Bleach Hereafter RPG

Like An Atrophied Muscle

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Feb 4, 2023 8:53:46 GMT -5

Lazarus had a general sense of the man given he was tracking him by his reiatsu signature, this made it a bit easier to follow him as he emerged from the cloud of dust and debris. He more so noted and less so felt the sensation of the blade of the shinigami meeting it's mark, reishi gathering around his hands once more as he began to focus in on Koshou more intensely. The slight burns and singed clothes would have to be dealt with at some point, but he was resilient enough to stand taking that punishment if it meant being able to return some of his own.

Bringing the blade up, he'd simultaneously let loose a burst of electric energy and fire an arrow infused with the same reishi, wanting to make it as hard as possible to dodge everything heading Koshou's way. As the swing would reach it's center point, Lazarus would also let a pair of those silver tubes go, muttering something under his breathe as he activated the small spell on them. each tube would spin in the air, getting fast and faster as the reishi that was in them spilled out and hardened, almost like a buzz saw forming in front of the shinigami. Lazarus would already be trying to regroup, taking a few steps back to try and get outside of striking range, though given the mans taller frame he might have misjudged the correct ditance.

COMBAT TRACKER


SUMMARY
Lazarus Takes 10 Damage
Lazarus gets 2 stacks of burn
Lazarus uses Focus Energy +15 Accuracy
+3 Reishi at End of Turn
Heizen- Miss!
Byakurai- Miss!
Byakurai- Miss!


At-Will: Technique
HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe.
Acc - OWuE9MLK1d100+45
Dmg - 2d12

Bonus Action:
FOCUS ENERGY
You infuse extra reishi into an attack, boosting its potency right before you strike.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard.
Cost: 9 Reishi
Limit: None



Standard Action:
HADŌ #4: BYAKURAI (PALE LIGHTNING)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: None
Cost: 5 Reishi
Enhanced: Can now be used as a Bonus Action and the cost is reduced to 6 Reishi.
Acc - 1d100+60
Dmg - 2d10




Standard Action:
HADŌ #4: BYAKURAI (PALE LIGHTNING)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: None
Cost: 5 Reishi
Enhanced: Can now be used as a Bonus Action and the cost is reduced to 6 Reishi.
Acc - 1d100+60
Dmg - 2d10




ACTIVE EFFECTS
Burn (2/2 Turns Remaining)

CLASS

Caster: Healer

TRAITS

EFFICIENCY

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.



TECHNIQUES





UTSUSEMI (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.



SPELLS



BAKUDŌ #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.



RELEASE

1st 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: 113/140 | REISHI: 137/210 | DEF: 80 | DMG DIE: d10 | ACC: +45


1d100+45·2d12·1d100+60·2d10·1d100+60·2d10
Last Edit: Feb 4, 2023 8:54:39 GMT -5 by Lazarus Jeager

PLAYER

This is what it's like being the biggest and the strongest. I don't even exercise.

Koshou Avatar

Koshou

Post by Koshou on Feb 5, 2023 21:21:34 GMT -5

It all seems to kind of come crashing in on Koshou from all sides. Lazarus is rushing in with another one of those deceptive upward strikes, and all of the sudden more of those small metal tubes are bursting open to reveal what appears to be pre-prepared techniques! The blasts are intersected with that buzzsaw-like reishi spinning in toward him from more than one angle and it seems like it will all smash into the man without mercy. As if time slows though, the Soul Reaper can kind of see the path in front of him whether through luck or pure battle instinct. His form shifts, crouching and leaping forward with a fluid twisting of his body that seems to whirl and spin the man about like a top to build momentum and force. All the while, the twisting and turning seem to just narrowly avoid those attacks as they come crashing in, seeming to allow him to slip past and through with a grace that could only be borrowed from the Gods of Luck themselves.

"HAAA!" Rather than being forced to defend his position and stand guard, Lazarus does misjudge in the time he has to retreat if not the spacing that's allowed to the pair of combatants here on the rooftop. the Shinigami comes whirling in toward the Quincy's defenses with a number of blows that seem to just keep on coming, one after the other. Far from the pure look of hostility that sometimes comes over Koshou when he's in the midst of battle, his expression here is alight with excitement and pure enjoyment as he pushes himself to test the limits of his friend. Each blow that comes in feels no less powerful for all the evidence that the man is still well in control of himself though!

COMBAT TRACKER

SUMMARY

Offense:
- Koshou makes 2 Attacks!
   1: Hit vs. 158 (9 DMG)
   2: Hit vs. 133 (5 DMG) BURN
   3: Hit vs. 138 (13 DMG) BURN

Defense:
- Takes 9 DMG vs. Armor

Status:


At-Will: Tsukiyubi - +20 ACC & +2 DMG Tier for Strikes | -10 reishi cost

At-Will: Blitz - Make 2 Strikes | -0 reishi cost

Bonus Action: Focus Energy - +15 ACC % Status chance | -10 reishi cost

Standard Action: Strike - Burn | -0 reishi cost
Acc - 9gLs8vAL1d100+80
Dmg - 1d15
Status Chance (55%) < 1d100

Acc - 1d100+80
Dmg - 1d15
Status Chance (55%) < 1d100

Standard Action: Strike - Burn | -0 reishi cost
Acc - 1d100+80
Dmg - 1d15
Status Chance (55%) < 1d100


ACTIVE EFFECTS
- Alacrity (+10 DEF)
- Armored (7)

CLASS
- Prodigy

TRAITS
- Alacrity (+10 Def above half HP)
- Infuse (40% Burn Chance / all Basic Strikes)
- Resolve (Recover 2 Reishi for each DMG absorbed by DR)

TECHNIQUES
- Tsukiyubi (Thrust Fingers)

SPELLS
- Bakudo #44: Sekisho
- Bakudo #07: Keikatsu

USES
- Sekisho 0/1
- Keikatsu 1/1
- Tsukiyubi 2/2
- Invigorate 4/4
- Sense 0/3
- Blitz 1/3

RELEASE





REIATSU: 141,000

HP: 100/100 | REISHI: 65/100 | DEF: 105 | DMG DIE: d13 | ACC: +45

1d100+80·1d15·1d100·1d100+80·1d15·1d100·1d100+80·1d15·1d100
Last Edit: Feb 5, 2023 21:25:46 GMT -5 by Koshou

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Feb 6, 2023 14:31:58 GMT -5

This man was proving to be deceptively hard to land hits on, something that was starting to become a problem as he adeptly dodged and countered with a flurry of slashes. More of those burns would be felt across his wounds, something that he wasn't entirely happy about, and something that would last far too long given the number of burns on his body. thankfully his wounds weren't as deep as they could have been, a sturdy body built over years of training allowed for this.

Deciding to deal with the bulk of his problems at once, Lazarus would let the hand bow fade away, leaving a thin veil of reishi around his hand as he began to treat the burns and mend the effected areas. Everywhere his hand touched the burns would begin to fade, and as the reishi pooled on those wounds sat, the wounds themselves would begin to knit themselves shut. On top of this he would pull out one of two silver tubes he had left, muttering a small activation phrase as the contents would leave the tube. Another thin barrier of reishi formed over his body, rebuffing his fortitude and allowing for a bit of a cushion against attacks from Koshou.

All of this was done in a relatively short amount of time, his right hand working on healing while the blade in his left would thrust forward twice in an aim to penetrate the skin of the shinigami before him. While his eyes had left the man to look at his own wounds, it wasn't like he had stopped sensing him with his mind, though he spoke in a similarly mocking and inviting tone as the other had done before.

"Come now, if this is all you can do we'll be here all day."


COMBAT TRACKER



SUMMARY
Lazarus takes 5 status damage
Lazarus takes 20 Damage (27 - 7 thanks to indomitable)
Lazarus accumulates 2 more stacks of Burn
Transmute used to remove burn status, +10 Accuracy and +10 Defense (1/2 uses remaining)
Revitalize Activated, 50% Damage reduction until next turn
Keikatsu used, heals 45 HP (30 +15 thanks to Remedy) (1/2 uses remaining)
Wolke: Adds 10 Armor
+3 reishi at end of turn

Strike-
Acc- 147, If hit 8 Dmg
Strike-
Acc- 92, Miss!

At-Will:

WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks.

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: 4 Reishi

Bonus Action:
TRANSMUTE
You are immune to Phantom Pain. Also, twice per battle, as a Bonus Action, you may remove up to two Status Effects (or one Special Status Effect) from yourself or an ally of your choosing. Each removal costs -5 Reishi (Specials cost -10), but each Status Effect removed grants +10 Accuracy with all attacks and increases the target’s Defense by +10 for that turn.
Cost: 5 Reishi

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.
Cost: None
Acc - evruclOb1d100+55
Dmg - 1d10


Standard Action: Attack Name - Effects | -0 reishi cost
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.
Cost: None
Acc - 1d100+55
Dmg - 1d10




ACTIVE EFFECTS
Revitalize Activated, 50% Damage reduction until next turn
Armored: 10

CLASS

Caster: Healer

TRAITS

EFFICIENCY

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.



TECHNIQUES





UTSUSEMI (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.



SPELLS



BAKUDŌ #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.



RELEASE

1st 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: 133/140 | REISHI: 131/210 | DEF: 80 | DMG DIE: d10 | ACC: +45


1d100+55·1d10·1d100+55·1d10
Last Edit: Feb 6, 2023 14:33:43 GMT -5 by Lazarus Jeager

PLAYER

This is what it's like being the biggest and the strongest. I don't even exercise.

Koshou Avatar

Koshou

Post by Koshou on Feb 6, 2023 18:43:24 GMT -5

For a minute or two, all the pair of warriors do is dance back and forth. While Lazarus gives up his secondary weapon to free his hand up for defensive kido, his blade jabs and thrusts toward Koshou with precise strikes that try to keep the other warrior at bay long enough to get himself all patched up and the stockier man reciprocates and time and again their blades clash back and forth often turned just in time to avoid a strike or to hear only the sound of slicing cloth rather than flesh. One of those stabs comes through, forcing the cigarette-sporting man to lean back and abandon a counterstrike as he brings his sword up to guard at the very last second. Again, Lazarus can almost feel some of the kinetic energy and force behind that blow being absorbed in some way as the other man braces.

"Well, that would be something" Koshou says, breathing a little heavily as he back-peddles a few steps from the force of Lazarus' last attack and lets his sandals scuff to a stop as he resets his stance defensively. "but I can't let loose, entirely. Sometimes, it's hard to come back when I do" the Soul Reaper admits to his friend, and enemy for this spar. Then he's shifting forward but only in half measure as he pulls his first swing into just a glancing blow, so his free hand can raise in time to point his palm toward the Quincy, "Byakurai!" He lets the lightning loose in a raggedy blast of energy that's not quite point blank range as he tries to swing the momentum back in his direction.


COMBAT TRACKER

SUMMARY

Offense:
- Koshou makes 2 Attacks!
  1: Hit vs. 106 (7 DMG + Burn)
  2: Hit vs. 104 (11 DMG + Burn)

Defense:
- Koshou guards vs. 8 DMG!
- Koshou gains 11 Reishi!

Status:


At-Will: Invigorate - +25 Reishi | -0 reishi cost

Bonus Action: Guard - 10 DR | -5 reishi cost
- Resolve (16 Reishi gained)

Standard Action: Strike - Burn | -0 reishi cost
Acc - 7mRisvWE1d100+45
Dmg - 1d13
Status Chance (40%) < 1d100

Standard Action: Byakurai - Burn | -10 reishi cost
Acc - 1d100+45
Dmg - 2d13
Status Chance (40%) < 1d100


ACTIVE EFFECTS
- Alacrity (+10 DEF)
- Armored (7)

CLASS
- Prodigy

TRAITS
- Alacrity (+10 Def above half HP)
- Infuse (40% Burn Chance / all Basic Strikes)
- Resolve (Recover 2 Reishi for each DMG absorbed by DR)

TECHNIQUES
- Tsukiyubi (Thrust Fingers)

SPELLS
- Bakudo #44: Sekisho
- Bakudo #07: Keikatsu

USES
- Sekisho 0/1
- Keikatsu 1/1
- Tsukiyubi 1/2
- Invigorate 3/4
- Sense 0/3
- Blitz 1/3

RELEASE





REIATSU: 141,000

HP: 100/100 | REISHI: 90/100 | DEF: 105 | DMG DIE: d13 | ACC: +45
1d100+45·1d13·1d100·1d100+45·2d13·1d100
Last Edit: Feb 6, 2023 18:45:56 GMT -5 by Koshou

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Feb 7, 2023 15:01:17 GMT -5

Two more strikes, though they would appear to land properly, even appearing to draw blood, it would be apparent that both attacks would miss their mark. The form that would have been Lazarus would fade away, the after image slowly vanishing as he stood a good two or three paces to the right, having used a technique learned for just such occasions.

"Sounds like something an Arrancar buddy of mine would say. Tell me, have you achieved Shikai yet?"

A simple question to see how far Koshou had come since their last meeting, and to determine if he would use his own Heilig Bogen, or if he would stay fighting without his release. The question would be punctuated by the raising of his free hand, his index and middle finger sparking to life as he fired two beams of electrical energy side by side. Lazarus thumbed the last ginto tube in his palm with a passing thought, waiting a moment to see what Koshou's response would be in regards to the Shikai question. Regardless of if he got his answer or not, he'd flick the ginto tube out and mutter an activation phrase, the silver tube thrumming with energy. A moment later the tube itself would grow and expand going from a solid to a liquid like state as it formed a dome around the other in an attempt to trap the man.


COMBAT TRACKER



SUMMARY
Lazarus Uses UTSUSEMI to avoid the two attacks (0/1 uses remaining)
Byakurai- Acc - 75, Miss!
Byakurai- Acc - 106, if Hit 5 Dmg

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.
+3 Reishi at end of turn

At-Will: Technique
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.


Bonus Action: Name - Effect | -0 reishi cost
UTSUSEMI (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: 9 Reishi


Standard Action:
HADŌ #4: BYAKURAI (PALE LIGHTNING)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: None
Cost: 5 Reishi
Acc - GMHfHEqD1d100+45
Dmg - 2d10




Standard Action:
HADŌ #4: BYAKURAI (PALE LIGHTNING)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: None
Cost: 5 Reishi
Acc - 1d100+45
Dmg - 2d10





ACTIVE EFFECTS
Armored - 10

CLASS

Caster: Healer

TRAITS

EFFICIENCY

Prerequisite: Focus Skill of 45

Activate: None (Passive)

Effect: Your Basic Techs &amp; Spells cost -1 less Reishi | Standard Techs &amp; Spells cost -2 less Reishi | Release, Advanced, &amp; 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.



TECHNIQUES





UTSUSEMI (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.



SPELLS



BAKUDŌ #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.



RELEASE

1st 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: 133/140 | REISHI: 115/210 | DEF: 80 | DMG DIE: d10 | ACC: +45


1d100+45·2d10·1d100+45·2d10
Last Edit: Feb 7, 2023 15:02:37 GMT -5 by Lazarus Jeager

PLAYER

This is what it's like being the biggest and the strongest. I don't even exercise.

Koshou Avatar

Koshou

Post by Koshou on Feb 8, 2023 14:03:45 GMT -5

"Does it now .."

The question that comes from Lazarus is enough to give Koshou another brief pause, but more so is the comment that comes before. The muttered words comes from him as he takes a moment to reassess the man he's fighting against. The pause is enough to leave him standing around like an idiot when that last silver tube goes off, though. Suddenly, the Soul Reaper finds himself stuck in the dome that's popped up around him and catching a blast of lightning to the face! On one hand, it stops him from pressing his attack against the Quincy but it also kind of creates a moment of pause where neither can Lazarus really impress an attack against him either.

"I don't have enough control over Hyozanryu yet" Koshou admits, as his eyes narrow to study the reishi-made dome. "Partly because we're still growing to know each other, and partly because I'm not so good at keeping my reiatsu completely in check." A strike comes smashing into the energy of the dome, trying to push and break through it, but it's clear it will take more than one simple knock to take this thing down. "I feel .. like I'm on the precipice of something new, but I don't think it'll make Shikai any easier!" Another strike comes slashing in, trying to push through the barrier that separates the two of them.


COMBAT TRACKER

SUMMARY
 - Koshou is in the Dome! (18 HP)
Offense:
- Koshou makes 2 Attacks!
 Hits the Dome for a total of 4 DMG!

Defense:
- Koshou loses 5 Armor!

Status:


At-Will: None - None | -0 reishi cost

Bonus Action: Guard - 10 DR | -5 reishi cost

Standard Action: Strike - Burn | -0 reishi cost
Acc - _d6olIZE1d100+45
Dmg - 1d13
Status Chance (40%) < 1d100

Standard Action: Strike - Burn | -0 reishi cost
Acc - 1d100+45
Dmg - 2d13
Status Chance (40%) < 1d100
 [Ignoring the second DMG Die it shouldn't be there]


ACTIVE EFFECTS
- Alacrity (+10 DEF)
- Armored (2)

CLASS
- Prodigy

TRAITS
- Alacrity (+10 Def above half HP)
- Infuse (40% Burn Chance / all Basic Strikes)
- Resolve (Recover 2 Reishi for each DMG absorbed by DR)

TECHNIQUES
- Tsukiyubi (Thrust Fingers)

SPELLS
- Bakudo #44: Sekisho
- Bakudo #07: Keikatsu

USES
- Sekisho 0/1
- Keikatsu 1/1
- Tsukiyubi 1/2
- Invigorate 3/4
- Sense 0/3
- Blitz 1/3

RELEASE





REIATSU: 141,000

HP: 100/100 | REISHI: 90/100 | DEF: 105 | DMG DIE: d13 | ACC: +45
1d100+45·1d13·1d100·1d100+45·2d13·1d100
Last Edit: Feb 8, 2023 14:06:17 GMT -5 by Koshou

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Feb 8, 2023 15:50:30 GMT -5

It was slightly muffled due to the dome but Lazarus could more or less make out what Koshou was saying, and thankfully the dome would hide the slight bit of disappointment apparent on his face. Shrugging his shoulders and shaking his head a bit, Lazarus would step closer to the barrier to be more clear when he spoke, only a foot away from the dome itself.

"I have noticed that during the course of this session of ours, I've been thinking on it while fighting as well. Have you considered trying to focus some of that energy into certain places, like say, the edge of your blade?"

While he spoke his free hand would come up, and some Quincy runic symbols would form in the air around him, further fortifying himself and making it so he wouldn't be effected by the burns Koshou kept inflicting, for a while. After which he would stop to gather reishi from the area around him, adding it to his own to keep up with the Shinigami currently trapped.

"It is different for everyone, though it interests me how different our releases can be, for Quincy it has nothing to due with a bonded weapon..."

COMBAT TRACKER



SUMMARY
Lazarus uses Invigorate (3/4)
Lazarus uses Sekisho +20 Armor and protection from non-special Status Effects
+3 Reishi at end of turn

At-Will: Technique

Bonus Action:
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: 9 Reishi
Limit: Once per battle.


Bonus Action:
INVIGORATE
You take a quick moment to replenish lost Reishi to continue the fight!
Type: Utility
Action: Bonus Action
Effect: You regain 25 Reishi.
Cost: None
Limit: Once per turn. Four times per battle.

Standard Action:
None






ACTIVE EFFECTS
Armorer - 30 (immune to non-special Status Effects for 20 of it)

CLASS

Caster: Healer

TRAITS

EFFICIENCY

Prerequisite: Focus Skill of 45

Activate: None (Passive)

Effect: Your Basic Techs &amp; Spells cost -1 less Reishi | Standard Techs &amp; Spells cost -2 less Reishi | Release, Advanced, &amp; 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.



TECHNIQUES





UTSUSEMI (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.



SPELLS



BAKUDŌ #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.



RELEASE

1st 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: 133/140 | REISHI: 134/210 | DEF: 80 | DMG DIE: d10 | ACC: +45


Last Edit: Feb 8, 2023 15:51:07 GMT -5 by Lazarus Jeager

PLAYER

This is what it's like being the biggest and the strongest. I don't even exercise.

Koshou Avatar

Koshou

Post by Koshou on Feb 17, 2023 20:23:15 GMT -5

Continuing to regard the dome with something like an annoyance as it stands in between himself and his opponent at the time, Koshou gives another grunt as he strains his hearing a bit to catch the words from the Quincy as they communicate a bit in the lull the barrier creates in the action itself.

"I've been working on trying to hone the edge of this reishi somewhat, but that's not really where it lies I think. It's like .. I don't know. Like it wants me to try and control myself less, not more."

Along with the words come another two of those easily brutish slashes with his blade as the Soul Reaper doesn't have to try to hit the dome, but rather trying to focus on pushing through it with the force of his strikes. Rather than the quicker slices and rapid movements it's a bit of a change to watch the man play more to his natural stature and stocky strength as well. Heavy blows from a lifted arm come to smash once, and twice against the dome with flashes of that purple-black energy that stands him out somewhat from the rest of his peers. If nothing else, the barrier will begin to tremor and thin against those blows, as Koshou continues to doggedly try to rip apart what stands between him and Lazarus.


COMBAT TRACKER

SUMMARY

Offense:

- Koshou makes 2 Attacks!
  1: 8 DMG
  2: 10 DMG

Defense:

Status:
- Koshou has broken the dome!


At-Will: None - None | -0 reishi cost

Bonus Action: None - None | -0 reishi cost

Standard Action: Strike - Burn | -0 reishi cost
Acc - 9lEg6BVm1d100+45
Dmg - 1d13
Status Chance (40%) < 1d100

Standard Action: Strike - Burn | -0 reishi cost
Acc - 1d100+45
Dmg - 1d13
Status Chance (40%) < 1d100


ACTIVE EFFECTS
- Alacrity (+10 DEF)
- Armored (2)

CLASS
- Prodigy

TRAITS
- Alacrity (+10 Def above half HP)
- Infuse (40% Burn Chance / all Basic Strikes)
- Resolve (Recover 2 Reishi for each DMG absorbed by DR)

TECHNIQUES
- Tsukiyubi (Thrust Fingers)

SPELLS
- Bakudo #44: Sekisho
- Bakudo #07: Keikatsu

USES
- Sekisho 0/1
- Keikatsu 1/1
- Tsukiyubi 1/2
- Invigorate 3/4
- Sense 0/3
- Blitz 1/3

RELEASE





REIATSU: 141,000

HP: 100/100 | REISHI: 90/100 | DEF: 105 | DMG DIE: d13 | ACC: +45
1d100+45·1d13·1d100·1d100+45·1d13·1d100
Last Edit: Feb 17, 2023 20:24:57 GMT -5 by Koshou

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Feb 18, 2023 13:50:20 GMT -5

It had taken a few strikes, but with each loud 'thud' from inside the dome, cracks would form on the exterior. It wouldn't be long before that final swing would come crashing through the silver like prison around the shinigami, the pieces falling into nothingness around him as the spherical shell was finally destroyed.

"Interesting, well have you considered giving yourself away to that instinct, it might be what allows you to progress into your truest self. Take it from someone who fought their own instincts for far too long."

The last bit was said with a touch of melancholy, though it wouldn't last, as with the punctuation of his sentence came to flash of his own blade. Having been in tune with his senses while Koshou was in the dome, it allowed him time to focus and place himself more in line with what one might consider the 'strike zone'. From their fight thus far it was apparent that the shinigami had a more natural feel for combat than Lazarus did, his actions either deceptive or thought out and planned. It was difficult for him to not fight that way, but perhaps there was something to fighting on instinct alone, allowing once own body work the way it wished. Either way the flash of reishi would be him bringing the sword up, not the attack itself, though it would be close enough to almost work like a feint. Stepping forward, Lazarus would bring the blade down with as much might as he could muster, aiming to swing the blade as fast as he could to once again distract and misdirect. the actual attacks them selves would come from the edges of the straight sword, that crackle of electricity being the tell as a pair of arcing lightning like waves flew forward.

COMBAT TRACKER


SUMMARY
Lazarus uses Sense +5 Accuracy (1/3 uses Remaining)
Lazarus uses Focus Energy +15 Accuracy, cannot guard against attacks!
+3 Reishi at end of turn
Byakurai-
Acc- 105, if Hit 15 Dmg
Byakurai-
Acc- 159, if Hit 18 Dmg
At-Will:
SENSE
You focus your own Reishi to reach out and feel the spiritual energy of others around you.
Type: Utility
Action: Reactive At-Will
Effect: You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Three times per thread.

Bonus Action:
FOCUS ENERGY
You infuse extra reishi into an attack, boosting its potency right before you strike.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard.
Cost: 9 Reishi

Standard Action:
HADŌ #4: BYAKURAI (PALE LIGHTNING)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: None
Cost: 5 Reishi
Acc - Ptnz5rEH1d100+65
Dmg - 2d10


Standard Action:
HADŌ #4: BYAKURAI (PALE LIGHTNING)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: None
Cost: 5 Reishi
Acc - 1d100+65
Dmg - 2d10



ACTIVE EFFECTS


CLASS
Caster: Healer

TRAITS
EFFICIENCY
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.

TECHNIQUES


UTSUSEMI (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.

SPELLS

BAKUDŌ #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.

RELEASE
1st 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: 133/140 | REISHI: 118/210 | DEF: 80 | DMG DIE: d10 | ACC: +45

1d100+65·2d10·1d100+65·2d10
Last Edit: Feb 18, 2023 13:54:13 GMT -5 by Lazarus Jeager

PLAYER

This is what it's like being the biggest and the strongest. I don't even exercise.

Koshou Avatar

Koshou

Post by Koshou on Feb 21, 2023 22:36:51 GMT -5

"That could be a dangerous ask, you kn-"

Koshou doesn't have time to finish that thought yet, as Lazarus is coming at him now with a new blade forming. The energy behind it is heavier, and the Soul Reaper barely has the time to recover his footing before that over-handed blow is coming down against him. He manages to get the blade up to clash with the reishi from the Quincy but it's not enough to protect him from the damage, now. The last vestiges of that sheen of reishi that seems to cover his shihakusho dissipates in full, and while the edge of the blade doesn't meet his flesh the crackling electric energy of the attack behind it washes through the blade and around the blade to scour across his arms, chest, and face. The push of the attack drives him back, the flashes of lightning lighting up the night a bit around them as they go toe to toe atop this nondescript building.

"Okay .. okay."

After being driven back, the scuffing of his basket-weave sandals can be seen along the cement of the rooftop leaving a bit of cracking in the concrete from the pressure. Koshou has taken on a new look in his eyes, not quite glazing over but seeming to grow more glassy and callous. The Soul Reaper himself has dropped into more of a crouched stance and posture that gives an animalistic impression. His posture also changes the way he holds his blade, now grasping it almost naturally in a one-handed grasp. There's no more casual talk for the time being because he's moving forward with all the speed and force he can muster as he moves. It's all about that raw instinct and pure strength and battle power now, the man's sword edge comes swinging in at odd angles, seeming to twist the momentum of his sword like a snake to strike once and twice in rapid succession. The energy that often bleeds out of him naturally does seem to be honed around the edge of his own weapon as well, and like the Quincy's attacks his sword seems to blast and burn with that energy as he tries to strike out at Lazarus.


COMBAT TRACKER
SUMMARY

Offense:
- Koshou makes 2 Attacks!
  1: Hit vs. 104 (21 DMG)
  2: Miss!

Defense:
- Koshou is hit for 16 DMG!

Status:
- Koshou has lost his Armor!


At-Will: Focus Energy - +15 ACC/Status | -9 reishi cost

At-Will: Invigorate - +25 Reishi | -0 reishi cost

Bonus Action: Shunpo - +15 DEF | -9 reishi cost

Standard Action: Byakurai - Burn | -9 reishi cost
Acc - fCgDt0t91d100+60
Dmg - 2d13
Status Chance (55%) < 1d100

Standard Action: Byakurai - Burn | -9 reishi cost
Acc - 1d100+60
Dmg - 2d13
Status Chance (55%) < 1d100


ACTIVE EFFECTS
- Alacrity (+10 DEF)

CLASS
- Prodigy

TRAITS
- Alacrity (+10 Def above half HP)
- Infuse (40% Burn Chance / all Basic Attacks)
- Resolve (Recover 2 Reishi for each DMG absorbed by DR)

TECHNIQUES
- Tsukiyubi (Thrust Fingers)

SPELLS
- Bakudo #44: Sekisho
- Bakudo #07: Keikatsu

USES
- Sekisho 0/1
- Keikatsu 1/1
- Tsukiyubi 1/2
- Invigorate 2/4 (0/2)
- Sense 0/3
- Blitz 1/3
- At-Will Focus 0/2

RELEASE


REIATSU: 141,000
HP: 84/100 | REISHI: 79/100 | DEF: 105 | DMG DIE: d13 | ACC: +45
1d100+60·2d13·1d100·1d100+60·2d13·1d100
Last Edit: Feb 21, 2023 22:39:56 GMT -5 by Koshou

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Feb 23, 2023 18:14:08 GMT -5

A smile spread across his face in contrast to the others, not at having done damage to the shinigami after a handful of exchanges, but instead the smile was in response to the change in demeanor. It was a moment of pride to have brought out this side of Koshou, and he'd continue the battle as long as necessary for the other, so he might better grow accustomed to the feeling of being in that state of mind. Thankfully he had that prepared barrier to keep him safe from the actual damage of the attacks that came his way, though the insidious nature of the blade and the energy around it would be felt none the less if he wasn't careful.

the reishi gathered around his hands would fluctuate sinisterly, taking on a sickeningly crimson hue, washing over the reishi blade in his hands to drip off the edge and hit the rooftop with a viscosity not unlike that of blood. Bringing the blade up, he'd return the favor of the lightning like variety, though it carried that same unsightly crimson as what dripped from his blade, fired from the tip of the blade. Now that the armor itself was gone, it opened the field for more variety of combat, and he'd demonstrate that with a quick movement of the hand. A runic symbol of Quincy origin would hover in the air in front of him, and with a snap of his fingers it would erupt forth, the flames and sparks that followed attempting to overtake Koshou and inflict even more pain upon him.


COMBAT TRACKER

SUMMARY
Lazarus takes 21 Damage to Armor, Down to 9
+3 Reishi at End of Turn

Bakudo #14, Status Effect Wound Chosen (4/5 Turns Remaining)
Bakudo #2, Burn-
Success, Apply 1 Stack of Burn

Byakurai-
Acc- 117, if Hit, 6 Dmg and apply 1 Stack of Wound

At-Will: Technique

Bonus Action:
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: 9 Reishi
Limit: Once per battle.
Wound Chosen

Standard Action:
HADŌ #4: BYAKURAI (PALE LIGHTNING)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: 65% chance to inflict Burn on hit
Cost: 5
Acc - vEYnVw5s1d100+45
Dmg - 2d10
Status Chance (65%) - 1d100

Standard Action:
BAKUDŌ #2: KARE (BLIGHT)
A spell with great utility. You focus your reishi to hinder the target in various ways.
Type: Utility
Activate: Standard Action
Effect: As a standard action you have a 45% chance to inflict one stack of one of the following effects on the target: cripple, stun, immobilize, stagger, wound, burn, or poison. The max chance to inflict with any effect is 95%.
Cost: 4 Reishi
Limit: Once per turn.
-BURN- Status Chance (60%) - 1d100




ACTIVE EFFECTS
Bakudo #14 94/5 Turns Remaining)
9 Armor

CLASS
Caster: Healer

TRAITS
EFFICIENCY
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.

TECHNIQUES


UTSUSEMI (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.

SPELLS

BAKUDŌ #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.

RELEASE
1st 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: 133/140 | REISHI: 103/210 | DEF: 80 | DMG DIE: d10 | ACC: +45

1d100+45·2d10·1d100·1d100
Last Edit: Feb 23, 2023 18:19:26 GMT -5 by Lazarus Jeager

PLAYER

This is what it's like being the biggest and the strongest. I don't even exercise.

Koshou Avatar

Koshou

Post by Koshou on Mar 2, 2023 1:23:16 GMT -5

If Koshou could speak, he might offer the suggestion that Lazarus be careful what he wishes for, but there's no time for that. As his blade clashes against the defenses and armor of the other man he has to separate from his prey again, flipping backward from the inertia of one of those defended swings and using any plane of surface that's within reach to push and maneuver his way about the rooftop as he puts a foot or two between himself and the Quincy. Once more, the Soul Reaper has landed with an animalistic posture, one hand to the ground with fingers splayed wide and his other arm held aside with the blade at the ready.

Koshou dashes forward, but Lazarus is faster. The lightning attack comes rushing toward him and he toward it, and there's no stopping his reaction as that crimson flourish to his opponent's attack catches his eye at the last moment. With nothing to do for it, that beast within gives an almost snarling kind of response to the attack and he arcs his sword arm forward to cut toward the blast of lightning while dropping his shoulder into a side roll that sees him disappear from sight with a flash to reappear a couple of feet to the side further still and still rushing in toward Lazarus! Again comes another barrage of attacks pushing toward the other man, a forward slash that almost seems to stop short. A twisting leap that tries to cleave into the top of Lazarus' skull, sideswipes that come as he lands trying to make it seem as though these attacks come from every direction at once!

True to that hesitance from Koshou, it's clear enough as they continue to battle for Lazarus that in this state of mind the Soul Reaper has very much given over to that more instinctive manner about him. He doesn't try to speak now, or communicate except by that aggressive body language and the rhythm and flow of the fight as it goes back and forth now.


COMBAT TRACKER

SUMMARY

Offense:
- Koshou makes a Blitz of Attacks!
   1: Hit vs. 132 (2 DMG + Burn)
   2: Miss!
   3: Hit vs. 157 (10 DMG + Burn)

Defense:
- Koshou takes 5 DMG! (Burn)

Status:
- Koshou gains 7 Reishi!


At-Will: Invigorate - +25 Reishi | -0 reishi cost

At-Will: Blitz - Make 2 Strikes | -0 reishi cost

At-Will: Tsukiyubi - +20 ACC/ +2 DMG tier | -9 reishi cost

Bonus Action: Shunpo - +15 DEF | -9 reishi cost

Standard Action: Strike - Burn | -0 reishi cost
Acc - gOdjZcyE1d100+65
Dmg - 1d15
Status Chance (55%) < 1d100

Acc - 1d100+65
Dmg - 1d15
Status Chance (55%) < 1d100

Standard Action: Strike - Burn | -0 reishi cost
Acc - 1d100+65
Dmg - 1d15
Status Chance (55%) < 1d100


ACTIVE EFFECTS
- Alacrity (+10 DEF)
- Burned (1 turn remaining)

CLASS
- Prodigy

TRAITS
- Alacrity (+10 Def above half HP)
- Infuse (40% Burn Chance / all Basic Attacks)
- Resolve (Recover 2 Reishi for each DMG absorbed by DR)

TECHNIQUES
- Tsukiyubi (Thrust Fingers)

SPELLS
- Bakudo #44: Sekisho
- Bakudo #07: Keikatsu

USES
- Sekisho 0/1
- Keikatsu 1/1
- Tsukiyubi 0/2
- Invigorate 2/4 (0/2)
- Sense 0/3
- Blitz 0/3
- At-Will Focus 0/2

RELEASE





REIATSU: 141,000

HP: 79/100 | REISHI: 86/100 | DEF: 105 | DMG DIE: d13 | ACC: +45
1d100+65·1d15·1d100·1d100+65·1d15·1d100·1d100+65·1d15·1d100
Last Edit: Mar 2, 2023 1:26:48 GMT -5 by Koshou

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Mar 3, 2023 16:51:09 GMT -5

It was a difficult thing to adapt too, the seemingly random movements that lead to attacks from unusual angles, it caused Lazarus to misjudge striking distances and where he needed to place himself. the first strike would make contact, the barrier on his flesh protecting him and adding a small buffer to allow him to try and better see where the next attack was coming from. The second swing would be narrowly missed, a quick half step back and a shift to the side to avoid it would be enough, but it was clear that this unorthodox fighting style would be getting the better of him as the third strike met it's mark, raking across his back and cutting through the last of his fortifications. He could feel the burning sensation from the attacks sinking into his skin as well, though it would allow for him to return the favor in kind.

Taking in that same focus as before, he gathered a bit of energy from around him and lashed out with a lightning wave, trying to maintain some sense of distance to allow himself to catch up physically to all the mental gymnastics that were going on inside his head. Lazarus would trace something in the air once more to cast a small spell, an acrid smell permeating the air as he cast his hand out in a waving motion, and a mist of putrid poisonous energy would try and wash over the Shinigami, attempting to build on what he had already established with the previous burning spell applied.

COMBAT TRACKER


SUMMARY
Armor reduced to 0!
Lazarus takes 6 Damage
Lazarus gains two stacks of Burn
+3 Reishi at End of Turn
Burn(3/4 Turns Remaining)

Focus Energy +15 Accuracy
Byakurai- Acc 112, if Hit 13 Dmg no status applied
Kare- Success! Apply 1 Stack of Poison

At-Will: Technique

Bonus Action:
FOCUS ENERGY
You infuse extra reishi into an attack, boosting its potency right before you strike.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard.
Cost: 9 Reishi
Limit: None



Standard Action:
BAKUDŌ #2: KARE (BLIGHT)
A spell with great utility. You focus your reishi to hinder the target in various ways.
Type: Utility
Activate: Standard Action
Effect: As a standard action you have a 45% chance to inflict one stack of one of the following effects on the target: cripple, stun, immobilize, stagger, wound, burn, or poison. The max chance to inflict with any effect is 95%. (Poison)
Cost: 4 Reishi
Limit: Once per turn.
Status Chance (60%) - kGf43iOA1d100

Standard Action:
HADŌ #4: BYAKURAI (PALE LIGHTNING)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: 65% Chance to apply Wound
Cost: 5
Acc: 1d100+60
Dmg: 2d10
Status Chance- 1d100



ACTIVE EFFECTS
Bakudo #14 (3/5 Turns Remaining)

CLASS
Caster: Healer

TRAITS
EFFICIENCY
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.

TECHNIQUES


UTSUSEMI (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.

SPELLS

BAKUDŌ #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.

RELEASE
1st 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: 127/140 | REISHI: 85/210 | DEF: 80 | DMG DIE: d10 | ACC: +45

1d100·1d100+60·2d10·1d100
Last Edit: Mar 3, 2023 16:53:36 GMT -5 by Lazarus Jeager

PLAYER

This is what it's like being the biggest and the strongest. I don't even exercise.

Koshou Avatar

Koshou

Post by Koshou on Mar 8, 2023 6:14:28 GMT -5

The battle between them rages on, their clashings lighting up the night atop that lonely rooftop for those who might have the Sight to see. Koshou seems more and more to simply abandon any real sense of control or restraint against himself, now. Dashing forward and backward, the combat between him and Lazarus seems all-consuming for the Shinigami. As the last of previous cuts lands a glancing blow, there's a howl of success, animal-sounding in nature and completely wordless. The sound is enjoyment, but also bloodlust as the fight stretches out. Dashing backward, it's almost natural instinct for Koshou to put himself into motion the moment he touches the ground or meets resistance against his passage and so when the next lightning blast comes it's no surprise that he'll shift his motion once more changing his speed to throw off the direction of that attack and slip past it .. right into the cloud of poisonous mist that's been laid like a trap by the Quincy in anticipation of perhaps just such a defensive maneuver. The effect is almost instantaneous, the breaths in coming with a painful gasp and hitches in his motio now that upset his rhythm further.

Forward comes the Soul Reaper though, now. He's pushing toward Lazarus despite the building sense of detriments that continue to plague him. The Quincy can see how his opponent seems to use them too, though. Each flash of pain, each hiss or grunt or widening of his eyes only seems to add to the excitement and the drive that pulses through every motion as new attacks come in. They're less focused on finesse now, more simple and pure in the way they attack at Lazarus but powerful all the same. Each time a new strike comes up against his defenses, there's the sense that something more is just on the cusp, as if the attack doesn't just clash against defensive reishi but washes around the man with hints of greater force to come.


COMBAT TRACKER

SUMMARY

Offense:

- Koshou makes 2 Attacks!
   1: Hit vs. 121 (13 DMG)
   2: Miss!

Defense:
- Koshou takes 5 DMG! (Burn)
- Koshou heals 30 DMG!
- Koshou takes 5 DMG! (Poison)

Status:
- Koshou is no longer Burned!
- Koshou is Poisoned!


At-Will: Bakudo #7: Keikatsu - None | -5 reishi cost

Bonus Action: Shunpo - None | -10 reishi cost

Standard Action: Strike - Burn | -0 reishi cost
Acc - r0ekaFrq1d100+45
Dmg - 1d13
Status Chance (40%) < 1d100

Standard Action: Strike - Burn | -0 reishi cost
Acc - 1d100+45
Dmg - 1d13
Status Chance (40%) < 1d100


ACTIVE EFFECTS
- Alacrity (+10 DEF)
- Koshou is Poisoned! (1 turn remaining)

CLASS
- Prodigy

TRAITS
- Alacrity (+10 Def above half HP)
- Infuse (40% Burn Chance / all Basic Attacks)
- Resolve (Recover 2 Reishi for each DMG absorbed by DR)

TECHNIQUES
- Tsukiyubi (Thrust Fingers)

SPELLS
- Bakudo #44: Sekisho
- Bakudo #07: Keikatsu

USES
- Sekisho 0/1
- Keikatsu 0/1
- Tsukiyubi 0/2
- Invigorate 2/4 (0/2)
- Sense 0/3
- Blitz 0/3
- At-Will Focus 0/2

RELEASE





REIATSU: 141,000

HP: 95/100 | REISHI: 71/100 | DEF: 105 | DMG DIE: d13 | ACC: +45
1d100+45·1d13·1d100·1d100+45·1d13·1d100
Last Edit: Mar 8, 2023 6:17:01 GMT -5 by Koshou

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Mar 11, 2023 9:44:52 GMT -5

This match was getting more intense with each clashing of blades, the ebb and flow becoming somewhat chaotic as Lazarus took the brunt of a slash to his shoulder. The thick crimson that spilled from the wound would stain the whites of his outfit, darkening the black fabric further as it flowed freely. Even with a strike such as this he would give no time to pause or recoil at it's effect on him, refusing to cave to the sensations of pain that raked his body.



Instead he focused on the battle before him, holding up his hand and gathering reishi to it, the air around his palm would grow bitterly cold. A handful of runic symbols would materialize around his palm as he muttered to himself, waiting for the spell to come to it's apex before releasing it upon the shinigami. A blanket of freezing sleet would wash over the rooftop in an attempt to slow the others pace a bit, something that would drastically effect him if it was successful. He'd continue by taking a page out of that Arrancar's book, and with that same hand he'd gather more reishi, narrowly dodging the offending blade as he came towards him again. This time a dark miasma would come to be in his hand, the effect of it and it's intent to tax the man even further if he continued to swing wildly.



Finally his own blade would come up, a thrust aimed at the thigh, all these things were done in an attempt to slow the man down in some way or another. Any onlooker would be able to tell that Lazarus was slowly becoming overwhelmed by the onslaught of attacks, and was trying his best to make some breathing room. 

COMBAT TRACKER





SUMMARY

Lazarus Takes 9 Damage from Strike (reduced by 4, thanks Indomitable!)
Lazarus Takes 5 Damage from Burn
Burn(2/4 Turns remaining)
+3 Reishi at End of Turn

Strike- Miss!

Bakudo #2 Kare (Stagger)- Success, Apply 1 Stack of Stagger
Bakudo #33 Soeigeki- Success, Apply 2 Stacks of Cripple and Special Status Frostbite


At-Will: 


Bonus Action: 

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: 4 Reishi.

Limit: Twice per battle.
R0VUSphP1d100

Standard Action: 

BAKUDŌ #2: KARE (BLIGHT)

A spell with great utility. You focus your reishi to hinder the target in various ways.

Type: Utility

Activate: Standard Action

Effect: As a standard action you have a 45% chance to inflict one stack of one of the following effects on the target: cripple, stun, immobilize, stagger, wound, burn, or poison. The max chance to inflict with any effect is 95%.

Cost: 4 Reishi

Limit: Once per turn.
Status Effect: 1d100


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: 65% Chance to Apply Wound
Cost: 0
Acc: 1d100+45
Dmg: 1d10
Status Effect: 1d100





ACTIVE EFFECTS


Bakudo #14 (2/5 Turns Remaining)


CLASS

Caster: Healer



TRAITS

EFFICIENCY

Prerequisite: Focus Skill of 45

Activate: None (Passive)

Effect: Your Basic Techs &amp; Spells cost -1 less Reishi | Standard Techs &amp; Spells cost -2 less Reishi | Release, Advanced, &amp; 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.



TECHNIQUES





UTSUSEMI (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. (0/1)


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. (0/1)


SPELLS



BAKUDŌ #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. (1/2)


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. (0/1)


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. (0/1)




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. (1/2)


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.



RELEASE

1st 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: 113/140 | REISHI: 80/210 | DEF: 80 | DMG DIE: d10 | ACC: +45


1d100·1d100+45·1d10·1d100·1d100
Last Edit: Mar 11, 2023 9:48:02 GMT -5 by Lazarus Jeager