Bleach Hereafter RPG

Something Wicked This Way Comes

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Apr 1, 2023 20:44:59 GMT -5

Lazarus wouldn't have the strength to fight against the conditions being placed upon him, nor the bindings slowly making their way across his body. Even something as simple as regaining ambient reishi would be lost to him, likely through the effects of the spell Nezuel had cast. He could tell just from the feel of it that this was a powerful spell, something he wasn't yet capable of, but also what he assumed the Arrancar had been working toward since the beginning. Even through the exhaustion he would gather information from this encounter, though his vision was getting heavy as the moments ticked by, though he'd crack a weak smile at the sight of the damage he had done to the other with his final attack.

"better than last time after all, gonna take a nap for a little while...wake me...later...."

It would be barely above a whisper, something he doubted the other could even hear amidst the ocean around them, but none the less it was there. His eyes would flutter closed, the weight of Nez's reiatsu feeling like a blanket over him as he began to feel himself slip further from consciousness. Even in this state though his body held on, refusing to let him give up entirely. Maybe it was his past training, or perhaps it was just the desire to stay in the moment just a little longer, his senses still alert enough to hear the hollow, that weak smile still present.

COMBAT TRACKER


SUMMARY
1 stack frostibite
2 Stacks Stagger
12 Stack Sealed
Exhausted


At-Will: Technique

Bonus Action:

Standard Action:


Standard Action:



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. (0/1)

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.

TESSHŌ (IRON PALM)
An open palm strike which can effortlessly shatter a foe's head with a single strike.
Type: Attack - Single
Action: Standard
Effect: As a standard action, you make a single attack with 3 dmg dice that deals only the Slashing major effect.
Special Effect: When using this technique, you may choose to increase its cost by 5 Reishi to add +5 bonus damage, to a maximum of +20 damage added.
Cost: 15 Reishi
Limit: Twice per battle. (0/2)
Sense (1/3)

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

Release 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: 250,000 -> 125,000
HP: 124/140 | REISHI: 0/220 | DEF: 80 | DMG DIE: d10 | ACC: +45

Player

Continuing to slaughter, kill, take. Life is to constantly sin. Life is evil itself.

nezuel Avatar

nezuel

Post by nezuel on Apr 1, 2023 20:49:39 GMT -5

The spell he'd cast would wash over Laz again, reinforcing the binds and the inability to draw reishi that the first spell had taken. He threw out his hand to the side and let the wrapped form of Lazarus enter the garganta before he dispelled the blue inverse triangle around him. To those on the boat, those that had either ignored Laz's warning or had come out when his riatsu signature faded, they'd simply see him come out of the kido covered in blood...something terrible having happened to their would be savior.

The arrancar looked down at the boat, filled with people that would want him dead...that would want anyone he cared about dead as well. Perhaps Lazarus would want him to spare the people down below but when it came to those that wish him harm he didn't really have any mercy. He opened his hand over the boat and a wave of blood covered it. When it cleared, those on the ship would be nothing but desiccated corpses, the reishi and energy that had once filled them gone. Then he created and entered a garganta.

After grabbing the still wrapped Laz from the space between dimensions, he would come out inside his living room. Spending some time to pick apart the spell he'd placed on him piece by piece, hed take the sleeping form over to the bedroom and lay him on the bed. Stripping the boy he'd spend some time clinically using healing kido to close his wounds. His attacks never really caused harm but...one could never be too careful.

That done he'd exit to the living room and start to prepare some food, maybe coffee depending on how long Laz would be out.

COMBAT TRACKER
SUMMARY
Defensive:


Offensive
3 reishi drain due to condemning
Locked inflicted


Reishi use
- 20 BAKUDŌ #99: PART 2 - BANKIN (ULTIMATE SUPPRESSION)
+3 regen
-4 release

-46 total


At-Will:



CONSUME:



Bonus Action:

Standard Action: BAKUDŌ #99: PART 2 - BANKIN (ULTIMATE SUPPRESSION)


Standard Action: BAKUDŌ #99: PART 2 - BANKIN (ULTIMATE SUPPRESSION)
vlpGzUnu1d100<95 to inflict Locked


CLASS MAGUS
ATTUNED: As a passive effect, your max Reishi is increased by 50, you regain 3 Reishi at the end of your turn, and all non-basic Kido spells cost -5 less Reishi.
POTENT: You start with the Enhanced Byakurai Basic Attack Spell and the cost is reduced to 6 Reishi.
VERSATILE: As a passive effect, any turn where you use both a Kido Spell and a Non-Kido Technique, increase the Accuracy (by +15) and Damage Tier (by +2) of two attacks on that turn. Also, all successful attacks you land on that turn will drain your foe's Reishi as well as their HP/Armor. Total amount of Reishi drained will be equal to the lowest rolled natural dice number when rolling damage dice from the attack.
RATION: As a passive effect your Advanced and Forbidden Kido Spells have a 30% chance to inflict the Immobilize or Stagger status effect (Choose one per thread). The max chance to inflict with any effect is 95%. The additional reishi cost is then leeched to you for the duration.
TRAITS
INDOMITABLE: 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.) This negation is immune to the Major Effect Overwhelm.
REBUKE: As an at-will effect when hit with any attack, you deal Reishi drain back to the attacker equal to the lowest rolled natural dice of the attack that hit you
CLEVERNESS: You have a passive +15% bonus to inflict a status effect from any source
VITRIOL: Each time you inflict a non-special status effect you give an additional stack to your target. Does not apply to status effect inflicted via Phantom Pain.
TALENTED: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. (1/1)
SURGE: As an at-will action, you add an extra set of additional damage die with a value of 2d12 for Non-Basic Attacks and 1d12 for Basic Attacks with each attack you make. (2/3)
TECHNIQUES
REIRYOKU ABSORPTION: 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. (2/3) -0 reishi

SPELLS
BAKUDŌ #41: KYŌMON (MIRROR GATE): As a bonus action, you avoid all but the highest rolled natural damage die from one non-critical attack that hit you. You deal the highest natural damage die back to the attacker as direct damage. If the attack would inflict a non-special status, you instead inflict that status back onto your opponent. No roll necessary. (2/2) -5 Reishi
BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK): As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. 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%. (1/2) -1 Reishi
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK): As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with. (2/2) -1 Reishi
BAKUDŌ #22: HAKUFUKU (WHITE CRAWL): As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. The max chance to inflict with any effect is 95% (1/2) -1 reishi
BAKUDŌ #39: ENKŌSEN (ROTATING LOCK FAN) : As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.) (1/2) -10 reishi
BAKUDŌ #4: HAINAWA (CRAWLING ROPE): As a bonus action, you have an 80% chance to inflict two stacks of the Immobilize status on your target. The max chance to inflict with any effect is 95%. (1/2) 1 reishi
BAKUDŌ #7: KEIKATSU (OPENING REVIVAL): As an at-will action you restore 30 HP to self or a comrade. This is considered a Healing Technique (1/1)

ADVANCED SPELLS
HADŌ #70: SEISHIN MOKUHYŌ (SPIRIT TARGETING) As an at-will action, you convert one attack this turn into a Spirit Targeting attack. Spirit Targeting attacks are auto-hit and do not require an accuracy roll but do not deal HP damage or have secondary effects (major or minor) applied to the attack. The attack instead deals reishi drain equal to half the rolled damage. Spirit Targeting attacks cannot be mitigated via armor or DR effects. (2/3) 0 reishi
BAKUDŌ #61: RIKUJŌKŌRŌ (SIX-ROD LIGHT PRISON): As a bonus action, you have an 60% chance to inflict the special Pinned status on your foe. While pinned, your opponent must spend both of their next standard actions to break free. The max chance to inflict with any effect is 95%. (1/1) 10 Reishi
BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL): As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure. They are then forced to spend a Standard Action on their turn to break free. (1/2) 15 reishi
BAKUDŌ #99: PART 1 - KIN (FORBID): As a standard action, you have a 60% chance to inflict the special Sealed status on one target. While Sealed, for the duration, the target is forcibly removed from Shunko, Soul Trigger, Hollow Mask, and/or Released state. Also, for the duration, they cannot regain any Reishi. Cannot be used while the Release Tech Communion is active. (0/1) 15 reishi
BAKUDŌ #99: PART 2 - BANKIN (ULTIMATE SUPPRESSION): Using two standard actions, you have an 80% chance to inflict the special status effect Locked. For this to work the target must be below 25% of their max Reishi. While Locked, the character is out of the fight. If you are brought to 0 Reishi or 0 HP during the fight the Locked status effect ends. In a 1v1 battle the fight is won but you cannot kill them. (0/1) 20 reishi

RELEASE
The Tide: Barrage - 25 reishi
CONSUME: As an-will action, you have a 60% chance to gain the special status effect Glutton. When Glutton is activated, you passively siphon 5 Reishifrom your foe(s) for each Standard Action they used on their turn. You may target up to 3 enemies. (3/4)
CONDEMNING: As a passive effect, when you activate your release, roll a 1d4. You deal the results of the roll as reishi drain to all foes, at the end of their turn, as long as you are in a released state.

REIATSU: 352,000 -> 704,000
HP: 80/130 | REISHI: 136/250 | DEF: 80 | DMG DIE: d15 | ACC: +40
1d100
Last Edit: Apr 1, 2023 21:01:30 GMT -5 by nezuel