Bleach Hereafter RPG

Thanatophobia

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

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
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))) - 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.

REIATSU: 444,444 (222,222)
HP: 96/150 | REISHI: 95/225 | DEF: 75 | DMG DIE: d12 | ACC: +50
[/b][/div][/spoiler]
[/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.

REIATSU: 222,222 (111,111)
HP: 51/75 | REISHI: 8/100 | DEF: 65 | DMG DIE: d10 | ACC: +35






Post Count: 12

Tags: , ,

1d100·1d8·1d100+65·1d12·1d100+65·1d12
Last Edit: Jan 10, 2021 23:44:06 GMT -5 by tensai toshiaki

GAME MASTER

13th Division Captain

Partake the cup of my wrath

Muimina Hyakuji Avatar

Muimina Hyakuji

Post by Muimina Hyakuji on Jan 10, 2021 22:51:12 GMT -5

It was rather unexpected to see Leopold shield his doll from his attack. In a dangerous fight like this, where one's life is at stake, the master would care less about their slaves' well being, using them as shields just to save themselves. It looked like Leopold had some kind of attachment to his doll that he would protect her like that.Maybe it had something to do with his powers or ability just as he claimed before. Hyakuji remembered the doll as something like an extension of his power, if he killed her, would that mean they could at least weaken the bount? There was no time to plan however, Leopold and his doll were too aggressive with their attacks, there was no way to tell his comrades of the plan he had in mind. It wouldn't be wise to shout it out for their enemies to hear it as well. He could only hint at them with his actions.

After recovering from his shikai, the host bount seemed to have endless tactics up on his sleeves, when he opened a portal where a swarm of mosquito-like beings came out. Regardless, he ignored the newly summoned enemies, and went to attack Caith instead, who was now fighting Shida. He would kick her on her upper torso to defend his fellow Shinigami and would follow up with a flurry of slashes before leaping away while sending a black lightning bolt towards her.


[241]




COMBAT TRACKER
SUMMARY
Defense:
Hyakuji wasn't attacked this turn

Offense:
Hykuji used Sense
Hyakuji copied Seki with Genius Ability
Hyakuji activated Fuchaku Hana
Hyakuji used Strike 3 times
Hyakuji used Byakurai

Release state: +5acc on basic attacks under release state| -4 rei

------------------------------------
At-will: Sense {Enhanced]: +5 def, +5acc, +2 DR, +2 damage

At-will: Copy Seki with Genius Ability

At-will: Blitz

Bonus Action: Fuchaku Hana| -10 rei
Effect: For the duration, you can use an at-will action to designate two Basic Attacks that missed their targets on your previous turn to seek those targets once more. The targets take half the Basic Attack damage from both as direct damage.

Standard Action 1: Side kick [Enhanced Strike] @caith| 0 rei
Acc - 6Dl2kcd11d100+60
Dmg - 2d12+4

Standard Action 2a: Flurry of slashes [Enhanced Strike ] @caith| 0 rei
Acc - 1d100+60
Dmg - 2d12+4

Standard Action 2b: Flurry of slashes [Enhanced Strike ] @caith| 0 rei
Acc - 1d100+60
Dmg - 2d12+4

At-will: Byakurai @caith| - 4 rei
Acc - 1d100+60
Dmg - 2d12+4




ACTIVE EFFECTS
Resist
Blitz

CLASS
Prodigy

TRAITS
Resist: As a passive effect when hit with an attack you deal 2 direct damage for Non-Basic Attacks and 1 direct damage for Basic Attacks back at the attacker.

Blitz: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.

Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed: While Crushed the target's defense is lowered by 15 for the duration.

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

TECHNIQUES

KUUKYO NO SANZO (UTSUSEMI)
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.

CHOKUSHI (NADEGIRI)
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.


SPELLS

KARA NO KYOUKAI (BAKUDŌ #44: SEKISHO )
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 #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 - Kido Spell
Activate: Bonus Action
Effect: 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.
Duration: 3 turns.
Cost: 10 Reishi
Limit: Once per battle.

HAUNT (BAKUDŌ #25: FUCHAKU HANA)
A kido spell that can be used to control the direction and speed of attack spells, primarily allowing them to be redirected back at the enemy after missing.
Type: Utility - Kido Spell
Activate: Bonus Action.
Effect: For the duration, you can use an at-will action to designate two Basic Attacks that missed their targets on your previous turn to seek those targets once more. The targets take half the Basic Attack damage from both as direct damage.
Duration: 3 turns
Cost: 10 Reishi
Limit: Once per battle.


RELEASE

1st Release:
Shikai

Attack type:
SINGLE: Standard Action. Rolls 3 damage dice against one target and has a chance to inflict a minor effect. Costs 15 Reishi. Twice per battle.

Major effect:
SLASHING: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.

Minor effect:
CRIPPLE: 50% chance to Cripple the target.

Enhancement:

DEADLY

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.

REIATSU: 93,000 [232,000] DR: +2 [due to sense]
HP: 81/85 | REISHI: 13/100 | DEF: 85 | DMG DIE: d12+2 | ACC: +50



1d100+60·2d12+2·1d100+60·2d12+2·1d100+60·2d12+2·1d100+60·2d12+2
Last Edit: Jan 10, 2021 23:24:14 GMT -5 by Muimina Hyakuji

Shadows still hunt us in broad daylight.

PLAYER

I have nothing to say.

Diana Avatar

Diana

Post by Diana on Jan 12, 2021 18:10:02 GMT -5

Had this fight happen to another perhaps, Diana's heart would probably grew soft upon seeing Leopold standing in front of Cait to take those blows.

But she had seen what happen in the streets. Gallant husbands, brother or son attempted to protect their wives or sisters but were overwhelmed by the mass horde of undead. Without spiritual energy of their own, they could only struggle futilely and watch as their loved ones were taken away before their eyes. She noticed after all that, Leopold seems to be up to something as he suddenly brought bear mosquito like beings to attack them. But then his eyes began to glow and the inside of her mind, she could feel herself growing calm.

But once more the image of those girls filled her mind and rage fuel her once more. Her armor of reishi by this point had finally been stripped by assaults that she was unsure where it came from but knew that the battle would have become much worst if she delay any furrther.

"Fuck off. I'm gonna let you have a taste what despair feels like."

As Leopold seems determined to defend Cait Sith as much as possible the moment when Hyajuki attacked the creature, Diana decided to jump in as well. As soon as Hyakuji finished his barrage of assaults, Diana would move in from the side. She would then attempt to deliver a flurry of strikes towards her cheek and her stomach before grabbing and slamming her into the nearest wall.

"Shida, Hyakuji, I'm gonna need distractions after this!"


Tag:

COMBAT TRACKER
Diana activate Haste.
Diana used Dusk Cloak to evade blind status.
Diana received 6 direct damage.
Diana received 8 direct damage from Cait Sith.(Edge 2 reduced 10 damage to 8 due to 2 DR)
Diana use Haste.
Diana activate Intimidate.
Diana use Focus Energy.
Diana use Sense.
Diana use Strike three times on Cait Sith.

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: Blitz: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.

At-will:Haste: As an at-will, you receive another bonus action on this 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: Three times per thread.
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.

Bonus Action
INTIMIDATE
You unleash your spiritual pressure on everyone around you and regain lost reishi in the process.
Type: Utility
Action: Bonus Action
Effect: 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.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 Reishi restored per battle.
Enhanced: 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%.

Stun(35%) at Leopold: GH9hr3|91d100

Bonus Action:
FOCUS ENERGY
You infuse extra reishi into an attack, boosting its potency right before you strike.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard.
Cost: 10 Reishi-Reduced to 7 due to Efficiency and Adept.
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 1a:
Strike-Enhanced.
Target: Cait Sith
Accuracy: 1d100+75
Type: Basic Attack-Physical
Damage: 2d12+7
Status Effect: None
Cost: None

Standard Action 1b:
Strike-Enhanced.
Target: Cait Sith
Accuracy: 1d100+80
Type: Basic Attack-Physical
Damage: 2d12+7
Status Effect: None
Cost: None

Standard Action 2:
Strike-Enhanced.
Target: Cait Sith
Accuracy: 1d100+80
Type: Basic Attack-Physical
Damage: 2d12+7
Status Effect: None
Cost: None



ACTIVE EFFECTS
First Release(Efficient). Reduce Reishi cost for all techniques by 2.
Armor: 14/20

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: 0/2



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: 1/2

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: (1/2)

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: 100/100 | REISHI: 91/100 | DEF: 110 | DMG DIE: d12 | ACC: +50
[/spoiler]


1d100·1d100+75·2d12+7·1d100+80·2d12+7·1d100+80·2d12+7
Last Edit: Jan 12, 2021 18:11:59 GMT -5 by Diana

PLAYER

2nd Division - 3rd Seat

No better practice then true combat.

shida hagane Avatar

shida hagane

Post by shida hagane on Jan 19, 2021 15:10:22 GMT -5

Shida watched as Leopold teleported to take Hyakuji's shadow slashes for the puppet, before Shida moved in to strike 3 times. His first strike hit Leopold square in the face before his two follow up were blocked. Leopold then backed off to send some kind of attack toward Diana, before Shida could keep chasing Leopold his puppet started attacking Shida.

Shida took the puppets strikes in stride the attacks only left a small scratch on his chest. Before he could counterattack Hyakuji came flying in to attack the puppet some more. Shida then thought about moving in to attack the puppet as well, only for Diana to fly in and follow up Hyakuji's attacks with her own strikes.

Shida then turned target to Leopold since those two had the puppet handled. Shida quickly charged up his reishi before rushing Leopold, attacking with an overhead smash followed by a quick strike to the chest and a final hard kick to Leopold's chest.

Shida then backed up and said to Diana "How big of a distraction? Cause if you want it big I can do that." Shida then put his hands together to make a rope out of light, he then started swirling it around him ready to use it. "So what will it be Leopold? What's your most expensive thing here? The chandeliers, the statues, maybe your nice tables and sofa?"

Post 13



BATTLE TRACKER
SUMMARY

Enemy Attack #1: strike - 101 acc vs 75 def - 8 dmg dealt
Enemy Attack #2: strike - 140 acc vs 75 def - 2 dmg dealt
10dmg total reduced to 6 with dr

Bonus Action: intimidate - +25 reishi | -0 reishi cost

At-Will: resolve - gain 4 reishi from dr usage

Standard Action: strike - stun 35% 7h3i0RvK1d100 | -0 reishi cost @puppet
Acc - 1d100+60
Dmg - roll twice take the highest
1d12+2 or 1d12+2

blitz strike - stun 35% 1d100 @puppet
Acc - 1d100+60
Dmg - roll twice take the highest
1d12+2 or 1d12+2

Standard Action: strike - stun 35% 1d100 | -0 reishi cost
@puppet
Acc -
1d100+60
Dmg -
roll twice take the highest
1d12+2 or 1d12+2


At-Will:



ACTIVE EFFECTS
resolve - 12/50 reishi recovered
Shikia - 4 reishi cost
resentful - deals 2 status dmg to puppet
resist - deals 2 status dmg to puppet


SPECIALIZATION Monk
Flawless Strikes - increase basic attack acc by 5 and dmg die by 1 after a successful strike for all
future basic attacks. Bonus is lost if any attack fails to hit the target.

Intense Training - start with tsukiyubi, nadegiri, and hozuri. These do not take a slot.

Perfect Form - All of your Basic and Non-Basic Attack Techniques are perfected. Perfected techniques gain +10 Accuracy and +2 Damage Tiers.

Iron Fist - As a passive effect, your Strike Basic Attacks roll two sets of damage dice and take the better sets of rolls. Also the same Strike Basic Attacks have a 35% chance to inflict Stun.

TRAITS
Resist - as a passive effect when hit with an attack, opponent takes 2 direct dmg for non basic attacks and 1 for basic attacks
Blitz - as an at-will action you can make 2 basic attacks during on of your standard actions on your turn
Indomitable - gain 4 DR
Endure - start combat with 10 armor
Resolve - as an at-will action recover 1 reishi for each point of damage negated with DR. Note: max of 50 reishi can be recovered
ATTACK TECHNIQUES

TECHNIQUES AND SPELLS
Bakudo #44 sekisho - 0/1 15 reishi
Utsusemi - 0/1 10 reishi
Bakudo #11 Tsuzuri Raiden - 0/1 10 reishi
Tsukiyubi - 1/2 10 reishi
Nadegiri - 1/2 10 reishi
Hozuri - 2/3 0 reishi
Bakudo #39 Enkosen - 1/2 10 reishi
Bakudo #4 Hainawa - 1/2 5 reishi
RELEASE TECHNIQUES
Hinder - 1/1 20 reishi
Resentful effect


CURRENT RL: 186,000
HP: 85/100 | REISHI: 53/100 | DEF: 75 | DMG DIE: d12+4 | ACC: +60 | DR: 4
1d100·1d100+60·1d12+2·1d12+2·1d100·1d100+60·1d12+2·1d12+2·1d100·1d100+60·1d12+2·1d12+2
Last Edit: Jan 19, 2021 15:12:21 GMT -5 by shida hagane

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Jan 27, 2021 18:54:57 GMT -5



Bloody Tears

The Bitto's harvest would begin upon sensing damage of Shida, sucking up the leaking life energy from his body wounds that is lingering in the air. As they then began to inject their proboscis into Leopold to heal him somewhat, though not by much as not much was siphoned from the air. Leopold then witnesses Diana and Muimina go towards Cait Sith. As he rush tries to rush toward them he finds Shida in his way. He guards to minimize the damage as best as he could but ends up pushed by the finishing kick. He shouts "No!" as he could do nothing to stop what was happening.

Cait Sith was unfortunately unable to dodge the onslaught. Muimina's sword slashes across the doll causing the blood to before the Doll's face would be beaten to be a bloody pulp as they are embedded into a nearby wall. Leopold rushes towards his Doll's side, his hands trembling. They seemed to be no longer conscience even with their eyes open but they were still not dead yet. Definitely not in the condition to be able to speak. Leopold held his head down in regret.



Though the silence is broken by Shida's distraction as the mood and the aura around Leopold changes once more. As he stands up the color of his Reryoku flowing around him changing to a jet black as he looks towards Shida with intent to kill. While tears can still be seen on his cheeks. He held out his palm in front of him, pointing towards Shida charging something as a ball of fire started to form in front of his palm about the size of a baseball.

"Focul Iadului" they muttered under their breath.

Before Leopold launches the blast as the small fireball becomes a much larger fireball speeding towards Shida as if it were a meteor.

LEOPOLD COMBAT TRACKER
SUMMARY
All of Shida's attacks hit for about 26 damage. Indomitable 4 DR + Defensive Boon + Edge 2 + Guard = 18 damage resisted. 26 damage reduced to 8. Cait Sith is knocked out. 4 HP siphoned from the damage Shida took.

At-Will 1: Versatile - Defensive boon for next turn +10 Defense and -2 from all attacks next turn.

Bonus Action 1: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) | -1 Reishi

Bonus Action 2: Focus Energy - Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard. | -4 Reishi

Bonus Action 3:

Blind Chance (60%) -

Direct Damage -

Standard Action:

At-Will 4:


Standard Action: Focal Iadulai (Hellfire) ((HADŌ #33: SŌKATSUI (PALE FIRE CRASH)) - 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. | -24 reishi cost (Target Shida)
Acc - sLpahVeC1d100+75
Dmg - 3d12+2
Burn Chance (50%) - 1d100

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 3/4 Turns

Wound - 0/2 Turns

Stun 2/2 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.

REIATSU: 444,444 (222,222)
HP: 88/150 | REISHI: 69/225 | DEF: 75 | DMG DIE: d12 | ACC: +50





Post Count: 13

Tags: , ,
1d100+75·3d12+2·1d100
Last Edit: Jan 27, 2021 18:57:12 GMT -5 by tensai toshiaki

GAME MASTER

13th Division Captain

Partake the cup of my wrath

Muimina Hyakuji Avatar

Muimina Hyakuji

Post by Muimina Hyakuji on Jan 30, 2021 4:56:26 GMT -5

Hyakuji leaped away after making sure Cait Sith was no more, at least... that was what he thought when he saw her crushed on the wall after their strikes. Leopold rushed towards his beloved doll. At this point, he let his guard down as he watched Leopold mourn for Cait. He was already too exhausted to fight but he couldn't give up just yet. They still needed to take care of the lunatic bount in front of them.

For a moment, the scenario was a bit familiar to the shinigami. Losing someone very valuable to one person... he knew the feeling very well... In a blink of an eye, he was put into a trance as he remembered his own loss. And the feelings of regret came rushing back like a flood. However, he was not here to sympathize with his enemy but to put an end to his crazy schemes. Before his thoughts would take him further into his subconscious to wander off about what happened, he gathered more energy from his reishi pool to release another black lightning strike against Leopold.

He then charged forward to him following up a front kick, before aiming a punch towards his face, only to feign the third blow serving as a distraction to give Diana enough time for an all-out attack against the bount.

[223]
PC: 13




COMBAT TRACKER
SUMMARY
Defense:
Hyakuji wasn't attacked this turn

Offense:
Hykuji used Sense
Hyakuji used Intimidate
Hyakuji used Strike 2 times
Hyakuji used Distract: 1 Standard Action given to Diana

Release state: +5acc on basic attacks under release state| -4 rei

------------------------------------
At-will: Sense [Enhanced]: +5 def, +5acc, +2 DR, +2 damage

At-will: Blitz


Bonus Action: Intimidate| 0 rei

Standard Action 1a: Black Lightning [Enhanced Strike ] | 0 rei
Acc - gtlTnz8t1d100+60 Critical Hit!
Dmg - 2d12+4 +12 damage

Standard Action 1b: Front kick [Enhanced Strike ]| 0 rei
Acc - 1d100+60
Dmg - 2d12+4


At-will: Distract



ACTIVE EFFECTS
Sense

CLASS
Prodigy

TRAITS
Resist: As a passive effect when hit with an attack you deal 2 direct damage for Non-Basic Attacks and 1 direct damage for Basic Attacks back at the attacker.

Blitz: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.

Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed: While Crushed the target's defense is lowered by 15 for the duration.

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

TECHNIQUES

KUUKYO NO SANZO (UTSUSEMI)
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.

CHOKUSHI (NADEGIRI)
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.


SPELLS

KARA NO KYOUKAI (BAKUDŌ #44: SEKISHO )
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 #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 - Kido Spell
Activate: Bonus Action
Effect: 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.
Duration: 3 turns.
Cost: 10 Reishi
Limit: Once per battle.

HAUNT (BAKUDŌ #25: FUCHAKU HANA)
A kido spell that can be used to control the direction and speed of attack spells, primarily allowing them to be redirected back at the enemy after missing.
Type: Utility - Kido Spell
Activate: Bonus Action.
Effect: For the duration, you can use an at-will action to designate two Basic Attacks that missed their targets on your previous turn to seek those targets once more. The targets take half the Basic Attack damage from both as direct damage.
Duration: 3 turns
Cost: 10 Reishi
Limit: Once per battle.


RELEASE

1st Release:
Shikai

Attack type:
SINGLE: Standard Action. Rolls 3 damage dice against one target and has a chance to inflict a minor effect. Costs 15 Reishi. Twice per battle.

Major effect:
SLASHING: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.

Minor effect:
CRIPPLE: 50% chance to Cripple the target.

Enhancement:

DEADLY

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.

REIATSU: 93,000 [232,000] DR: +2 [due to sense]
HP: 81/85 | REISHI: 34/100 | DEF: 85 [90 due to Sense | DMG DIE: d12+2 | ACC: +55 [due to Sense]


1d100+60·2d12+4·1d100+60·2d12+4
Last Edit: Jan 30, 2021 5:00:35 GMT -5 by Muimina Hyakuji

Shadows still hunt us in broad daylight.

PLAYER

I have nothing to say.

Diana Avatar

Diana

Post by Diana on Feb 3, 2021 2:31:25 GMT -5

Diana exhaled slightly as she find Cait Sith unmoving after their relentless assault. Perhaps she had overdone it a little but at least this means they no longer have to worry about having to fight two people at once. With the catperson out of the picture, they would be able to focus fire on the mastermind of this massive kidnapping ring and end things one and for all. Seeing Leopold bent over his broken companion would probably harbor sympathy to some but instead of coming to reason, he was defiant to the last and even going so far to unleash a massive fireball.

Upon her request of distraction, Shida asked her how big while Hyakuji immediately acted upon it. To be honest, any amount of distraction will do for her but it was hard to reply with a massive fireball heading towards them. Or rather towards Shida to be exact, perhaps with the intention of taking him down with him. Of course, that doesn't fly with her at all and
as Hyakuji finished her barrage of assault Diana would step in next to engage Leopold.

Reishi converged within her fist as she glared towards the madman.

For the sake of those who lost their wives.

For the sake of those who lost their daughters.

For the sake of those who lost their mothers.

"Leopold von Sauer..."

She held her breathe and cocked her fist backward. Like loading a gun, the reishi would be her bullets while her fists, the hammer.

The first strike was a superman punch straight into the solar plexus to knock the wind out of him. It was intended as a gap closer, erasing the distance between them in an instant even if he was able to dodge them. The next would be a left hook slammed straight into his jaw. A severe trauma blow to the jaw would end a regular fight in the instance. But Leopold isn't a regular man. Even as her fist sailed through the air, her other fist was already loaded and fly straight towards his throat. A sensitive spot to collapse the larynx and force him to choke. She wasn't sure if he need to chant verbally but if she was able to seal that beforehand, then all the better. She will end her combo of punch with a shot towards his bladder. Even if he somehow end up alive after all this, he'd likely be pissing blood if he attempt to guard through this strike.

Only her remaining strike was not one of fist but in the shape of a palm. Dark reishi pulse within them as she attend to blast Leopold back towards the wall or floor, whichever happen to be the nearest to him once his chain of strikes was over.



COMBAT TRACKER
Diana activate Haste.
Diana use Focus Energy.
Diana use Sense.
Diana was granted a standard action by Hyakuji.
Diana use Strike four times on Cait Sith.
Diana use Byakurai

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: Blitz: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.

At-will: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.

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.

Bonus Action:
FOCUS ENERGY
You infuse extra reishi into an attack, boosting its potency right before you strike.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard.
Cost: 10 Reishi-Reduced to 7 due to Efficiency and Adept.
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.

Free action:
HADŌ #4: BYAKURAI (PALE LIGHTNING)
Target: Leopold
Accuracy: PwZsgd9L1d100+70
Type: Basic Attack-Physical
Damage: 2d12+2
Status Effect: None
Cost: None

Standard Action 1a:
Strike-Enhanced.
Target: Leopold
Accuracy: 1d100+90
Type: Basic Attack-Physical
Damage: 2d12+9(Critical Damage+12)
Status Effect: None
Cost: None

Standard Action 1b:
Strike-Enhanced.
Target: Leopold
Accuracy: 1d100+90
Type: Basic Attack-Physical
Damage: 2d12+9
Status Effect: None
Cost: None

Standard Action 2:
Strike-Enhanced.
Target: Leopold
Accuracy: 1d100+90
Type: Basic Attack-Physical
Damage: 2d12+9
Status Effect: None
Cost: None

Standard Action 3:
Strike-Enhanced.
Target: Leopold
Accuracy: 1d100+90
Type: Basic Attack-Physical
Damage: 2d12+9
Status Effect: None
Cost: None



ACTIVE EFFECTS
First Release(Efficient). Reduce Reishi cost for all techniques by 2.
Armor: 14/20

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: 0/2



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: 1/2

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: (1/2)

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: 100/100 | REISHI: 77/100 | DEF: 110 | DMG DIE: d12 | ACC: +50
[/spoiler] 1d100+70·2d12+2·1d100+90·2d12+9·1d100+90·2d12+9·1d100+90·2d12+9·1d100+90·2d12+9
Last Edit: Feb 5, 2021 10:42:17 GMT -5 by Diana

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Mar 10, 2021 20:51:09 GMT -5

The End

Muimina's black lightning managed to stun Leopold, he was not prepared for the sheer amount of energy that would be going through his body. Before Muimina breaks his nose with his kick. Then Diana comes in to break his ribs with a solar plexus punch and then break his jaw with her right hook. The punch to his larynx preventing him from speaking as blood begins to fill his throat and spill out of his mouth. After the bladder punch, he fell down next to his broken doll.

Though he is unable to speak they are somehow still able to hear his voice, "Is this, really how I die?". His mouth is not moving and he is unable to move it so the only thing they could be hearing his own thoughts.

"All of this bloodshed, violence, what was it all for? To preserve my bloodline, to have a family again, to never be alone again? No, it was my own self-imposed encroaching death that drove me into desperation. You Fullbringers are lucky, when you die you have somewhere to go to, to still exist. But for Bounts as artificial beings, we do not share such luxuries. While the souls we devoured are freed the core aspects of ourselves are gone as if we never existed, that is the true reason we cling on to staying alive as long as we can through absorbing souls cause we are cursed to receive a cruel fate." Leopold explained.

It is then that his body and his Dolls were both turning into dust.

"Shinigami, Fullbringers, don't ever stop living. Don't make the same mistakes I did and throw the last moments of your life away! Live!" is the last of Leopold's thoughts transmitted before there is no more. As what remained of him disappeared into the wind.

The way into his clan's manor was once again opened and the kidnapped women should all still be inside.




A man in a computerized wheelchair watches the scene unfold from afar with one that appears to be a butler standing beside him. The chairbound man looks to be downtrodden on what has occurred.

"If only we came and find about you sooner Leopold, you were unable to accept the fact that you would never be able to see your wife again even in the afterlife and that knowledge only drove the fear of death to madden you further. Don't worry though, I am working on a way to give a better life for you and the rest of the Bounts, my children." he mused to himself.

The mysterious man then was wheeled his way home through a strange portal that the butler creates that resembles a Senkaimon.



Post Count: 14

Tag: , ,

GAME MASTER

13th Division Captain

Partake the cup of my wrath

Muimina Hyakuji Avatar

Muimina Hyakuji

Post by Muimina Hyakuji on Jun 1, 2021 23:18:32 GMT -5

What a fight. The First Division Third Seat was already at his limits by this point, and he sighed a relief when Leopold resigned to his defeat. His dark nearly-soulless eyes fixed at the fading existence of the fallen bount while his mind ruminated on Leopold's words.

The man was struggling to preserve his life. He mentioned earlier that they only eat the souls of the dead, and the reason why he abducted the living innocent women still remained a mystery. If he was looking for a relationship like the one he had with Maria, he should've just gone with Diana's suggestion to court somebody out there. Kidnapping ladies to find a potential partner just didn't make sense. If he were to eat them, then he was lying all this time. How much of his long sad story was true after all? There was no more time to confront him, the bount had completely turned into dust by this point. Perhaps, they could just look further into it once they came back to Soul Society.

Leopold's final moments reminded the reaper of the same fate he suffered from his past. When he was powerless to save his beloved friend and failed to escape from the claws of death. And even as a wandering soul, death did not stop from coming back for him, as if he was destined to not been born at all.

After brooding with his thoughts, he realized he needed to report to the Captain as soon as they finished and he mentioned to him that all had been taken care of via phone call since he couldn't go back to Soul Society yet. The captured women were released from the secret room at the end of the hallway on the left-wing upstairs. As the doctor had promised, they were left unscathed.

When they returned to the city, there were already some shinigami, mostly from the Second Division, who were busy taking care of the aftermath. Some were setting up a large kikanshinki at the center of the city which would replace the memory of the English citizens in the vicinity to forget the terrifying incident.



Shadows still hunt us in broad daylight.