In terms of raw physical power it felt close to the same, though given his lack of constant physical combat he faltered a bit against the force Koshou bared down on him with. Lazarus would be forced to take a step back, and in that moment it would appear his opponent would capitalize on it, the tip of the blade passing a glancing blow across his shoulder. The words rattled around in his head for a handful of moments, ultimately deciding on how to proceed given the green light to be more aggressive.
He'd heft the reishi blade up and over his shoulder, taking a spearman's stance as the blade grew longer and more like a polearm, hurling it towards the shinigami with a small grunt of his own. After it left his fingers said hand would reach into his pocket, pulling out a small handful of silver tubes, each one giving off the sense of highly condensed reishi. Dashing forward, Lazarus would toss out three of them, muttering something under his breathe to activate them. Once done the three small bullet size tubes would erupt with volatile reishi, all for the sake of trying to get through that fortification. Having close the distance quickly, Lazarus would bring his arm up to swing, another reishi blade forming in his palm as he did so, a low to the ground crouch with an upward swing. If he could land a few clean blows it would mean gaining the ability to use more spells, but he also knew that the barrier like reishi would make said spells useless for their intended purpose.
SUMMARYStrike Hit, 2 Damage, 3 Reduced to 2 Thanks to Indomitable!
Lazarus activates Ginto
Lazarus uses Sprenger
Lazarus Strikes 2 times
+3 Reishi at End of Turn
Strike-
Acc- 105
10 Dmg
Strike-
Acc- 103, Miss!
Sprenger-
Acc- 144, Crit Hit!
12 Damage (9 + 3 from Crit)
At-Will: Technique
SPRENGER: You make an area attack that deals 3d6 direct damage to all foes.
Acc-
qmE|gWJu1d100+45Dmg-
3d6Bonus Action: GINTŌ
Small containers which Quincy use to store their Reishi. They are utilized as components in Quincy spellcasting, resembling Kidō.
Type: Utility
Action: Bonus Action / At-Will
Effect: As a bonus action you activate Gintō. As an at-will action, you can use one of the following per turn. Can only use one of each effect per battle.
HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe.
GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks.
WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks.
SPRENGER: You make an area attack that deals 3d6 direct damage to all foes.
Cost: 17 Reishi
Limit: Once per battle.
Standard Action:STRIKE
You unleash a single powerful physical attack or a flurry of quick strikes.
Type: Basic Attack
Action: Standard Action
Damage: Roll 1 damage dice.
Effects: None
Cost: None
Acc -
1d100+45Dmg -
1d10Standard Action: STRIKE
You unleash a single powerful physical attack or a flurry of quick strikes.
Type: Basic Attack
Action: Standard Action
Damage: Roll 1 damage dice.
Effects: None
Cost: None
Acc -
1d100+45Dmg -
1d10
ACTIVE EFFECTSCLASS Caster: Healer
TRAITSEFFICIENCY
Prerequisite: Focus Skill of 45
Activate: None (Passive)
Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.
ENDURE
Prerequisite: Resilience Skill of 30
Activate: None (Passive)
Effect: Start each combat thread with +10 Armor.
INDOMITABLE
Prerequisite: Resilience Skill of 45
Activate: None (Passive)
Effect: After accounting for armor reduction and any other damage negations or reductions, you negate 25% of the total summed up damage of all attacks that would hit you and reduce your HP. (Halve the summed up damage, then halve it again, then round up to the nearest whole number.)
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
CLEVERNESS
Prerequisite: None
Activate: None (Passive)
Effect: You have a passive +15% bonus to inflict a status effect from any source.
Limit: Indefinite
TALENTED
Prerequisite: None
Activate: At-Will
Effect: As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs. 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.
Limit: Once per battle.
TECHNIQUESUTSUSEMI (CICADA SHELL)
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi
Limit: Once per battle.
REIRYOKU ABSORPTION
You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi.
Type: Utility
Activate: At-Will - Reactive
Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack.
Cost: None
Limit: Three times per battle.
GINTŌ
Small containers which Quincy use to store their Reishi. They are utilized as components in Quincy spellcasting, resembling Kidō.
Type: Utility
Action: Bonus Action / At-Will
Effect: As a bonus action you activate Gintō. As an at-will action, you can use one of the following per turn. Can only use one of each effect per battle.
HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe.
GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks.
WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks.
SPRENGER: You make an area attack that deals 3d6 direct damage to all foes.
Cost: 20 Reishi
Limit: Once per battle.
SPELLSBAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING)
You generate an electric current through any object you touch, which damages anything or anyone which is in contact with the object the current runs through.
Type: Utility
Activate: Bonus Action - Reactive
Effect: As a bonus action, choose two attacks that hit you during your turn. Deal 3 direct damage back to the attacker per damage die rolled on each attack. This damage bypasses all DR.
Cost: 10 Reishi
Limit: Twice per battle.
BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK)
You direct your hands toward your target. An icy breeze littered with sleet rushes towards them. On contact, the sleet freezes that part of the body and can render an opponent completely immobile.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. If Cripple is successful, also inflicts a stack of special status effect Frostbite. Frostbite drains for 5 Reishi per turn and lasts for two more turns after Cripple is removed. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi.
Limit: Twice per battle.
BAKUDŌ #14: SHIMOKU (PURPLE TREE)
Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay.
Type: Utility
Action: Bonus Action
Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%.
Duration: 5 turns.
Cost: 10 Reishi
Limit: Once per battle.
BAKUDŌ #44: SEKISHO (BARRIER)
You create a fast-forming energy wall against fairly strong attacks.
Type: Defense
Activate: Bonus Action - Reactive
Effect: You gain 20 Armor and are immune to non-special status effects inflicted by attacks.
Duration: Until the 20 Armor is gone.
Cost: 10 Reishi
Limit: Once per battle.
BAKUDŌ #7: KEIKATSU (OPENING REVIVAL)
With a gentle touch you mend flesh and knit bone with your own Reishi.
Type: Defense
Activate: At-Will
Effect: As an at-will action you restore 30 HP to self or a comrade. This is considered a Healing Technique
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Once per target.
BAKUDŌ #6: KIYOMERU (CLEANSE)
This spell uses reishi to burn through negative effects on you or an ally.
Type: Defense
Activate: Bonus Action
Effect: As a bonus action remove a single stack of one non-special status effect on yourself or an ally.
Cost: 5 reishi
Limit: None.
BAKUDŌ #52: GENSHITSU (PHANTOM PAIN)
You attach an invisible chain between you and your enemy, causing them to share the same wounds you receive.
Type: Defense
Activate: Bonus Action - Reactive
Effect: As bonus action you can inflict all of the non-special status effects you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary. You cannot use Phantom Pain in response to a foe's use of Phantom Pain to then send those status effects back to them.
Cost: 5 Reishi
Limit: Once per battle.
RELEASE1st Release:
Focus +5
Attack:
Gae Bolg
SINGLE: Standard Action. Rolls 4 damage dice against one target. Chance to inflict a minor effect. 20 Reishi.
PIERCING: On successful hit, this technique deals status damage equal to the lowest rolled damage die.
WOUND: 50% chance to Wound target.
Tech:
BLEED
Your release allows you to recover by absorbing the vital essence of foes through the damage of your attacks.
Type: Utility
Action: At-Will
Effect: As an at-will action, 50% of the total HP damage you inflict with basic attacks (and/or 25% of the total HP damage of advanced/release attacks) this turn is recovered as healing at the beginning of your next turn. HP gained is added before any reductions from a foe’s attack damage. This is considered a Healing Technique.
Cost: 10 Reishi
Limit: 3 times per battle.
Enhancement:
REBOUNDING
Activate: None (Passive)
Effect: As a passive effect, while released and below half of your total HP, you regain +3 HP at the end of each turn. Additionally, reduce the cost to maintain your release by -1 Reishi while below half HP.
Limit: Indefinite.
REIATSU: 234,000
HP: 123/140 | REISHI: 153/210 | DEF: 80 | DMG DIE: d10 | ACC: +45