Post by tensai toshiaki on Jan 9, 2021 21:37:22 GMT -5
Bloody Tears
It was as if time slowed down for everyone involved, Cait Sith watched the torrent of dark energy coming towards them. Their confident snarky demeanor is replaced with eyes filled with terror. But before they would end up being swallowed by the attack, Leopold would get in front of it and end up taking the full force of the attack for his Doll. A large gash appeared across his chest that slowly began to be healing on its own which seems to be a natural ability of the Bounts, though their healing factor seems to pale in comparison to that of a Hollow. As he then looks up towards the group.[/div]
The left hook Shida aimed at Leopold manages to hit him square in the face but he manages to parry the rest of the strikes that came his way. After Shida was done with his blood he drew what appeared to be the seal of the Bounts onto the floor causing a strange portal to open. Coming out of the portal are bizarre mosquito-like beings that began to swarm the area. Leopold then looked toward Diana, his eyes began emitting a strange glow as he was using another strange spell on Diana. Seeing her as the biggest threat among them.
LEOPOLD COMBAT TRACKER
[/b][/div][/spoiler]SUMMARY
With Indomitable's 4 DR and Versatile Defensive Boon, Leopold took 52 damage from the attacks heading towards Cait Sith he intercept and with Edge 1 on Muimina is reduced to 47 damage. Takes the first strike from Shida and reduces the 14 damage with Edge 2, Indomitable and Defensive boon to 6 and dodges his other two strikes with Repulse.
At-Will 1: Versatile - Defensive boon for next turn +10 Defense and -2 from all attacks next turn.
At-Will 2: Healing Factor (BAKUDŌ #7: KEIKATSU (OPENING REVIVAL))) - As an at-will action you restore 20 HP to self or a comrade. | -1 Reishi
At-Will 3: Parry (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. | -1 Reishi (Avoids Two of Shida's attacks)
Bonus Action 1: Intercept - You take an attack intended for a team member. It must beat your defense to hurt you. Cannot be used against area attacks. (Takes Muimina's Raging Emptiness/ Void Slash (Shikai attack) instead of Cait Sith)
Bonus Action 2: Intercept - You take an attack intended for a team member. It must beat your defense to hurt you. Cannot be used against area attacks. (Takes Muimina's Byakuri meant for Cait Sith)
Bonus Action 3: Hypnosis (BAKUDŌ #27: INEMURI (FORCED SLUMBER))) Diana - 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%. | -1 Reishi
Blind Chance (60%) - W5aWqAr01d100
Direct Damage - 1d8
Standard Action:
At-Will 4: Bitto - As an at-will action, for the duration, you siphon half of the HP your opponents lost on their turns. After the duration (4 turns), as a bonus action, you can add bonus damage to a single type attack equal to the amount of HP you previously siphoned. Does not apply to attacks that only deal direct or status damage.
Standard Action: Attack Name - Effects | -0 reishi cost
Acc - *Roll Here*
Dmg - *Roll Here*
Status Chance (00%) - *Roll Here
At-Will 2: +3 Reishi at end of turn
ACTIVE EFFECTS
Immobilized - 0/2 turns (Defense techs cost 10 more Reishi)
Released: X2 RL and -4 Ki per turn
Bitto 4/4 Turns
Wound - 1/2 Turns
CLASS
Caster
CLASS PERKS
POTENT
As a passive effect, your max Reishi is increased by 25. As an at-will action you regain 3 Reishi at the end of your turn.
VERSATILE
As an at-will action at the end of your turn choose a defensive or offense boon: For defense add bonus +10 defense and negate -2 dmg from all attacks during your next turn. Or, for offense add a bonus +10 Accuracy and +1 Damage Tier with all attack spells during your next turn.
Specialized Class: Magus
CONDUIT
Twice per thread, as an at-will action, all successful attack spells you landed on the previous turn restore 3 HP back to you. Also any attacks you avoided successfully will restore 3 Reishi as well.
RATION
Once per battle, as a bonus action, for 3 turns, any techniques used by your foe(s) have their total Reishi cost siphoned off. The spent Reishi is then transferred to you. Your opponent does not lose any extra Reishi. Your foe(s) must notate how much Reishi they have spent on powers, each turn, while this is active.
TRAITS
INDOMITABLE
Prerequisite: Resilience Skill of 35
Activate: None (Passive)
Effect: Increase your DR by +4 against all Attacks.
GRIT
Prerequisite: Resilience Skill of 40
Activate: Passive
Effect: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage Tier by +2, and DR by +1.
WILLPOWER
Prerequisite: Resilience Skill of 45
Activate: None (Passive)
Effect: 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.
Limit: Once per battle.
BLUR
Prerequisite: None
Activate: None (Passive)
Effect: As a passive effect you can use one Movement Tech as an at-will action on your turn.
Limit: Indefinite.
FORTITUDE
Prerequisite: None
Activate: Reactive At-Will
Effect: As an at-will action after accounting for reductions and negations, any damage taken this turn is ignored. Two turns later the total value returns as direct damage to you at the end of your turn. (Cannot be avoided on that turn by any means.)
Limit: Once per battle.
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 - Hohō Art
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 Power.
Cost: 10 Reishi
Limit: Once per battle.
SPELLS
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 the 20 Armor is gone.
Cost: 15 Reishi
Limit: Once per battle. Used
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. Only damage rolled via dice is counted into calculations - straight damage boosts by damage dice Tier 5 or above are ignored. If you take zero damage from an attack this way, it counts as fully avoided. Considered a Movement Power. Considered a Movement Power.
Cost: 5 Reishi
Limit: Once per battle.
BAKUDŌ #8: SEKI (REPULSE)
You generate an orb of light blue energy which repels whatever strikes it.
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: 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.
Cost: 5 Reishi
Limit: Once per battle. Used
BAKUDŌ #32: GYAKU UNMEI (REVERSE FATE)
You create a thin barrier of green Kido that covers your body like a suit. It absorbs incoming attacks and then fires spiked energy tendrils back at the attacker.
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: As an at-will action choose one attack that missed you (or you avoided) and deal its lowest damage die value as direct damage back at the attacker. Considered a Movement Power. You can use this with the Blur trait to send back the lowest damage die from a second attack that missed you (or was avoided.)
Cost: 5 Reishi
Limit: Four times per battle.
BAKUDŌ #27: INEMURI (FORCED SLUMBER)
You quickly hold your hand in front of your enemy’s face as their pupils dilate before they fall unconscious.
Type: Utility - Kido Spell
Activate: Bonus Action
Effect: 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%.
Cost: 5 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 - Kido Binding Spell
Activate: Bonus Action
Effect: 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 3 Reishi per turn and lasts until target is no longer Crippled. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi.
Limit: Twice per battle.
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: Once per target.
HADŌ #33: SŌKATSUI (PALE FIRE CRASH)
The user discharges a torrent of blue flames from their palm that crash like a wave towards their foe.
Type: Attack - Single
Activate: Standard Action
Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Charging major effect and Burn minor effect. The max chance to inflict with any effect is 95%.
Special Effect: Does bonus damage equal to the highest rolled damage dice against users who are in their Released state and/or have Edge against you.
Cost: 20 Reishi
Limit: Twice per battle.
HADŌ 58: TENRAN (ORCHID SKY)
Upon spinning your weapon in front of you, a wide tornado-like blast is fired towards the target.
Type: Attack - Area
Activate: Standard Action
Effect: As a standard action, you make an area attack with 3 dmg dice that deals the Spread major effect and the Stun minor effect. The max chance to inflict with any effect is 95%.
Cost: 40 Reishi
Limit: Twice per battle. 0/2 uses.
Bitto
Action: At-Will / Bonus
Effect: As an at-will action, for the duration, you siphon half of the HP your opponents lost on their turns. After the duration (4 turns), as a bonus action, you can add bonus damage to a single type attack equal to the amount of HP you previously siphoned. Does not apply to attacks that only deal direct or status damage.
RELEASE
HINDER
With each strike of your weapon, you cause your opponent to become unbalanced and lose their composure. Even small movements take enormous effort.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% chance to inflict the special Hindered status on one target. Under the effects of Hindered, on your foe’s turn, the normal Reishi or HP cost for any bonus action is doubled. Also, any technique or spell that requires 1 standard action, now requires 2.
Cost: 20 Reishi
Limit: Once per battle.
EFFICIENT Lvl 3.
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. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.
Limit: Indefinite.
Level 2: Techs and/or spells used now cost -4 less Reishi.
Level 3: Techs and/or spells used now cost -6 less Reishi.
With Indomitable's 4 DR and Versatile Defensive Boon, Leopold took 52 damage from the attacks heading towards Cait Sith he intercept and with Edge 1 on Muimina is reduced to 47 damage. Takes the first strike from Shida and reduces the 14 damage with Edge 2, Indomitable and Defensive boon to 6 and dodges his other two strikes with Repulse.
At-Will 1: Versatile - Defensive boon for next turn +10 Defense and -2 from all attacks next turn.
At-Will 2: Healing Factor (BAKUDŌ #7: KEIKATSU (OPENING REVIVAL))) - As an at-will action you restore 20 HP to self or a comrade. | -1 Reishi
At-Will 3: Parry (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. | -1 Reishi (Avoids Two of Shida's attacks)
Bonus Action 1: Intercept - You take an attack intended for a team member. It must beat your defense to hurt you. Cannot be used against area attacks. (Takes Muimina's Raging Emptiness/ Void Slash (Shikai attack) instead of Cait Sith)
Bonus Action 2: Intercept - You take an attack intended for a team member. It must beat your defense to hurt you. Cannot be used against area attacks. (Takes Muimina's Byakuri meant for Cait Sith)
Bonus Action 3: Hypnosis (BAKUDŌ #27: INEMURI (FORCED SLUMBER))) Diana - 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%. | -1 Reishi
Blind Chance (60%) - W5aWqAr01d100
Direct Damage - 1d8
Standard Action:
At-Will 4: Bitto - As an at-will action, for the duration, you siphon half of the HP your opponents lost on their turns. After the duration (4 turns), as a bonus action, you can add bonus damage to a single type attack equal to the amount of HP you previously siphoned. Does not apply to attacks that only deal direct or status damage.
Standard Action: Attack Name - Effects | -0 reishi cost
Acc - *Roll Here*
Dmg - *Roll Here*
Status Chance (00%) - *Roll Here
At-Will 2: +3 Reishi at end of turn
ACTIVE EFFECTS
Immobilized - 0/2 turns (Defense techs cost 10 more Reishi)
Released: X2 RL and -4 Ki per turn
Bitto 4/4 Turns
Wound - 1/2 Turns
CLASS
Caster
CLASS PERKS
POTENT
As a passive effect, your max Reishi is increased by 25. As an at-will action you regain 3 Reishi at the end of your turn.
VERSATILE
As an at-will action at the end of your turn choose a defensive or offense boon: For defense add bonus +10 defense and negate -2 dmg from all attacks during your next turn. Or, for offense add a bonus +10 Accuracy and +1 Damage Tier with all attack spells during your next turn.
Specialized Class: Magus
CONDUIT
Twice per thread, as an at-will action, all successful attack spells you landed on the previous turn restore 3 HP back to you. Also any attacks you avoided successfully will restore 3 Reishi as well.
RATION
Once per battle, as a bonus action, for 3 turns, any techniques used by your foe(s) have their total Reishi cost siphoned off. The spent Reishi is then transferred to you. Your opponent does not lose any extra Reishi. Your foe(s) must notate how much Reishi they have spent on powers, each turn, while this is active.
TRAITS
INDOMITABLE
Prerequisite: Resilience Skill of 35
Activate: None (Passive)
Effect: Increase your DR by +4 against all Attacks.
GRIT
Prerequisite: Resilience Skill of 40
Activate: Passive
Effect: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage Tier by +2, and DR by +1.
WILLPOWER
Prerequisite: Resilience Skill of 45
Activate: None (Passive)
Effect: 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.
Limit: Once per battle.
BLUR
Prerequisite: None
Activate: None (Passive)
Effect: As a passive effect you can use one Movement Tech as an at-will action on your turn.
Limit: Indefinite.
FORTITUDE
Prerequisite: None
Activate: Reactive At-Will
Effect: As an at-will action after accounting for reductions and negations, any damage taken this turn is ignored. Two turns later the total value returns as direct damage to you at the end of your turn. (Cannot be avoided on that turn by any means.)
Limit: Once per battle.
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 - Hohō Art
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 Power.
Cost: 10 Reishi
Limit: Once per battle.
SPELLS
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 the 20 Armor is gone.
Cost: 15 Reishi
Limit: Once per battle.
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. Only damage rolled via dice is counted into calculations - straight damage boosts by damage dice Tier 5 or above are ignored. If you take zero damage from an attack this way, it counts as fully avoided. Considered a Movement Power. Considered a Movement Power.
Cost: 5 Reishi
Limit: Once per battle.
You generate an orb of light blue energy which repels whatever strikes it.
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: 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.
Cost: 5 Reishi
Limit: Once per battle.
BAKUDŌ #32: GYAKU UNMEI (REVERSE FATE)
You create a thin barrier of green Kido that covers your body like a suit. It absorbs incoming attacks and then fires spiked energy tendrils back at the attacker.
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: As an at-will action choose one attack that missed you (or you avoided) and deal its lowest damage die value as direct damage back at the attacker. Considered a Movement Power. You can use this with the Blur trait to send back the lowest damage die from a second attack that missed you (or was avoided.)
Cost: 5 Reishi
Limit: Four times per battle.
BAKUDŌ #27: INEMURI (FORCED SLUMBER)
You quickly hold your hand in front of your enemy’s face as their pupils dilate before they fall unconscious.
Type: Utility - Kido Spell
Activate: Bonus Action
Effect: 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%.
Cost: 5 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 - Kido Binding Spell
Activate: Bonus Action
Effect: 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 3 Reishi per turn and lasts until target is no longer Crippled. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi.
Limit: Twice per battle.
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: Once per target.
HADŌ #33: SŌKATSUI (PALE FIRE CRASH)
The user discharges a torrent of blue flames from their palm that crash like a wave towards their foe.
Type: Attack - Single
Activate: Standard Action
Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Charging major effect and Burn minor effect. The max chance to inflict with any effect is 95%.
Special Effect: Does bonus damage equal to the highest rolled damage dice against users who are in their Released state and/or have Edge against you.
Cost: 20 Reishi
Limit: Twice per battle.
Upon spinning your weapon in front of you, a wide tornado-like blast is fired towards the target.
Type: Attack - Area
Activate: Standard Action
Effect: As a standard action, you make an area attack with 3 dmg dice that deals the Spread major effect and the Stun minor effect. The max chance to inflict with any effect is 95%.
Cost: 40 Reishi
Limit: Twice per battle.
Bitto
Action: At-Will / Bonus
Effect: As an at-will action, for the duration, you siphon half of the HP your opponents lost on their turns. After the duration (4 turns), as a bonus action, you can add bonus damage to a single type attack equal to the amount of HP you previously siphoned. Does not apply to attacks that only deal direct or status damage.
RELEASE
HINDER
With each strike of your weapon, you cause your opponent to become unbalanced and lose their composure. Even small movements take enormous effort.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% chance to inflict the special Hindered status on one target. Under the effects of Hindered, on your foe’s turn, the normal Reishi or HP cost for any bonus action is doubled. Also, any technique or spell that requires 1 standard action, now requires 2.
Cost: 20 Reishi
Limit: Once per battle.
EFFICIENT Lvl 3.
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. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.
Limit: Indefinite.
Level 2: Techs and/or spells used now cost -4 less Reishi.
Level 3: Techs and/or spells used now cost -6 less Reishi.
REIATSU: 444,444 (222,222)
HP: 96/150 | REISHI: 95/225 | DEF: 75 | DMG DIE: d12 | ACC: +50
HP: 96/150 | REISHI: 95/225 | DEF: 75 | DMG DIE: d12 | ACC: +50
[/div]
Cait Sith was concerned about their master but before they could go in to help him Diana intercepts them and begins hitting them, while being hit Cait Sith counters with their claws and pulls themselves away from Diana using their puppeteer's strings. They then go over to where Shida is and gives him a quick scratch to where he was wounded earlier before continuing with two more attacks.
CAIT SITH COMBAT TRACKER
SUMMARY
Attacks aimed at Cait Sith are intercepted. Uses Kyomon on one of Diana's strikes and receives and gives back 10 damage. Uses Cicada Shell to dodge the other two attacks.
At-Will 1: Sense - +5 Defense and +5 Accuracy
At-Will 2: Blitz - As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Bonus Action 1: Counter Slash (BAKUDŌ #41: KYŌMON (MIRROR GATE))) - 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 (Used on Diana's second strike, takes 10 damage and sends 10 direct damage back at them)
Bonus Action 2: Tactical Retreat (Cicada Shell) - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Power. | -10 Reishi
At-Will 3: Slash (HŌZURI (CHEEK STROKE)) - As an at-will action you deal 2 direct damage per individual status effect or special status effect that your foe had on them during the end of their previous turn. (4 direct damage on Shida or 2)
Standard Action 2: Cat Scratch Fever(Strike) @shida - Effects | -0 reishi cost
Acc -1d100+65 (Precision, Deadly, and Sense)
Dmg - 1d12
Status Chance (00%) - *Roll Here
Cat Scratch Fever (Strike) @shida
Acc -1d100+65 (Flawless Strikes, Deadly, and Sense)
Dmg - 1d12
ACTIVE EFFECTS
Release - 2X RL -4 Reishi per turn.
Stun 2/2 Turns
CLASS
Fighter
FLAWLESS STRIKES
Each time one of your Strike Basic Attacks hit, increase the Accuracy (by +5) and Damage Tier (by +1) of further Strike Basic Attacks used on subsequent turns. Both bonuses are reduced to +0 on the turn following any attack failing to hit its target.
INTENSE TRAINING
You start with the Standard Techs Tsukiyubi, Nadegiri, and Hozuri. They do not take up any Slots.
TRAITS
BLITZ
Prerequisite: Fighting Skill of 45
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
ASSAULT
Prerequisite: Fighting Skill of 35
Activate: At-Will
Effect: 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.
Limit: Twice per battle.
PRECISION
Prerequisite: Fighting Skill of 30
Activate: At-Will
Effect: Accuracy with all Attacks this turn is increased by +20.
Limit: Twice per battle. 1/2 uses.
TECHNIQUES
TSUKIYUBI (THRUST FINGERS)
A technique that allows the user to greatly increase the damage of normally weak attacks.
Type: Utility - Hakuda Art
Activate: At-Will
Effect: As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2.
Cost: 10 Reishi
Limit: Twice per battle. 0/2
NADEGIRI (CLEAN SWEEP)
This basic technique allows for a precision cut of extreme force and speed that it can slice through hardened skin and protective armor with ease.
Type: Utility - Zanjutsu Art
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Wound status on your target and upon infliction, the target loses a 3d4 worth of armor. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Twice per battle.
HŌZURI (CHEEK STROKE)
A simple light slash technique that is meant only to lightly graze and cause superficial wounds.
Type: Utility - Zanjutsu Art
Activate: At-Will
Effect: As an at-will action you deal 2 direct damage per individual status effect or special status effect that your foe had on them during the end of their previous turn.
Cost: None
Limit: Three times per battle.
HANKI (REVERSE DEMON)
A fighting technique that cancels out an opponent's Reishi by hitting it with the same quality and quantity of oppositely spinning Reishi.
Type: Defense - Hohō Art
Activate: Bonus Action
Effect: As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement Power.
Duration: Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading.
Cost: 10 Reishi
Limit: Once per battle.
SPEED CLONES
You create several clones of yourself at once using Shunpo. The clones absorb incoming damage while you escape.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.
Cost: 5 Reishi
Limit: Twice per battle.
UTSUSEMI (CICADA SHELL)
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense - Hohō Art
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 Power.
Cost: 10 Reishi
Limit: Once per battle.
KAZAGURUMA (WINDMILL)
You jump into the air and perform a devastating kick which sends the target flying away with tremendous force.
Type: Attack - Single
Action: Standard
Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Bashing major effect and Stagger minor effect. The max chance to inflict with any effect is 95%.
Special Effect: For an extra cost of 10 Reishi you can add the Stun minor effect and it lasts one extra turn.
Cost: 20 Reishi
Limit: Twice per battle.
RAIŌKEN (THUNDER KING FIST)
You perform a series of ultra-high-speed punches with both arms that are devastating and have enough power to destroy the surrounding area.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 30 Reishi
Limit: Twice per battle.
REINFORCEMENTS
Whether in dire straits or to put on the pressure, you call in for reinforcements.
Type: Utility
Action: Bonus Action / At-Will
Effect: Cait summons animated suits of armor to fight alongside them and Leopold. The group is treated as a single entity. As an at-will action they can do one of the following once per thread:
Make an attack with a +30 accuracy modifier that deals 2d6 damage.
Increase the damage of 1 Advanced or Release Technique used by you on this turn by +2d6.
As a Reactive Action, the group can take a hit for you and has 20 HP. Any damage that exceeds its HP is dealt to you but any further status effects are inflicted upon the group instead of you.
Cost: 20 Reishi
Limit: One group may be summoned. The group retreats from battle when their HP reaches 0 or when they have used all 3 available actions. Whichever comes first.
SPELLS
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: Twice per battle. 0/2 uses
RELEASE
BASTION
Your release allows you to create a fortification to protect yourself and your allies from harm.
Type: Defense
Activate: Bonus Action
Effects: You conjure a temporary protective barrier between you and your foes. This wall can protect you and one other ally and has 15 HP. While the barrier is active, your enemy cannot harm you until they break it by reducing the HP to 0. 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.
Special Effect: The wall has a natural DR of 5 against Advanced Techs/Spells and Release Attacks. This DR cannot be bypassed or nullified by any means.
Cost: 15 Reishi
Limit: Once per battle. 0/1 uses
DEADLY Lvl 2
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +5 to accuracy with 2 Basic Attacks, per turn, while in a Released state.
Limit: Indefinite.
Level 2: Accuracy bonus increases to +10.
Attacks aimed at Cait Sith are intercepted. Uses Kyomon on one of Diana's strikes and receives and gives back 10 damage. Uses Cicada Shell to dodge the other two attacks.
At-Will 1: Sense - +5 Defense and +5 Accuracy
At-Will 2: Blitz - As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Bonus Action 1: Counter Slash (BAKUDŌ #41: KYŌMON (MIRROR GATE))) - 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 (Used on Diana's second strike, takes 10 damage and sends 10 direct damage back at them)
Bonus Action 2: Tactical Retreat (Cicada Shell) - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Power. | -10 Reishi
At-Will 3: Slash (HŌZURI (CHEEK STROKE)) - As an at-will action you deal 2 direct damage per individual status effect or special status effect that your foe had on them during the end of their previous turn. (4 direct damage on Shida or 2)
Standard Action 2: Cat Scratch Fever(Strike) @shida - Effects | -0 reishi cost
Acc -1d100+65 (Precision, Deadly, and Sense)
Dmg - 1d12
Status Chance (00%) - *Roll Here
Cat Scratch Fever (Strike) @shida
Acc -1d100+65 (Flawless Strikes, Deadly, and Sense)
Dmg - 1d12
ACTIVE EFFECTS
Release - 2X RL -4 Reishi per turn.
Stun 2/2 Turns
CLASS
Fighter
FLAWLESS STRIKES
Each time one of your Strike Basic Attacks hit, increase the Accuracy (by +5) and Damage Tier (by +1) of further Strike Basic Attacks used on subsequent turns. Both bonuses are reduced to +0 on the turn following any attack failing to hit its target.
INTENSE TRAINING
You start with the Standard Techs Tsukiyubi, Nadegiri, and Hozuri. They do not take up any Slots.
TRAITS
BLITZ
Prerequisite: Fighting Skill of 45
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
ASSAULT
Prerequisite: Fighting Skill of 35
Activate: At-Will
Effect: 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.
Limit: Twice per battle.
PRECISION
Prerequisite: Fighting Skill of 30
Activate: At-Will
Effect: Accuracy with all Attacks this turn is increased by +20.
Limit: Twice per battle. 1/2 uses.
TECHNIQUES
A technique that allows the user to greatly increase the damage of normally weak attacks.
Type: Utility - Hakuda Art
Activate: At-Will
Effect: As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2.
Cost: 10 Reishi
Limit: Twice per battle.
NADEGIRI (CLEAN SWEEP)
This basic technique allows for a precision cut of extreme force and speed that it can slice through hardened skin and protective armor with ease.
Type: Utility - Zanjutsu Art
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Wound status on your target and upon infliction, the target loses a 3d4 worth of armor. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Twice per battle.
HŌZURI (CHEEK STROKE)
A simple light slash technique that is meant only to lightly graze and cause superficial wounds.
Type: Utility - Zanjutsu Art
Activate: At-Will
Effect: As an at-will action you deal 2 direct damage per individual status effect or special status effect that your foe had on them during the end of their previous turn.
Cost: None
Limit: Three times per battle.
HANKI (REVERSE DEMON)
A fighting technique that cancels out an opponent's Reishi by hitting it with the same quality and quantity of oppositely spinning Reishi.
Type: Defense - Hohō Art
Activate: Bonus Action
Effect: As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement Power.
Duration: Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading.
Cost: 10 Reishi
Limit: Once per battle.
SPEED CLONES
You create several clones of yourself at once using Shunpo. The clones absorb incoming damage while you escape.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.
Cost: 5 Reishi
Limit: Twice per battle.
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense - Hohō Art
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 Power.
Cost: 10 Reishi
Limit: Once per battle.
KAZAGURUMA (WINDMILL)
You jump into the air and perform a devastating kick which sends the target flying away with tremendous force.
Type: Attack - Single
Action: Standard
Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Bashing major effect and Stagger minor effect. The max chance to inflict with any effect is 95%.
Special Effect: For an extra cost of 10 Reishi you can add the Stun minor effect and it lasts one extra turn.
Cost: 20 Reishi
Limit: Twice per battle.
RAIŌKEN (THUNDER KING FIST)
You perform a series of ultra-high-speed punches with both arms that are devastating and have enough power to destroy the surrounding area.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 30 Reishi
Limit: Twice per battle.
REINFORCEMENTS
Whether in dire straits or to put on the pressure, you call in for reinforcements.
Type: Utility
Action: Bonus Action / At-Will
Effect: Cait summons animated suits of armor to fight alongside them and Leopold. The group is treated as a single entity. As an at-will action they can do one of the following once per thread:
Make an attack with a +30 accuracy modifier that deals 2d6 damage.
Increase the damage of 1 Advanced or Release Technique used by you on this turn by +2d6.
As a Reactive Action, the group can take a hit for you and has 20 HP. Any damage that exceeds its HP is dealt to you but any further status effects are inflicted upon the group instead of you.
Cost: 20 Reishi
Limit: One group may be summoned. The group retreats from battle when their HP reaches 0 or when they have used all 3 available actions. Whichever comes first.
SPELLS
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: Twice per battle. 0/2 uses
RELEASE
Your release allows you to create a fortification to protect yourself and your allies from harm.
Type: Defense
Activate: Bonus Action
Effects: You conjure a temporary protective barrier between you and your foes. This wall can protect you and one other ally and has 15 HP. While the barrier is active, your enemy cannot harm you until they break it by reducing the HP to 0. 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.
Special Effect: The wall has a natural DR of 5 against Advanced Techs/Spells and Release Attacks. This DR cannot be bypassed or nullified by any means.
Cost: 15 Reishi
Limit: Once per battle.
DEADLY Lvl 2
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +5 to accuracy with 2 Basic Attacks, per turn, while in a Released state.
Limit: Indefinite.
Level 2: Accuracy bonus increases to +10.
REIATSU: 222,222 (111,111)
HP: 51/75 | REISHI: 8/100 | DEF: 65 | DMG DIE: d10 | ACC: +35
HP: 51/75 | REISHI: 8/100 | DEF: 65 | DMG DIE: d10 | ACC: +35
Post Count: 12
Tags: Muimina Hyakuji , Diana , shida hagane
1d100·1d8·1d100+65·1d12·1d100+65·1d12
Last Edit: Jan 10, 2021 23:44:06 GMT -5 by tensai toshiaki