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1 | NAME | Yukari 紫 Aihara | RELEASE TECHNIQUES | |||||||||||||||||||||||
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3 | RACE | Fullbringer | ATTACK TYPE | |||||||||||||||||||||||
4 | NAME | TYPE | MAJOR EFFECT | MINOR EFFECT | ||||||||||||||||||||||
5 | FACTION | None | FACTION RANK | Spark of Joy | SINGLE | SLASHING | BURN | |||||||||||||||||||
6 | <-- You do now! - Sol ;P | |||||||||||||||||||||||||
7 | XP | SPENT XP | REIATSU LEVEL (RL) | |||||||||||||||||||||||
8 | 137 | 297 | 434,000 | |||||||||||||||||||||||
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10 | MASTERY LEVELS | SKILLS | ||||||||||||||||||||||||
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12 | POTENTIAL | 5 | FIGHTING | RESILIENCE | ||||||||||||||||||||||
13 | 50 | 50 | DEFENSE AND UTILITY TYPE | |||||||||||||||||||||||
14 | FOCUS | 5 | REFLEXES | FOCUS | NAME | DESCRIPTION | ||||||||||||||||||||
15 | 55 | 50 | BASTION | You conjure a temporary protective barrier between you and your foes. This wall can protect you and one other ally and has 30 HP. While the barrier is active, your enemy cannot harm you until they break it by reducing the HP to 0. This tech has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target. You may only use basic attacks to harm your opponent from within the barrier. You may break down the barrier at any time by using an at-will action. | ||||||||||||||||||||||
16 | RENOWN | TRAIT | 5 | STATS | ||||||||||||||||||||||
17 | BREACH | As a bonus action, you redirect an attack that would have hit you, even a critical hit, and change the target to another of your choice, using the same Accuracy and Damage. | ||||||||||||||||||||||||
18 | MERITS | SPENT MERITS | COMBAT | 5 | HP | REISHI | ||||||||||||||||||||
19 | 131 | 200 | 100 | 200 | ETHEREAL | As a bonus action you become ethereal. For the duration your target rolls two d100s and takes the lesser of the rolls for accuracy against you. If it is an area attack and targets others, they only count the lesser of the two rolls for you alone. Considered a Movement Power. | ||||||||||||||||||||
20 | LEVEL | RELEASE | 2 | DEFENSE | DMG DIE | |||||||||||||||||||||
21 | FAMOUS | 105 | d12 | |||||||||||||||||||||||
22 | HŌGYOKU SHARDS | RELEASE STAGE & ENHANCEMENTS | ||||||||||||||||||||||||
23 | STANDARD TECHS & SPELLS | |||||||||||||||||||||||||
24 | SOUL SOCIETY | SCHATTEN BEREICH | WISH | STAGE | SKILL BONUS | ENHANCEMENT | ||||||||||||||||||||
25 | CLAIMED | CLAIMED | FIRST | (Reflexes) | +5 | INSTINCTIVE | DEFENSE - UTILITY | ||||||||||||||||||||
26 | NAME | DESCRIPTION | ||||||||||||||||||||||||
27 | HUECO MUNDO | LIVING WORLD | UNCLAIMED | SECOND | (Reflexes) | +10 | HEIGHTENED | BAKUDŌ #44: SEKISHO | You gain 20 Armor and are immune to status effects inflicted by attacks. | ||||||||||||||||||
28 | UNCLAIMED | UNCLAIMED | ||||||||||||||||||||||||
29 | FINAL | (Reflexes) | +15 | CALCULATING | BAKUDŌ #7: KEIKATSU | As an at-will action you restore 30 HP to self or a comrade. | |||||||||||||||||||||
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31 | CLASS | BAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) | Starting on your next turn after activation, all attacks that hit you during the duration deal 1 direct damage back to the attacker per damage die rolled. This damage bypasses all DR. | |||||||||||||||||||||||
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33 | STARTING CLASS | SPECIALIZED CLASS | BAKUDŌ #33: SŌEIGEKI | As a bonus action you have a 80% chance to inflict 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 until target is no longer Crippled. The max chance to inflict with any effect is 95%. | ||||||||||||||||||||||
34 | FIGHTER | MONK | ||||||||||||||||||||||||
35 | BAKUDŌ #21 | As a bonus action you avoid damage from all damage dice that roll a natural 8 or lower during your turn. If you take zero damage from an attack this way, it counts as fully avoided. Considered a Movement Power. | ||||||||||||||||||||||||
36 | PERKS | PERKS | ||||||||||||||||||||||||
37 | FLAWLESS STRIKES | PERFECT FORM | BAKUDŌ #8: SEKI (REPULSE) | As a bonus action you cannot be hit by any attacks that roll a natural (unmodified) 65 or lower on their accuracy. Considered a Movement Power. | ||||||||||||||||||||||
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39 | INTENSE TRAINING | BATTLE FORGED | BAKUDŌ #27: INEMURI (FORCED SLUMBER) | As a bonus action you have a 60% chance to inflict two stacks of the Blind status on your target. Upon infliction it also deals 1d8 direct damage The max chance to inflict with any effect is 95%. | ||||||||||||||||||||||
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41 | TRAITS | ADVANCED TECHS & SPELLS | ||||||||||||||||||||||||
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43 | NAME | DESCRIPTION | ATTACK - DEFENSE - UTILITY | |||||||||||||||||||||||
44 | GRIT | When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +10, Defense by +10, Damage Tier by +2, and DR by +2. | NAME | DESCRIPTION | ||||||||||||||||||||||
45 | SUIKAWARI (WATERMELON SPLITTING) | As a standard action, you make a single attack with 3 dmg dice that deals the Piercing major effect and Cripple minor effect. The max chance to inflict with any effect is 95%. | ||||||||||||||||||||||||
46 | WILLPOWER | Allows your HP to drop past 0, into negative numbers, for one turn. You MUST heal to bring your HP back up to at least 1 HP otherwise you are automatically KO'd on your next turn. | ||||||||||||||||||||||||
47 | HADŌ #33: SŌKATSUI (PALE FIRE CRASH) | Does bonus damage equal to the highest rolled damage dice against users who are in their Released state and/or have Edge against you. | ||||||||||||||||||||||||
48 | BLITZ | As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. | ||||||||||||||||||||||||
49 | SUMMON THRALL | As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d6 direct damage to a target. If the thrall rolls a 1 on the the 1d6 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat. | ||||||||||||||||||||||||
50 | ASSAULT | As an at-will action, roll two d100s for each accuracy roll you make with any Non-Basic Attack. Use the better of the two rolls for each. | ||||||||||||||||||||||||
51 | BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL) | As a 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 you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. | ||||||||||||||||||||||||
52 | BLUR | As a passive effect you can use one Movement Tech as an at-will action on your turn. | ||||||||||||||||||||||||
53 | FORBIDDEN TECHS & SPELLS | |||||||||||||||||||||||||
54 | 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. | ||||||||||||||||||||||||
55 | ATTACK - DEFENSE - UTILITY | |||||||||||||||||||||||||
56 | NAME | DESCRIPTION | ||||||||||||||||||||||||
57 | BLEACH | HEREAFTER | HADŌ #90: KUROHITSUGI (TIKI) | As a standard action, you summon a tiki with 40 Hit Points, instantly enclosing a single chosen target. While the tiki is summoned and above 0 HP, both the caster and the target are limited in their actions against each other. The target is only able to use basic defensive techs/spells (on themselves only) and attack the tiki surrounding them. The caster and their allies are not allowed to use any further attack techs/spells against the target for the duration. However, they may still attack other unaffected opponents if fighting more than one enemy. Special Effect: For the duration, your foe is dealt 3d4 direct damage each turn until the tiki is destroyed. Duration: Until the tiki is reduced to 0 HP. | |||||||||||||||||||||||
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59 | https://bleachhereafterrpg.boards.net/ | SHUNKO | As a bonus action you activate Shunkō. For the duration only, increase your Accuracy with Strikes on this turn by +15, increase your damage tier with Strikes by 2, increase your Base RL by 50%, and increase your DR by 6. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn. | |||||||||||||||||||||||
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