Your skin hardens against attack, deflecting even the most powerful of blows.
Type: Defense
Activate: Bonus Action
Effect: As a bonus action you negate half the damage taken from all attacks, even critical hits, for the duration.
Duration: 4 turns.
Stage 2: Duration is now 5 turns.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Once per battle.


ILLUSION
You create a potent illusion around your foe, throwing them off and distracting them.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% chance to inflict the special Deceived 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.
Duration: 2 turns
Stage 2: Duration is now 4 turns.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Once per battle.


MIMIC
You can recognize a release technique for what it truly is and immediately be able to use it for yourself.
Type: Utility
Activate: Bonus Action
Effect: 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. You cannot copy a single technique multiple times. Gamble is immune to Mimic.
Stage 2: You gain 1 slot to store a single learned Release Tech that can be used in other threads. You may only store a single tech at a time but can exchange one stored tech for a new one at-will.
Stage 3: Gain Stage 2 upgrade and can now be used three times in battle.
Cost: None
Consequence: If you choose Mimic, you may not pick a 2nd or Final Release defense/utility tech but you can still pick your own release attack techniques. Mimic will be your only utility/defense release technique.
Limit: Twice per battle. The technique can only be used during the battle it is mimicked.


MITIGATE
You are able to dampen strikes and attacks against you and reduce any damage done.
Type: Defense
Activate: Bonus Action
Effect: As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself.
Stage 2: Can now be used three times per battle.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Twice per battle.


MULTI-ARMS
Your release gives you extra appendages to assist you in combat.
Type: Utility
Action: At-Will
Requirements: Requires Fighting skill of 35.
Effect: 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.
Stage 2: Can now use 4 times in battle.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Three times per battle.


PLUNDER
You catch your opponent unaware and steal one of their abilities to use for yourself.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 45% chance to inflict the special Pilfered status on your target. You then declare a Standard or Advanced technique/spell (excluding any Forbidden or Release techs/spells) that the target knows, takes no more than a standard or bonus action to use, and has not already been used up. You now get a single use of that ability and it costs against your foe's usage limit. Cannot steal a tech/spell you already know. The max chance to inflict with any effect is 95%.
Stage 2: Pilfered chance is now 55%.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Once per battle


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.


REWIND
You are able to return to a previous point in time and restore yourself to that state.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you activate this ability at the end of your turn. Two turns later, at the beginning of your turn, your stats (Only HP, Reishi, and Armor) all rewind back to what they were when you activated the ability. If you are KO’d during the two turns before the rewind takes effect, it will not activate.
Stage 2: Can now use twice per battle.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Once per battle.


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.


THOUSAND BLADES
Your release allows you to manipulate thousands of razor sharp blade fragments at-will.
Type: Utility
Action: Bonus Action / At-Will
Requirements: Requires Fighting skill of 40.
Effect: 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.

  • As an at-will action you can give +10 to a single Accuracy roll on your turn.
  • 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.
  • As an at-will, you may reduce a critical hit against you down to a normal hit.
  • As an at-will, you may reduce half the damage from an attack that hit you.

Stage 2: You can now use all effects twice each per battle.
Stage 3:
Gain Stage 2 upgrade and only costs 20 Reishi.
Cost: 25 Reishi
Consequence: If you choose Thousand Blades, you may not pick a 2nd or Final Release defense/utility tech but you can still pick your own release attack techniques. Thousand Blades will be your only utility/defense release technique.
Limit: 1 turn to activate. 4 effects per battle.


TIME SHIFT
You temporarily slow the passage of time to give yourself an advantage in combat.
Type: Utility
Activate: At-Will
Requirements: Requires Focus skill of 40.
Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone.
Stage 2: Can now be used three times per battle.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Twice per battle.


TOXIC SLUDGE
With each swing of your weapon, you release a slurry of noxious muck.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, for the duration, your Basic Attacks have a 35% chance to inflict the special Contaminated status effect. Contaminated deals 2 status damage even if the basic attack itself misses. The max chance to inflict with any effect is 95%.
Stage 2: Percent chance increased to 45%.
Stage 3:
Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Duration: 4 turns.
Limit: Once per battle.






RELEASE ENHANCEMENT LIST


CALCULATING
Activate: None (Passive)
Effect: As a passive effect you have a +5% chance to inflict statuses with Release Attack Techs.
Limit: Indefinite.
Stage 2: Chance increases to +10%.
Stage 3: Chance increases to +15%.

CONDEMNING
Activate: None (Passive)
Effect: As a passive effect any attack that hits you siphons -1 Reishi from the attacker while you are in your Released state.
Limit: Indefinite.
Stage 2: Siphons -2 Reishi from attacker.
Stage 3: Siphons -3 Reishi from attacker and that siphoned Reishi is now distributed to allies as well.

CORRODING
Activate: None (Passive)
Effect: As a passive effect your Wound, Burn, and Poison status effects deal +1 status damage per turn while you are in your Released state.
Limit: Indefinite.
Stage 2: These status effects deal +2 status damage per turn.
Stage 3: These status effects deal +3 status damage per turn.

DEADLY
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +5 to accuracy with 2 Basic Attacks, per turn, while in a Released state.
Limit: Indefinite.
Stage 2: Accuracy bonus increases to +10.
Stage 3: Accuracy bonus increases to +15.

DESOLATION
Activate: None (Passive)
Effect: As a passive effect your Basic Attacks deal an extra +3 bonus damage when you score a critical hit in a Released state.
Limit: Indefinite.
Stage 2: Bonus +6 damage.
Stage 3: Bonus +9 damage.

DEVASTATING
Activate: None (Passive)
Effect: As a passive effect your Release Attacks deal an extra +5 bonus damage when you score a critical hit.
Limit: Indefinite.
Stage 2: Bonus +10 damage.
Stage 3: Bonus +15 damage.

EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, your 1st Release now costs -1 less Reishi to maintain.
Limit: Indefinite.
Stage 2: Your 2nd Release now costs -2 less Reishi.
Stage 3: Your 3rd Release now costs -3 less Reishi.

FEROCIOUS
Activate: None (Passive)
Effect: As a passive effect your damage tier increases by +1 with 2 Basic Attacks, per turn, while in a Released state.
Limit: Indefinite.
Stage 2: Damage tier increases by +2.
Stage 3: Damage tier increases by +3.

HEIGHTENED
Activate: None (Passive)
Effect: As a passive effect your defense is increased by +5 against Non-Basic Attacks.
Limit: Indefinite.
Stage 2: Defense increases by +10.
Stage 3: Defense increases by +15.

INSTINCTIVE
Activate: None (Passive)
Effect: As a passive effect your defense is increased by +5 against Basic Attacks.
Limit: Indefinite.
Stage 2: Defense increases by +10.
Stage 3: Defense increases by +15.

MALICIOUS
Activate: None (Passive)
Effect: As a passive effect your damage tier increases by +1 with Release Attack Techs.
Limit: Indefinite.
Stage 2: Damage tier increases by +2.
Stage 3: Damage tier increases by +3.

METICULOUS
Activate: None (Passive)
Effect: As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher while in a Released State.
Limit: Indefinite.
Stage 2: Crit range of natural 80 or higher.
Stage 3: Crit range of natural 75 or higher.

RESENTFUL

Activate: None (Passive)
Effect: As a passive effect your foe takes -1 status damage each time you take damage from their attacks.
Limit: Indefinite.
Stage 2: Your foe now takes -2 status damage.
Stage 3: Now the allies of your foe also take -2 status damage each time your foe hits you.

REPLENISHING
Activate: None (Passive)
Effect: As a passive effect you regain +15 Reishi the first time you use your Release in combat.
Limit: Indefinite.
Stage 2: You now regain +30 Reishi on first Release.
Stage 3: You now regain +60 Reishi on first Release.

RESTORING
Activate: None (Passive)
Effect: As a passive effect any attack that hits you siphons -1 HP from the attacker while you are in your Released state.
Limit: Indefinite.
Stage 2: Attacks now siphon -2 HP from the attacker.
Stage 3: You siphon -2 HP from attacker and that HP is now distributed to allies as well.

RIGOROUS
Activate: None (Passive)
Effect: As a passive effect your Barrage and Area Release Attacks score a critical hit on a natural 85 or higher. Does not stack with Slashing.
Limit: Indefinite.
Stage 2: Crit range of natural 80 or higher.
Stage 3: Crit range of natural 75 or higher.

STUBBORN

Activate: None (Passive)
Effect: As a passive effect you gain +1 Armor at the end of your turn.
Limit: Indefinite.
Stage 2: You gain +2 Armor.
Stage 3: You and your allies gain +2 armor at the end of your turn.

VICIOUS
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +5 to accuracy with Release Attack Techs.
Limit: Indefinite.
Stage 2: Accuracy bonus increases to +10.
Stage 3: Accuracy bonus increases to +15.
Last Edit: Jun 4, 2022 23:31:05 GMT -5 by Momoshiro