Post by tensai toshiaki on Nov 16, 2020 16:51:00 GMT -5
It was almost astronomically impossible for him to miss that one, was he not quite enough, is it a part of one of her abilities to allow to have sensed him in time, or is she just that faster than him? All of these questions went through his head and he just began to realize how powerful she truly was. And the more he fought her the more he could feel a Hollow-like quality to her Reiatsu. Similar to how the readings he got from that Menos Grande attack had signatures similar to Hollows. Does it really have something to do with her power? And yet as someone who has been sworn to purify Hollows as a member of the Gotei 13, here he is losing to someone who has the powers of one.
He tried to use his senses to be able to dodge in time, but as she grabbed his shoulders, all he could do was say an incantation to form another mirror like shield over his left arm that he used to try to block. Her knee breaking through the mirror with ease. Causing a cracking sound and his arm to fracture. However, that attack would quickly be reflected onto Diana herself. Similar to what happened with her foot earlier.
While in her grasp, his reiatsu would rise, and become filled with rage aimed directly towards her. All of his hatred piled onto his reiatsu to weigh down on her as if gravity was increasing. Even she has the higher reiatsu he would add his own overwhelming hatred to weight of his own Reiatsu to try to intimidate her.
"And you my dear, are about to get a heavy dose of agony yourself," he taunted.
As he said that he would use his right arm to punch her in the face while she is holding him.
Post Count: 8
Tag: Diana
COMBAT TRACKER
1d100·1d100+45·2d12+2
He tried to use his senses to be able to dodge in time, but as she grabbed his shoulders, all he could do was say an incantation to form another mirror like shield over his left arm that he used to try to block. Her knee breaking through the mirror with ease. Causing a cracking sound and his arm to fracture. However, that attack would quickly be reflected onto Diana herself. Similar to what happened with her foot earlier.
While in her grasp, his reiatsu would rise, and become filled with rage aimed directly towards her. All of his hatred piled onto his reiatsu to weigh down on her as if gravity was increasing. Even she has the higher reiatsu he would add his own overwhelming hatred to weight of his own Reiatsu to try to intimidate her.
"And you my dear, are about to get a heavy dose of agony yourself," he taunted.
As he said that he would use his right arm to punch her in the face while she is holding him.
Post Count: 8
Tag: Diana
COMBAT TRACKER
SUMMARY
Uses At-Will Enhanced Sense and Intimidate. Uses Kyomon on third knee strike to take only 11 damage and give back 11 damage. Takes 20 damage - 2 DR to 18 damage.
At-Will 1: Enhanced Sense - You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. | (+5 Defense and Accuracy and +2 DR and +2 Damage) 1/3 times this thread.
Bonus Action 1: Enhanced Intimidate - You regain 25 Reishi at the time of use and increase your Current Reiatsu Level by 25% for the duration. RL increase does not stack with previous uses of Intimidate. Every use of Intimidate now has a 35% chance to inflict Stun on your opponent. The max chance to inflict with any effect is 95%. | +25 Reishi (25/100 Reishi restored)
Stun Chance (35%): VFLoq35R1d100
Bonus Action 2: BAKUDŌ #41: KYŌMON - As a bonus action, you avoid all but the highest rolled damage die from one non-critical attack that hit you. You deal the highest 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. | -10 Reishi (At third Knee Strike)
Standard Action 1:
Acc -
Dmg -
Status Chance (00%) - *Roll Here
Standard Action 2: Right Hook (Enhanced Strike)
Acc - 1d100+45
Dmg - 2d12+2
Stun Chance (00%) -
ACTIVE EFFECTS
First Release - -4 Reishi per turn and +5% chance to inflict status effects with Release Attack techs
Armor 0/20
CLASS
Prodigy
Genius - Twice per battle as a Reactive At-Will Action, you may immediately learn a Standard Technique or Spell used by a combatant, either ally or foe. This technique is forgotten at the end of battle; you may not learn Forbidden Techniques or Spells. Techniques and Spells learned do not take up technique slots.
Adept - Start with all Enhanced Basic Techniques and Spells and they cost -1 less Reishi to use.
TRAITS
TECHNIQUES
UTSUSEMI - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. 0/1 use
SPELLS
BAKUDŌ #44: SEKISHO - You gain 20 Armor and are immune to status effects inflicted by attacks. 0/1 uses
BAKUDŌ #41: KYŌMON - As a bonus action, you avoid all but the highest rolled damage die from one non-critical attack that hit you. You deal the highest 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. 0/2 Uses
RELEASE
Tamashī Hakai Uirusu Single Versatile Poison 2/2 uses
Uses At-Will Enhanced Sense and Intimidate. Uses Kyomon on third knee strike to take only 11 damage and give back 11 damage. Takes 20 damage - 2 DR to 18 damage.
At-Will 1: Enhanced Sense - You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. | (+5 Defense and Accuracy and +2 DR and +2 Damage) 1/3 times this thread.
Bonus Action 1: Enhanced Intimidate - You regain 25 Reishi at the time of use and increase your Current Reiatsu Level by 25% for the duration. RL increase does not stack with previous uses of Intimidate. Every use of Intimidate now has a 35% chance to inflict Stun on your opponent. The max chance to inflict with any effect is 95%. | +25 Reishi (25/100 Reishi restored)
Stun Chance (35%): VFLoq35R1d100
Bonus Action 2: BAKUDŌ #41: KYŌMON - As a bonus action, you avoid all but the highest rolled damage die from one non-critical attack that hit you. You deal the highest 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. | -10 Reishi (At third Knee Strike)
Acc -
Dmg -
Status Chance (00%) - *Roll Here
Standard Action 2: Right Hook (Enhanced Strike)
Acc - 1d100+45
Dmg - 2d12+2
Stun Chance (00%) -
ACTIVE EFFECTS
First Release - -4 Reishi per turn and +5% chance to inflict status effects with Release Attack techs
Armor 0/20
CLASS
Prodigy
Genius - Twice per battle as a Reactive At-Will Action, you may immediately learn a Standard Technique or Spell used by a combatant, either ally or foe. This technique is forgotten at the end of battle; you may not learn Forbidden Techniques or Spells. Techniques and Spells learned do not take up technique slots.
Adept - Start with all Enhanced Basic Techniques and Spells and they cost -1 less Reishi to use.
TRAITS
TECHNIQUES
UTSUSEMI - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. 0/1 use
SPELLS
BAKUDŌ #44: SEKISHO - You gain 20 Armor and are immune to status effects inflicted by attacks. 0/1 uses
BAKUDŌ #41: KYŌMON - As a bonus action, you avoid all but the highest rolled damage die from one non-critical attack that hit you. You deal the highest 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. 0/2 Uses
RELEASE
Tamashī Hakai Uirusu Single Versatile Poison 2/2 uses
REIATSU: 30,000 (Currently 75,000 with first release and Intimidate.)
HP: 24/100 | REISHI: 16/100 | DEF: 75 | DMG DIE: d12 | ACC: +40
HP: 24/100 | REISHI: 16/100 | DEF: 75 | DMG DIE: d12 | ACC: +40
1d100·1d100+45·2d12+2