Hyakuji appeared to be stung by her choice of words. Not that she like to do so however the last time they fight, Hyakuji basically fight while holding back this whole time. It had always rub her the wrong way especially given how he reason out it was because she was a girl. Admirable outside of combat perhaps but as someone who dedicated her life to combat it was insulting all the same.
Yet she cannot let guilt consume her consciousness. Even if she had to act like a villain in front of her friend, if it meant Hyakuji would take her seriously then she would not have it any other way. Before she can retort however, Hyakuji vanished immediately from her sight. An incredible speed to be certain but Diana had long since not rely only on her eyes when it comes to combat.
The first blade cut small sliver of her hair as she dodge and spun around though in doing so she nearly lost her balance. Hyakuji managed to capitalize on that by slashing at her upper torso which shredded part of her clothes before she leapt back to avoid his consecutive slash. Her wound was shallow but she could feel the dull ache of pain from being inflicted by said wakizashi. She was about to counter when suddenly her head was assaulted by headache unlike anything she felt before.
At first glance, it was as if Diana had told him to shut up but her eyes were not directed towards Hyakuji the whole time. Slowly miasma began to roll into the forest, extremely thick with Hollow Reiatsu. For a second one could have sworn the scelera of her eyes had turned black before she looked directly at Hyakuji. Her lips curled into a familiar smirk.
SUMMARYHyakuji's Basic Attack #1-134 vs 120->135(Avoided by Rapid Movement)
Hyakuji's Basic Attack #2-157 vs 120->135(Hit. Reduced by 2 DR)
Hyakuji's Basic Attack #3-127 vs 120->135(Avoided by Rapid Movement)
Diana received 10 damage.
Diana used Rapid Movement.
Diana used Manipulation of the Soul.
Diana used Summon Thrall.
Diana used Soul Recharge.
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: RAPID MOVEMENT (SHUNPO / SONIDO / HIRENKYAKU / BRINGER LIGHT)
You use your Reishi to enhance your speed and allow yourself to escape attacks easier.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain +15 Defense against all attacks targeting you this turn. Considered a Movement Power.
Cost: 10 Reishi(Reduced to 9 due to adept)
Limit: Once per turn.
Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Bonus Action:MATTER SOUL MANIPULATION
As a Fullbringer you can alter your Reishi at-will to enhance your attacks.
Type: Utility
Requirement: 35 Focus Skill
Action: Bonus / At-Will / Passive
Effect: Hate Activated.
HATE: As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit.
Cost: 30 Reishi
Limit: Activate once per battle. Passives and At-Wills have unlimited uses after activation
Bonus Action:SOUL RECHARGE
Using your Fullbring, you gradually collect Reishi during combat by absorbing the opponent's attacks.
Type: Utility
Requirement: Fighting Skill of 30
Action: At-Will / Bonus
Effect: As an at-will action, for the duration, you siphon half of the Reishi used by your opponents on their turns. After the duration, as a bonus action, you can add bonus damage to one attack equal to the amount of Reishi you previously siphoned.
Special Effect: As a bonus action, on the first turn of the duration, you have a 50% chance to inflict the special status effect Sapped that drains 10 extra Reishi. Sapped also reduces max Reishi by 15.
Duration: 4 turns
Cost: None
Limit: Once per battle.
Standard Action 1:SUMMON THRALL
You enthrall a hollow with your Reishi and force it to fight for you.
Type: Utility
Action: Bonus / At-Will
Effect: As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d6 direct damage to a target. If the thrall rolls a 1 on the the 1d6 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat.
Cost: 15 Reishi
Limit: Once per battle to summon. At-Wills have unlimited use.
Standard Action 2:SOUL RECHARGE
Using your Fullbring, you gradually collect Reishi during combat by absorbing the opponent's attacks.
Type: Utility
Requirement: Fighting Skill of 30
Action: At-Will / Bonus
Effect: As an at-will action, for the duration, you siphon half of the Reishi used by your opponents on their turns. After the duration, as a bonus action, you can add bonus damage to one attack equal to the amount of Reishi you previously siphoned.
Special Effect: As a bonus action, on the first turn of the duration, you have a 50% chance to inflict the special status effect Sapped that drains 10 extra Reishi. Sapped also reduces max Reishi by 15.
Duration: 4 turns
Cost: None
Limit: Once per battle.
ACTIVE EFFECTSFirst Release(Efficient). Reduce Reishi cost for all techniques by 2.
CLASSTitan
TRAITSGENIUS
Twice per battle as a Reactive At-Will Action, you may immediately learn a Standard Technique or Spell used by a combatant, either ally or foe. This technique is forgotten at the end of battle; you may not learn Forbidden Techniques or Spells. Techniques and Spells learned do not take up technique slots.
ADEPT
Start with all Enhanced Basic Techniques and Spells and they cost -1 less Reishi to use.
ALACRITY
Effect: As a passive effect you have +10 to defense while above half max HP.
Limit: Indefinite
BLUR
As a passive effect you can use one Movement Tech as an at-will action on your turn.
Limit: Indefinite.
BLITZ
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
MOMENTUM
Effect: As a Passive effect, whenever one of your attacks fails to hit their target, you gain 1 stack of Momentum. As an At-Will action, spend a number of Momentum Stacks to increase your Accuracy (with all attacks on the same turn) by +5 per stack spent. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Limit: Max of 4 stacks used per turn.
HASTE
Prerequisite: Reflexes Skill of 40
Activate: Reactive At-Will
Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn.
Limit: Twice per battle.
TECHNIQUESSPELLSMIMIC
You can recognize a release technique for what it truly is and immediately be able to use it for yourself.
Type: Utility
Activate: Bonus Action - Reactive
Effect: After witnessing any release technique a foe or comrade uses during a battle, you're able to spend a bonus action to learn that tech temporarily.
Cost: None
Limit: Twice per battle. The technique can only be used during the battle it is mimicked.
CLONE
You manifest a duplicate of yourself to fight by your side.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, your duplicate joins you in combat. The clone has HP equal to 20% of your max HP. They receive one standard action. With said action they can make a Basic Attack, Dodge to avoid an attack, or Intercept for you or comrades. They benefit from all of your traits as if they were you. However, they cannot be given any Armor or DR. They can be targeted in area attacks, but cannot be targeted by single-target attacks. Max of one extra Standard Action per turn can be gained via Time Shift or Clone.
Cost: 20 Reishi
Limit: Once per battle.
STANDARD TECHNIQUESBAKUDŌ #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: 1/1
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: 1/1
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: 2/2
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: 2/2
Advance TechniquesMATTER SOUL MANIPULATION
As a Fullbringer you can alter your Reishi at-will to enhance your attacks.
Type: Utility
Requirement: 35 Focus Skill
Action: Bonus / At-Will / Passive
Effect: As a bonus action, you choose one of the following soul manipulations. You can only use one per battle.
BRAVERY: As a passive effect you have a +25% chance to inflict Cripple and Slow when using an Advanced Tech or Spell with those effects. Attacks with those effects also have their Damage Tier boosted by 1.
CLARITY: As a passive effect each time your basic Basic Attacks hit a target you gain a stack of Clarity. As an at-will action you can spend four stacks of Clarity to use Focus Energy on an Advanced Attack as an at-will action.
HATE: As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit.
JUDGEMENT: As a passive effect you have a +25% chance to inflict Stun and Stagger when using an Advanced Tech or Spell with those effects. Attacks with those effects also have their damage tier boosted by 1.
MALICE: As a passive effect you have a +25% chance to inflict Burn and Poison when using an Advanced Tech or Spell with those effects. Attacks with those effects also have their damage tier boosted by 1.
SERENITY: As a passive effect decreases the Reishi cost of all Advanced Techs or Spells used during your turn by 6.
Cost: 30 Reishi
Limit: Activate once per battle. Passives and At-Wills have unlimited uses after activation
SUMMON THRALL
You enthrall a hollow with your Reishi and force it to fight for you.
Type: Utility
Action: Bonus / At-Will
Effect: As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d6 direct damage to a target. If the thrall rolls a 1 on the the 1d6 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat.
Cost: 15 Reishi
Limit: Once per battle to summon. At-Wills have unlimited use.
SOUL RECHARGE
Using your Fullbring, you gradually collect Reishi during combat by absorbing the opponent's attacks.
Type: Utility
Requirement: Fighting Skill of 30
Action: At-Will / Bonus
Effect: As an at-will action, for the duration, you siphon half of the Reishi used by your opponents on their turns. After the duration, as a bonus action, you can add bonus damage to one attack equal to the amount of Reishi you previously siphoned.
Special Effect: As a bonus action, on the first turn of the duration, you have a 50% chance to inflict the special status effect Sapped that drains 10 extra Reishi. Sapped also reduces max Reishi by 15.
Duration: 4 turns
Cost: None
Limit: Once per battle.
SOUL TRIGGER
You supercharge your Reishi, at the cost of your health, to enhance your abilities and perform incredible feats.
Type: Utility (Considered a Forbidden Technique)
Action: Bonus Action - Reactive
Effect: You regain 20 Reishi at the time of use and increase your Base Reiatsu Level by 50%. Additionally, for the duration, increase your Damage Tier with all attacks by +2 and your Defense by +15. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 4 turns
Cost: 10 HP
Limit: Once per battle.
RELEASEEFFICIENT
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: 266,000
HP: 90/100 | REISHI: 64/100 | DEF: 110(120 due to Edge 2) | DMG DIE: d12 | ACC: +50