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.
"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
HP: 124/140 | REISHI: 0/220 | DEF: 80 | DMG DIE: d10 | ACC: +45