Bleach Hereafter RPG

It Ain't Rocket Science (Spar)

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

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:
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


REIATSU: 30,000 (Currently 75,000 with first release and Intimidate.)
HP: 24/100 | REISHI: 16/100 | DEF: 75 | DMG DIE: d12 | ACC: +40

1d100·1d100+45·2d12+2

PLAYER

I have nothing to say.

Diana Avatar

Diana

Post by Diana on Nov 19, 2020 11:12:14 GMT -5

Even though Tensai boasts his prodigiousness, Diana noted that he appeared to be lacking when it comes to close quarter combats. Perhaps it was the very reason why he used some sort of strength enhancing drug in first place with enough brute force one can overcome or even ignore martial techniques altogether. Quite unfortunate as Diana was moreso the type to combine martial technique and her own reishi to forge her own melee style rather than resorting to spells or sorcery.

Even though Diana was certain her knee made contact with Tensai, the spark of reishi she felt send a thunderous jolt of pain as she felt her own knee slammed into herself. Even her own barrier shattered slightly under the impact and though she bruised herself, it wasn't to the point where her body felt impeded.

When Tensai gathered his own reiatsu to try and overwhelm her, Diana immediately channel her own through her body to cleanse herself of any heavy feeling Tensai would have inflicted. When Tensai directed his punch towards her head, Diana instead slide her leg behind Tensai's to slam him hard onto the ground instead so as to perform a double leg foot sweep. Should this succeed it would put her in a dominant position to which she would move over and straddle him.

Fist raise slightly upward, she would began to rain them down onto every bit of his body she can reach as she attempted to pummel him. A classic ground and pound, though each punch was brought with such fury as if she intended to embed the man before her into the ground itself, not relenting a single inch.

Tag:
PC: 9
WC: 277

COMBAT TRACKER
SUMMARY
Tensai's attack #1 76 vs 110 defense. (Miss)
Diana received 12 damage from Tensai's Kyomon.(Negate armor to 0 and receive 4 damage)
Diana used Yugure No Manto(Dusk Cloak) to negate stun effect.
Diana use Focus Energy.
Diana use Sense.
Diana use Strike Three times.

Passive: Legendary: The standard Reishi cap is lifted. You may now gain an unlimited amount of Reishi. Also, you gain +3 Reishi at the end of each turn. Additionally, your release’s RL multipliers are increased to: 1st- 4x Natural, 2nd- 8x Natural, Final- 12x Natural. Gain 3 reishi per turn.

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: (2/3)
Enhanced: 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.


At-will:BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK)
You form a shroud around you that softens impacts and protects against harmful Kido.
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: 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.
Cost: 5 Reishi
Limit: (1/2)

Bonus Action:FOCUS ENERGY(Enhanced)
Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard.
Cost: 10 Reishi
Limit: None
Enhanced: If used with an Attack Spell, that spell now has an additional +15% chance to inflict Status Effects on the turn. If used with a Physical Attack, any additional uses on the same turn stack +3 additional damage per use.

Standard Action 1: Knee Strike-STRIKE(Enhanced)
Accuracy: Vkg4kFIx1d100+70
Damage: 2d12+1
Effects: None

Standard Action 2a: Knee Strike-STRIKE(Enhanced)(Critical +10 damage)
Accuracy: 1d100+70
Damage: 2d12+1

Standard Action 2b:Knee Strike-STRIKE(Enhanced)
Accuracy: 1d100+65
Damage: 2d12+1




ACTIVE EFFECTS
First Release(Efficient). Reduce Reishi cost for all techniques by 2.(Inactive due to Suppress)


CLASS
Titan

TRAITS

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.

ALACRITY
Effect: As a passive effect you have +10 to defense while above half max HP.
Limit: Indefinite

BLUR
As a passive effect you can use one Movement Tech as an at-will action on your turn.
Limit: Indefinite.

BLITZ
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.

MOMENTUM
Effect: As a Passive effect, whenever one of your attacks fails to hit their target, you gain 1 stack of Momentum. As an At-Will action, spend a number of Momentum Stacks to increase your Accuracy (with all attacks on the same turn) by +5 per stack spent. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Limit: Max of 4 stacks used per turn.

HASTE
Prerequisite: Reflexes Skill of 40
Activate: Reactive At-Will
Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn.
Limit: Twice per battle.


TECHNIQUES

SPELLS
MIMIC
You can recognize a release technique for what it truly is and immediately be able to use it for yourself.
Type: Utility
Activate: Bonus Action - Reactive
Effect: After witnessing any release technique a foe or comrade uses during a battle, you're able to spend a bonus action to learn that tech temporarily.
Cost: None
Limit: Twice per battle. The technique can only be used during the battle it is mimicked.

BAKUDŌ #44: SEKISHO (BARRIER)
You create a fast-forming energy wall against fairly strong attacks.
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: You gain 20 Armor and are immune to status effects inflicted by attacks.
Duration: Until temp HP is gone.
Cost: 15 Reishi
Limit: 0/1

BAKUDŌ #7: KEIKATSU (OPENING REVIVAL)
With a gentle touch you mend flesh and knit bone with your own Reishi.
Type: Utility - Kido Healing Spell
Activate: At-Will
Effect: As an at-will action you restore 20 HP to self or a comrade.
Cost: 5 Reishi
Limit: 1/1.

BAKUDŌ #41: KYŌMON (MIRROR GATE)
A high class barrier that reflects attacks from the outside.
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: 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.
Cost: 10 Reishi
Limit: 1/1

BAKUDŌ #21: SEKIENTON (RED SMOKE VANISH)
You place the palms of your hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing for a quick getaway.
Type: Defense - Kido Spell
Action: Bonus Action - Reactive
Effect: 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.
Cost: 5 Reishi
Limit: Once per battle.

BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK)
You form a shroud around you that softens impacts and protects against harmful Kido.
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: 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.
Cost: 5 Reishi
Limit: Twice per battle.

RELEASE
EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, all techs and/or spells used now cost -2 less Reishi while you are in a Released state.
Limit: Indefinite.

REIATSU: 86,000 (Now 430,000-First Release+Titan's Legendary Effect)
HP: 96/100 | REISHI: 15/100 | DEF: 110 | DMG DIE: d12 | ACC: +50
1d100+70·2d12+1·1d100+70·2d12+1·1d100+65·2d12+1

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Nov 19, 2020 18:41:17 GMT -5

He wasn't able to her hit throughout this entire fight. His Kyomon spells were the only thing that did some damage on her, but now Tensai exhausted himself of all possible defenses to save from the beatdown that was coming his way. As he found his punch missed and was on the ground/ Time slowed down from his perspective as the incoming punches head his way. With each punch, he was driven into the ground more and more as a crater was embedded into the brick laid road.

After her onslaught was done he laid there in a crater caused by the force of her punches. Bloodied, beaten, bruised, and broken bones. Luckily the 4th Division should be able to help heal him. Yet Tensai thinks back to the first time he ever received such a humiliating defeat. The answer was never until now Tensai has never felt the shame of defeat. As he faded into unconscious he had time to reflect on the battle and the power of the Fullbringer that he witnessed as his eyes stared at Diana as his vision blurred.


"Perhaps they were right, after all, maybe these Fullbringers are too dangerous to keep alive," Tensai thought.

His eyes then closed as he became unconscious, his Zanpakuto going back into his sealed state and the effect of it dissipating also. And it seems that Diana managed to win in the nick of time. As it seems some 12th Divison members are rushing out to investigate the noises caused by this one-sided uphill battle.





Post Count: 9

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PLAYER

I have nothing to say.

Diana Avatar

Diana

Post by Diana on Nov 22, 2020 3:29:47 GMT -5

When Tensai no longer reacted towards her punching, Diana paused so as to gauge his condition. Even though he no longer moves, she was wary that he was simply playing possum but as time passed, it was clear that was not the case. Exhaling slightly, Diana pulled herself up from the ground and brushed her hands against each other.

"Pathetic." Diana muttered. Perhaps she would be more charitable if Tensai didn't try to prop himself up as god in her eyes but right now she had no such sympathy.

Now then, should she take him as her hostage? The Reaper had mention that he was a fifth seat which Diana assumed wasn't high up on the rank. They may even decide he's a pawn worthy to be sacrificed if it meant taking her down. If that was indeed the case then Tensai would be moreso a liability than an asset to her. As she mused over this though, she could hear footsteps and several reishi signature rushing her way.

"Tch..."

There was no way Diana could outrun all the patrols if she was carrying Tensai. She didn't intend to fight all of soul society afterall and even if she hold him hostage here, they would simply call more reinforcement to surround the area. Not to mention she was a little worried about Annabelle.

"Saved by the bell. Until we meet again "Death god"." she said, her tone dripping with so much sarcasm at his title before she leapt and left the area as the reinforcements rushed in to help out Tensai.

Tag:
WC: 261

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Nov 22, 2020 17:12:44 GMT -5

The Shinigami that arrived were all working late on various projects and research before they heard the sounds of Tensai and Diana's battle from a distance. They came as quickly as they could but as soon as they got there instead they found the fifth seat Tensai Toshiaki beaten down into a crater with the possible Ryoka nowhere to be seen. They checked and were relieved to find that he's not dead though he is in extreme need of medical care. As they carry him over to the 4th Division grounds.

Tensai would wake in a medical room, he does not know how long it has been, but he believes it has been a while since he fought that Fullbringer. To his right on the desk is a clipboard and form. Most likely for him to sign and report on what happened. As he fills it out he thinks back to the fight with Diana. The most humilating part is looking back she didn't even fight using her full power. How did she get so powerful, what is the source of her power, when did she obtain it? These questions swarm inside his head reminding him of why she came to him to learn more about and study Fullbringers, as he has calmed down now he realizes it was more so he who started the fight so he notes it down in the report.

Though rest assured even though he is not making Diana out to be a monster out of spite in his report he hasn't forgiven. No far from it, in fact he wants to surpass her. If anything she just shown he is needing to grow more and start to perfect his skills in combat. As all of his time doing research seems to not give him the time he needs to have been able to prepare himself for such an opponent, in due time though next time they'll meet he will make sure it won't be like before. She will rue the day she crossed paths with him, he'll swear on it.





Post Count: 10

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