GAME MASTER
Wandenreich - Soldat
Memories broken, the truth goes unspoken...
Hibano
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Post by Hibano on Jul 3, 2021 8:15:35 GMT -5
Soul Society's desperate defenders immediately threw everything they could at the demon. Hyakuji instantly activated his Bankai, the sudden sheer power increase of the Shinigami finally getting Ilvamal's attention - the Demon raised his eyebrow, turning his head to the side to meet the warrior. The sudden power increase meant that Ilvamal kept close attention to what he was doing - and so, when both him and Snow attacked him with a similar technique, seeking to cover him in darkness and thus blind him together, he could respond appropriately. A few pages turned in the Grimoire and Ilvamal tapped onto the page, his finger tracking through a line of indescipherable text and highlighting it - this cast a sudden spark of bright light, emanating from the Grimoire and clearing out the darkness. Just in time, he registered a fifth entry as well - a yet another Shinigami, who, by the sound of her introduction, had something to do with Janus. A wall of bone suddenly shot out from the ground, meeting the bashing attack half way and blocking it entirely. So far, the Prince was not that impressed. The most eye-drawing thing were the releases of the two Shinigami on the ground - Tensai followed the footsteps of his teammate and activated his Shikai, ready for battle. Nothing to be concerned with, however. Then, he noticed a sudden build-up of Reishi behind him, and before he could react, a gigantic totem-like construct swallowed him, crushing through the bones protruding from the Demon with relative ease. The battle outside of the Tiki almost instantly died down - the bone outgrowths which sprouted from the ground, having lost connection to their caster, withdrew and stopped attacking, laying down on the ground. Ilvamal, meanwhile, slid down the tongue of the Tiki on his feet, a piercing sensation striking him from each side, forcing out a very faint grunt. " ...interesting." he muttered under his breath. He has seen many such sealing and trapping techniques, but this was a powerful one, which he couldn't have expected facing off against when these heroes assembled in the square. Especially coming from a Plus... A very Hollow-like Reishi signature emanated across the trapping construct. " She's no Plus at all, is she?" A few pages turned in Ilvamal's Grimoire once again, and the Demon raised his hand, releasing a sudden and powerful burst of explosive energy. It rolled in every direction in four pulses, aiming to break through and shatter the Tiki from the inside. COMBAT TRACKERDEFENSIVE PHASE Hyakuji's Inemuri misses! No effect! 1 Resist damage suffered! 4 turns of Immobilize and permanent Reiatsu Pressure cast on Ilvamal by Genshitsu! Yukari's Inemuri misses! No effect! Yukari casts Kurohitsugi! Black Coffin now covers Ilvamal! 6 direct damage! Janus's attack - 55 acc vs 80 def - misses! Tensai's Intimidate misses status effect!
2 status damage by Reiatsu Pressure!
Passive: Edge IV towards Janus. (Edge IV: +20 def, +6 bonus damage, 6 damage reduction, +20 accuracy) Edge III towards Tensai. (Edge III: +15 def, +4 bonus damage, 4 damage reduction, +15 accuracy) Edge II towards Yukari. (Edge III: +10 def, +2 bonus damage, 2 damage reduction, +10 accuracy)
Passive: Versatile - +10 Acc and +1 Damage tier. Damage tier is 1d12+2.
Bonus Action: Demonic Power (Intimidate) +25 Reishi, +25% Current RL for 2 turns.
Standard Action: Reishi Burst (Hado #4: Byakurai) @ targets black coffin, -4 Reishi Accuracy - 13vh5j|81d100+50 (Auto-hit. Roll needed for possible crit) Damage - 2d12+4
Standard Action: Reishi Burst (Hado #4: Byakurai) @ targets black coffin, -4 Reishi Accuracy - 1d100+50 (Auto-hit. Roll needed for possible crit) Damage - 2d12+4
Standard Action: Reishi Burst (Hado #4: Byakurai) @ targets black coffin, -4 Reishi Accuracy - 1d100+50 (Auto-hit. Roll needed for possible crit) Damage - 2d12+4
Standard Action: Reishi Burst (Hado #4: Byakurai) @ targets black coffin, -4 Reishi Accuracy - 1d100+50 (Auto-hit. Roll needed for possible crit) Damage - 2d12+4
At-Will: Versatile - Choose +10 Acc and +1 Damage tier next turn.
ACTIVE EFFECTS Boss Battle: +2 Standard Actions. Second Release: -4 Reishi per turn, +5% Status infliction, +1 Status damage per turn. Thousand Blades: 0/4 used Intimidate: 25/100 recovered, 1/2 turns
Immobilized: 1/4 turns Reiatsu Pressure: Permanent. Black Coffin: 40/40 HP
CLASS Caster - Potent: +25 starting Reishi, +3 Reishi per turn. - Versatile: As an at-will action at the end of your turn choose a defensive or offense boon: +10 defense and negate -2 dmg from all attacks. Or +10 Accuracy and +1 Damage Tier. 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.
TRAITS Power: As an at-will action, two of your attacks this turn cannot be mitigated by any basic defense abilities. (0/2) Efficiency: Your Basic Techs & Spells cost -1 less Reishi | Standard/Advanced Techs & Spells cost -3 less Reishi | Release & Forbidden Techs/Spells cost -5 less Reishi. Grit: 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. Cleverness: You have a passive +15% bonus to inflict a status effect from any source. Vitriol: Each time you inflict a non-special status effect you give an additional stack to your target. TECHNIQUES Utility Hozuri - 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. (0/3)
SPELLS Enhanced Basic Bakudo #1: Sai - You now have the ability to cast this spell as an Area Attack which can target up to 3 enemies.
Defensive Bakudo #8: Seki - As a bonus action you cannot be hit by any attacks that roll a natural (unmodified) 65 or lower on their accuracy. -5 Reishi (0/1) Bakudo #41: Kyomon - 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. -10 Reishi (0/2)
Utility Bakudo #33: Soeigeki - 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. -5 Reishi (0/2) Bakudo #27: Inemuri - 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. -5 Reishi (0/2) Bakudo #9: Geki - As a bonus action you have a 70% chance to inflict the special Enthralled status on your target. Enthralled targets have one of their Standard Actions reduced to a Bonus Action for the duration. -5 Reishi (0/2)
Advanced Bakudo #61: Rikujokoro - As a bonus action, you have an 60% chance to inflict the special Pinned status on your foe. While pinned, your opponent must spend both of their next standard actions to break free. -20 Reishi (0/1) Hado #54: Haien - As a standard action, you make a single attack with 3 dmg dice that deals the Slashing major effect and has a 50% chance to inflict the special Scorched status effect. Scorched deals 1 status damage for each at-will action they use for the duration. This attack cannot be Guarded against. -20 Reishi (0/1) Hado #58: Tenran - As a standard action, you make an area attack with 3 dmg dice that deals the Spread major effect and the Stun minor effect. -40 Reishi (0/2)
Forbidden Hado #90: Kurohitsugi - As a standard action, you summon a Black Coffin with 40 Hit Points, instantly enclosing a single chosen target. See tech description for details. -30 Reishi (0/1)
RELEASE - Single-Tome Grimoire (First Release): -- Takes a Bonus Action. x2 RL, Calculating, -0 Reishi per turn. - Multi-Tome Grimoire (Second Release): -- Takes a Standard Action. x4 RL. Calculating, Corroding. -4 Reishi per turn. - Complete Grimoire (Final Release): -- Takes a Full Turn. x6 RL. Calculating, Corroding, Efficient. -8 Reishi per turn.
Techniques:
1st Release: - Curse, -15 Reishi (0/1) - Death Sign: Skeletal Rampage, Barrage/Slashing, -20 Reishi (0/2) 2nd Release: - Thousand Blades, -25 Reishi (1/1) - Death Sign: Graveyard of Souls, Area/Spread, -25 Reishi (0/2) 3rd Release: - Illusion, -15 Reishi (0/2) - Death Sign: Inferno, Single/Bashing/Burn, -15 Reishi (0/2)
REIATSU: 250,000 -> 1,000,000 -> 1,250,000 HP: 391/400 | REISHI: 103/125 | DEF: 60 | DMG DIE: d12+1 | ACC: +40 1d100+50·2d12+4·1d100+50·2d12+4·1d100+50·2d12+4·1d100+50·2d12+4
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GAME MASTER
13th Division Captain
Partake the cup of my wrath
Muimina Hyakuji
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Post by Muimina Hyakuji on Jul 3, 2021 11:06:32 GMT -5
Both Hyakuji and Yuki had the same plan in mind, thus activating the same technique, perhaps Yuki's companion saw this as an opportunity to attack the enemy. She evaded the accretions first by reappearing and disappearing, much like how shunpo worked, after that, she summoned a shinigami? The First Division Third Seat wasn't sure how she did it, but it was quite impressive. In an instant, the unknown reaper closed the distance with Prince Ilvamal, hitting him with her zanpakuto before vanishing from sight again. However, the blind they cast on the demon wasn't as effective as they hoped it to be, the moment half of the area was covered in darkness, the Prince cast a counterspell, a light shone brightly and triumphed over the darkness as the sun triumphs to take over the night. Thus, the attack of the summoned reaper, was seen and was immediately blocked by the bones surrounding the enemy. Seeing their initial attempts weren't that successful, Yuki then summoned a wooden statue that engulfed the demon prince, the Third Seat equally hoped it would be enough for them to plan their next course of actions. It was amusing to discover that both of them trained hard to gain new skills and techniques. In a span of two weeks, Yukari was also capable of fighting without her sword, which she used as a focus for her fullbring, leaving the Third Seat shinigami more confident than ever. With a ray of hope, the tiki successfully enclosed Prince Ilvamal. This was now their opportunity to devise a strategy that could work against the demon. As such, Tensai took advantage, activating a barrier first that surrounded him and protected him from the attacks, and then activated his shikai afterwards. Yet, as expected, the demon prince did not waste any time relaxing inside, as soon as he was trapped, he struggled to break free, attacking the wooden golem from the inside. While Hyakuji was still inflicted with the pain he suffered from the bones that restrained him earlier, he did his best to move around, gathering more reishi from his surroundings which also increased his reiatsu even more. [3??] Hibano Yukari Aihara tensai toshiaki snugglyrumCOMBAT TRACKERSUMMARY Defense Opponent did not attack this time
Offense Hyakuji used Genius Ability Hyakuji used Intimidate Hyakuji activated Thousand Blades
At-will Action: Bankai|-6 rei
At-Will: Genius Ability [1/4]| Copied Janus' Five Support Cover BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER) This spell creates a pentagonal barrier that is used for stabilization of any ailment, allowing you to continue fighting unhampered. Type: Utility - Kido Healing Spell Activate: Bonus Action Effect: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade. Cost: 5 Reishi Limit: May use on self once. Ally may use one on you once.
Bonus Action: Intimidate [Enhanced]: +25 rei, +25% RL| 0 rei Stun Chance [35%]: EvC8JtvK1d100
Bonus Action: Release Tech: Thousand Blades|-25 rei
Total rei cost: -31
ACTIVE EFFECTS Defense: Reiatsu overflow: -2 status dmg Immobilized [2/4]
Offense: Phantom Pain: opponent is immobilized for the same duration [2/4]
CLASS
PRODIGY
GENIUS Twice per battle as a Reactive At-Will Action, you may immediately learn a Standard Technique or Spell used by a combatant, either ally or foe. This technique is forgotten at the end of battle; you may not learn Forbidden Techniques or Spells. Techniques and Spells learned do not take up technique slots.
ADEPT Start with all Enhanced Basic Techniques and Spells and they cost -1 less Reishi to use.
UNRIVALED As a passive effect, your max HP is increased by +15 and also you naturally negate -2 damage from every attack that hits you. If an opponent has Edge over you, that raises the amount of damage you negate by 1 for each Edge level. (Edge 2: -3 Dmg, Edge 3: -4 Dmg, Edge 4: -5 Dmg)
PROWESS You may now activate “Genius” four times per battle. Additionally, you may now learn Forbidden Spells and Techniques. You may not learn Release Techniques. All learned techniques and spells are forgotten at the end of Battle. Techniques and Spells learned do not take up technique slots.
TECHNIQUES AND TRAITS: Indomitable: +4 Damage Reduction 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. Assault: 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. Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn. TECHNIQUES & SPELLS: KARA NO KYOUKAI (BAKUDO #44: SEKISHO) Hyakuji creates a void around him that could deflect the attacks aimed at him. 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 #52: KUUKYO NO ZANZO (UTSUSEMI) Hyakuji moves at great speed to avoid an attack, leaving a void/ shadow 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 (CLEAN SWEEP)) Hyakuji activates his eyes which allows him seem to see several lines on whatever he sees. These lines represent the weakest points. Cutting through these lines "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.
BAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) Hyakuji generates an a black 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.
BAKUDŌ #52: MIRAGE OF SUFFERING (PHANTOM PAIN/ GENSHITSU) You attach an invisible chain between you and your enemy, causing them to share the same wounds you receive. Type: Defense - Kido Spell Activate: Bonus Action - Reactive Effect: As bonus action you can inflict a status effect or special status effect you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary. Cost: None Limit: Three times per battle.
BAKUDŌ #33: FREEZING HELL (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.
TSUKI NO NEMURI [SLUMBER OF THE MOON] (FORCED SLUMBER) Hyakuji either with the use of sword or hand, can turn the area into sudden darkness, leaving the opponent blinded 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.
HADŌ #54: HAIEN (ABOLISHING FLAMES) You fire an oblong blast of purple energy from your hand which completely incinerates a target upon contact. Type: Attack - Single Activate: Standard Action Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Slashing major effect and has a 50% chance to inflict the special Scorched status effect. Scorched deals 1 status damage for each at-will action they use for the duration. The max chance to inflict with any effect is 95%. Special Effect: This attack cannot be Guarded against. Duration: 3 turns Cost: 20 Reishi Limit: Once per battle
RELEASE TECHNIQUES:
FIRST RELEASE: SHIKAI Arekuruu Kuukyo [ Raging Emptiness]
"Nothingness is my very existence. Enter the void, Kuukyo-sa."
As soon as he speaks this chant, Hyakuji's Wakizashi would turn into a black blade nodachi, its slashes/hits extends to a longer range creating a void that runs through the direction of the attack. Anything that hits through the void gets eaten by the void
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: WOUND: 50% chance to Wound the target.
DECIMATE One of the most potentially devastating release abilities. Allows you to unleash focused destruction on your enemies. Type: Utility Activate: Bonus Action Effect: As a bonus action, before using a single attack on your turn, you can add the special status effect Decimate. Decimate makes it so the highest damage dice on that one attack cannot be negated by any means. If using Focus Energy on the same turn, it is the two highest damage dice instead. Cost: 15 Reishi Limit: Three times per battle. Enhancement:
DEADLY [LEVEL 2} Activate: None (Passive) Effect: As a passive effect you gain a bonus +10 to accuracy with 2 Basic Attacks, per turn, while in a Released state. Limit: Indefinite.
SECOND RELEASE: BANKAI
ATTACK RELEASE TECH: TORO NAGASHI [ not literally, Lantern of the Dead] Hyakuji points his nodachi downward, turning into a lantern in the midst of the darkness. The lantern multiplies and floats in the area causing several explosions of black fire.
AREA: Standard Action. Rolls 3 damage die against one to three targets. Costs 25 Reishi. Twice per battle. DELAY: The turn after the attack misses its target you may spend a bonus action for a 75% chance to deal Delayed damage. A Delayed attack deals direct damage in value equal to the highest natural die roll from its damage rolls. Delayed attacks cannot inflict status effects.
RELEASE UTILITY/ DEFENSE TECH
THOUSAND BLADES Your release allows you to manipulate thousands of razor sharp blade fragments at-will. Type: Utility Action: Bonus Action / At-Will Requirements: Requires Fighting skill of 40. Effect: Thousand Blades is activated as a Bonus Action. You get 4 effects per combat. At-will you activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all effects, the technique ends.
As an at-will action you can give +10 to a single Accuracy roll on your turn. As an at-will action, roll 2 sets of damage dice for one attack on your turn and take the higher of the 2 damage rolls. As a reactive at-will, you may reduce a critical hit against you down to a normal hit. As a reactive at-will, you may reduce half the damage from an attack that hit you.
Cost: 25 Reishi Limit: 1 turn to activate. 4 effects per battle.
ENHANCEMENT: INSTINCTIVE Activate: None (Passive) Effect: As a passive effect your defense is increased by +5 against Basic Attacks. Limit: Indefinite. DEADLY [LEVEL 2} Activate: None (Passive) Effect: As a passive effect you gain a bonus +10 to accuracy with 2 Basic Attacks, per turn, while in a Released state. Limit: Indefinite.
THIRD RELEASE: MASTERED BANKAI
ATTACK RELEASE TECH: TENGOKU NO ANA [HEAVEN'S HOLE]
AREA: Standard Action. Rolls 3 damage die against one to three targets. Costs 25 Reishi. Twice per battle. CHARGING: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy.
RELEASE UTILITY/ DEFENSE TECH
ZERO GRAVITY [TIME SHIFT] You temporarily slow the passage of time to give yourself an advantage in combat. Type: Utility Activate: At-Will Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone. Cost: 20 Reishi Limit: Twice per battle.
ENHANCEMENT: 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. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi. Limit: Indefinite. Level 3: Techs and/or spells used now cost -6 less Reishi. INSTINCTIVE Level 2 Activate: None (Passive) Effect: As a passive effect your defense is increased by +10 against Basic Attacks. Limit: Indefinite. DEADLY [LEVEL 2} Activate: None (Passive) Effect: As a passive effect you gain a bonus +10 to accuracy with 2 Basic Attacks, per turn, while in a Released state. Limit: Indefinite.
REIATSU: 229,000 [Now: 916,000> 973,000] | DR: +6 HP: 97/105 | REISHI: 73/100 | DEF: 85 | DMG DIE: d12+2 | ACC: +50 1d100
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Post by Yukari Aihara on Jul 5, 2021 2:10:56 GMT -5
Yukari remained in front of the tiki, in her peripheral she traced Janus’ voice except she did not sound like herself in their first meeting, she sounded almost robotic and fiddled with a device to activate her fullbring powers to create a shinigami to attack which disappeared from her line of sight once the tiki swallowed Prince Ilvamal. The reiatsu pressure from the rest of her allies caused her snow white hair to sway in different directions, while they were not on speaking terms with each other, it was the instinct to survive that allowed them to react accordingly while they still had the chance.
As soon as the tiki totem began to splinter on the surface of the construct, the power of the demon prince had become clear, he was about to break free and the little time she had to spare before he attacked again was coming to an end. Yukari concentrated her reiryoku, releasing her compressed reiatsu to its maximum, surpassing the power of the demon prince in an instant.
Every day Yukari trained, motivated by the fact that she wanted to protect her friends from all the dangers in the world, and it was within her power to do so. Especially since they were all different from each other among the supernatural entities that existed. The true test of whether or not she was capable of undertaking hell itself presented itself and she was more than ready to die in order to restore Soul Society.
Actions Battle Phase
Incoming Effects:
Reiastu Pressure -2 Damage
Incoming Attacks:
x
Total Damage: 0
Armor: 30
~
Current RL: 434,000 x 6 Final Release= 2,604,000 + 25%= 2,712,000 RL
Opponent loses Edge 2
Yukari gains Edge 2 on Prince Ilvamal
Passive:
At-Will: x
Bonus Action: Intimidate +25 reishi + 25%
Action 1: x
Action 2: Final Refined Fullbring Release -8 Reishi
Total Reishi spent: -8 +25 Intimidate= 17
Effects:
Reiastu Pressure Intimidate Uses: 3/4 Remaining
Statistics
COMBAT STATS
SKILLS:
FIGHTING: 50 FOCUS: 50 REFLEXES: 25 RESILIENCE: 50
MONK CLASS FEATURES
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 an 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.
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
GRIT: 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: 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.
BLITZ: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. ASSAULT: 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. BLUR: As a passive effect you can use one Movement Tech as an at-will action on your turn. TECHNIQUES & SPELLS:
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 #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: Once 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.
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.
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 #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.
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. 1/2 Uses Remaining
Standard Slots 7/7
Fighter Class Techs: 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 attacks 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.
RELEASE UTILITY:
1st 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.
2nd Release BREACH You create a breach in space in front of you, just as an attack is about to hit. You then open a second one up behind your foe, sending their own attack back at them. Type: Defense Activate: Bonus Action - Reactive Effect: As a bonus action, you redirect an attack that would have hit you, even a critical hit, and change the target to another of your choice, using the same Accuracy and Damage. Cost: 15 Reishi Limit: Twice per battle.
3rd Release ETHEREAL You form becomes intangible, immaterial--and it becomes a real challenge to get a bead on you, let alone hurt you. Type: Utility Activate: Bonus Action Effects: As a bonus action you become ethereal. For the duration your target rolls two d100s and takes the lesser of the rolls for accuracy against you. If it is an area attack and targets others, they only count the lesser of the two rolls for you alone. Considered a Movement Power. Duration: 3 turns Cost: 20 Reishi Limit: Once per battle.
RELEASES:
Incomplete Fullbring Activate: Standard Action Effect: As a bonus action, you enter your 1st Release state. You may drop out at any time by using an at-will action. This Release boosts your base RL by 2x. Enhancement: INSTINCTIVE Lvl 3 Effect: As a passive effect your defense is increased by +15 against Basic Attacks. Limit: Indefinite.
Refined Fullbring Activate: 2 Standard Actions / At-Will Effect: Using up 2 Standard Actions, you enter your 2nd Release state. If you are already in your 1st Release, you may move into your 2nd Release as an At-Will action. You may drop out at any time by using an at-will action. This Release boosts your base RL by 4x. Upgrade: When you reach your Final Release, the activation for this release requires a single Standard Action instead of two. Enhancements:
CALCULATING Lvl 3 Activate: None (Passive) Effect: As a passive effect you have a +15% chance to inflict statuses with Release Attack Techs. Limit: Indefinite.
CONDEMNING Lvl 3 Activate: None (Passive) Effect: As a passive effect any attack that hits you siphons -2 Reishi from the attacker while you are in your Released state. Limit: Indefinite. Level 2: Siphons -2 Reishi from attacker. Level 3: Siphoned Reishi is now distributed to allies as well.
Cost: 6 Reishi per turn
Mastered Fullbring Activate: Full Turn / At-Will Effect: Requiring a full turn which means all of you bonus and standard actions, you enter your 3rd Release state. If you are already in your 1st or 2nd Release, you may move into your Final Release as an At-Will action. You may drop out at any time by using an at-will action. This Release boosts your base RL by 6x. Upgrade: Once you have unlocked all of the Levels of the Release Mastery, your Final Release will then only require 2 Standard Actions instead of a Full Turn. Enhancements:
DEVASTATING Lvl 3 Activate: None (Passive) Effect: As a passive effect your Release Attacks deal an extra +15 bonus damage when you score a critical hit. Limit: Indefinite.
HEIGHTENED Lvl 3 Activate: None (Passive) Effect: As a passive effect your defense is increased by +15 against Non-Basic Attacks. Limit: Indefinite.
RESTORING Lvl 3 Activate: None (Passive) Effect: As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state. Limit: Indefinite. Level 3: Siphoned HP is now distributed to allies as well.
Cost: 8 Reishi per turn
RELEASE TECHS
Spark of joy A black lightning bolt surrounds the odachi sword, Yukari's primary focus, and instantaneously combusts into a burst of flames on the target. SINGLE: Rolls 3 damage dice against one target and has a chance to inflict a minor effect. Costs 15 Reishi. Twice per battle. 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. BURN: 50% chance to Burn target.
SUIKAWARI (WATERMELON SPLITTING) You perform a downward strike with your weapon, aiming to cleave into a foe’s head in one clean movement. Type: Attack - Single Action: Standard Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Piercing major effect and Cripple minor effect. The max chance to inflict with any effect is 95%. Special Effect: If paired with the Assault Trait, you get to roll 3 d100s for accuracy instead of 2. Cost: 20 Reishi Limit: Twice per battle.
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.
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.
BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL) As the spell ignites at a single point, blue energy extends upward to four points and forms an inverted pyramid, which solidifies into a barrier around the caster. Type: Defense / Utility Activate: Bonus Action - Reactive Effect: As a bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. Cost: 25 Reishi Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.
Forbidden Tech
HADŌ #90: KUROHITSUGI (TIKI) You generate purple/black spiritual energy, which envelops the target with a powerful torrent of gravity before taking the form of a box of black energy, covered in several spear-like energy blades which pierce the box, lacerating the one inside from head to toe. Type: Utility (Considered a Forbidden Spell) Activate: Standard Action Effect: As a standard action, you summon a TIKI with 40 Hit Points, instantly enclosing a single chosen target. While the TIKI is summoned and above 0 HP, both the caster and the target are limited in their actions against each other. The target is only able to use basic defensive techs/spells (on themselves only) and magnetically attack the TIKI. The caster and their allies are not allowed to use any further attack techs/spells against the target for the duration. However, they may still attack other unaffected opponents if fighting more than one enemy. Special Effect: For the duration, your foe is dealt 3d4 direct damage each turn until the TIKI is destroyed. Duration: Until the TIKI is reduced to 0 HP. Cost: 30 Reishi Limit: Once per battle.
Yukari Aihara HP:
| reishi:
| RL:
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| 96 | 67 | 434,000
| x6 | AC: 50 | DEF: 75
| Dice: d12+2 | armoR: 30 |
Initiative: HibanoMuimina Hyakuji Yukari Aiharasnugglyrum tensai toshiaki
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Player
Insert Passive Aggressive Statement Here
snugglyrum
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Post by snugglyrum on Jul 5, 2021 14:02:21 GMT -5
Janus stared at the giant box of doom. Though her face showed emotion, her voice was still missing it as she tapped a few more buttons on her phone. It would be apparent, that this was how she was manipulating her powers in some odd fashion. "The Army of Janus will now begin designating individuals as current members of the Army." She said in her dead monotone and a number of other constructed Janus split from her body. This time most of them looked like glowing apparitions floating out towards the shinigami, the crazy person, and Snow. The apparitions began following them, as if keeping a watchful eye on their futures. While it wasn't much, it might help, but who knew? "Summoning Additional Army Constructs." She said a second later and six more constructs that looked like Janus stepped out of her body. These were different, they weren't there to protect someone else's future, they were there to be used in conjunction with Janus' attacks. "Solidifying potential Future for Assault." She added a second later, and this Janus, equipped with the Quincy Robes, and a pair of crossbows on her arms stepped out and darted to the side. One crossbow bolt was glowing with some kind of odd energy and the other was on fire the construct of Janus' potential Quincy future leveled it's hands at the bone-ridden baddie and fired both arrows before vanishing just like Janus' other directed attacks. She knew nothing she did was likely to harm anything, but mostly it was about wearing down defenses and surviving long enough for someone, most likely the Snow girl with her giant box of doom, managed to save the day. COMBAT TRACKERAt-Will: Gamble rwjzytvF1d20At-Will: ENDURING MORALE Reflexes and Resilience are increased by +5 each, but when fighting side-by-side with an ally, Reflexes and Resilience are increased by +15 for yourself and all allies for the remainder of combat. Does not stack with other Commander Class players. These bonus points also bypass the normal level cap of 50. Bonus Action: Type: Utility - Fullbringer Ability Activate: Bonus Action to create constructs. At-will to use them. Effect: As a bonus action you create 6 constructs. As an at-will action you can activate a number of constructs to add one d6 as a bonus damage die to assigned Basic Attacks during your turn. Alternatively, as a reactive at-will action you can sacrifice constructs to negate damage from attacks that hit you during your turn. Each construct spent on an individual attack negates 3 damage, to a max of 12. Cost: 10 Reishi Limit: Twice per battle. (1/2) Standard Action: Versatile Attack - Stagger Acc 1d100+5Potential Damage 1d8Potential Stagger 1d100Standard Action: Versatile Attack - Burn Acc 1d100+5Potential Damage 1d8Potential Burn 1d100 ACTIVE EFFECTS Army of Janus I Constructs x 6 Commander Enduring Morale Commander Dauntless CLASS Commander TRAITS None DAMAGE 2 REIATSU: 21k x 2 = 42k HP: 69/70 |Armor: 0/15 | REISHI: 77/100 | DEF: 95 | DMG DIE: d8 | ACC: +5 Yukari Aihara snugglyrum tensai toshiaki Hibano Muimina Hyakuji1d20·1d100+5·1d8·1d100·1d100+5·1d8·1d100
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Post by tensai toshiaki on Jul 6, 2021 16:33:16 GMT -5
Tensai was also able to point out how the Tiki was made of a Hollow like energy. Between the two other quirks, he noticed he is one hundred percent sure now. "Snow" is actually Yukari in disguise. How did she get such a disguise is beyond him nor does he know how Muimina was able to see through it quicker than him, nor she got so much stronger after the three weeks that have passed since he fought her and the Quincy Iwan. Though that means the one known as Janus could be another Fullbringer considering their strange ability seems to be coming from that phone they carry with them and from his experience, they tend to use some sort of item to use their powers.
Though unfortunately, it seems the Tiki also is preventing them from getting the strange source of power that is causing these Hellgates to stay open. He looked towards his comrades.
"Alright, I have an idea of how to alleviate the effects these enormous spiritual pressures are having over us. When I am low on enough energy, I want you to share some of your power with me Muimina. And Snow, do the same for Janus if she is needing a boost too. The more we become even footing with Ilvamal the better." Tensai said.
And because of various bone protrusions, Ilvamal used gave him an idea. As he injected the needle into him once more. As he started to grit his teeth and seemed to be in tremendous pain as various spikes seem to grow out of his body.
"I used my Shikai to grow enhanced keratin spikes with which I can manipulate in a way to mimic that Demon's strange ability. Hopefully, it will help me be able to hit him with my Shikai's special ability." Tensai explained. He then got in front of Yukari/Snow as he stood in front of the Tiki making sure he was the first thing Ilvamal sees when he gets out. He makes a pose as if he was about to strike. But in actuality he was doing two things. Keeping Ilvamal's attention on him so Yukari their current ace doesn't get hurt, and distracting the Demon Prince giving more time for Muimina to prepare his next course of action. Hopefully it'll work, but he still has other options in case it doesn't.
Post Count: 4
Tags: Hibano , Muimina Hyakuji , Yukari Aihara , snugglyrum COMBAT TRACKER
SUMMARY Demon Prince Ilvamal Bone Outgrowth Attack 1 -
Demon Prince Ilvamal Bone Outgrowth Attack 2 -
Demon Prince Ilvamal Bone Outgrowth Attack 3 -
At-Will: Genius/Prowess - Copies Janus BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER)
At-Will:
Bonus Action 1: Mimic - 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. (Ilvamal's Thousand Blades)
Bonus Action 2: Keratin Spikes (Thousand Spikes) - Thousand Blades is activated as a Bonus Action. You get 4 effects per combat. At-will you activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all effects, the technique ends. |-25 Reishi
As an at-will action you can give +10 to a single Accuracy roll on your turn. As an at-will action, roll 2 sets of damage dice for one attack on your turn and take the higher of the 2 damage rolls. As a reactive at-will, you may reduce a critical hit against you down to a normal hit. As a reactive at-will, you may reduce half the damage from an attack that hit you.
Standard Action:
Acc - *Roll Here* Dmg - *Roll Here* Status Chance (00%) - *Roll Here
Standard Action: Attack Name - Effects | -0 reishi cost Acc - *Roll Here* Dmg - *Roll Here* Status Chance (00%) - *Roll Here
At-Will: Distract - You can give one of your standard actions to an ally that goes in the turn order after you. (To Muimina)
ACTIVE EFFECTS Momentum Stacks: 0
Armor 16/20
Spiritually Pressured - 2 Status damage for each turn.
Intimidate - 1/2 Turns
1rst Release - -4 Reishi per turn. X2 RL.
CLASS Prodigy/Paragon
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.
UNRIVALED As a passive effect, your max HP is increased by +15 and also you naturally negate -2 damage from every attack that hits you. If an opponent has Edge over you, that raises the amount of damage you negate by 1 for each Edge level. (Edge 2: -3 Dmg, Edge 3: -4 Dmg, Edge 4: -5 Dmg)
PROWESS You may now activate “Genius” four times per battle. Additionally, you may now learn Forbidden Spells and Techniques. You may not learn Release Techniques. All learned techniques and spells are forgotten at the end of Battle. Techniques and Spells learned do not take up technique slots.
TRAITS Blitz - As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Momentum - 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. Max of 4 Stacks used per turn.
Indomitable - Increase your DR by +4 against all Attacks.
Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. Indefinite.
Talented - As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. 1/1 use per battle.
TECHNIQUES UTSUSEMI (CICADA SHELL) - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Power. 1/1 use per battle
SPELLS
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. 2/2 uses
BAKUDŌ #32: GYAKU UNMEI (REVERSE FATE) - 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.) 4/4 uses per battle
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) - 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. 2/2 uses per battle
Copied Techs
BAKUDŌ #21: SEKIENTON (RED SMOKE VANISH) - 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. 1/1 Use (Can only be used during this event)
BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER) - As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.May use on self once. Ally may use one on you once.
Thousand Blades - Thousand Blades is activated as a Bonus Action. You get 4 effects per combat. At-will you activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all effects, the technique ends.
As an at-will action you can give +10 to a single Accuracy roll on your turn. As an at-will action, roll 2 sets of damage dice for one attack on your turn and take the higher of the 2 damage rolls. As a reactive at-will, you may reduce a critical hit against you down to a normal hit. As a reactive at-will, you may reduce half the damage from an attack that hit you.
RELEASE Tamashī Hakai Uirusu - Single Versatile Poison
Mimic - 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. 1/2 uses (The technique can only be used during the battle it is mimicked.)
REIATSU: 317,500(127,000) HP: 111/115 | REISHI: 67/100 | DEF: 85 | DMG DIE: d12+1 | ACC: +45
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GAME MASTER
Wandenreich - Soldat
Memories broken, the truth goes unspoken...
Hibano
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Post by Hibano on Jul 7, 2021 4:04:42 GMT -5
The tiki was shaking, cracking and starting to break apart. A construct of Janus opened fire, seeking to take advantage of the containment - however, their arrows merely struck the spiritual creation, embedding themselves in the teeth of the tiki. A moment later, the technique broke, blasted apart by a powerful explosion which engulfed the entire square in bright light. The flash was bright enough to see from afar - even Captain-Commander Katsumoto and Demon King Vilgrath, locked in a struggle in the sky, turned their attention towards the events below for the fraction of a second. The lightning strikes of Katsumoto's Shikai were matched by a combination of the four elements, wielded by the Demon - a strike with his weapon would be blocked by a shield of magically generated earth and responded to with a tongue of fire, so on and so forth. Inside the flash, an incantation was yelled: " Hado #90: Kurohitsugi!" A powerful torrent of gravity would suddenly afflict Yukari, seeking to draw her to the ground, where she was to be encased by a coffin of black spiritual energy sprouting from the ground. Several spear-like protrusions would then pierce through the coffin from all directions, seeking to skewer the person inside. Once the Kido spell was complete, the flash faded, and Ilvamal could be seen again, floating in the sky where the Tiki was placed moments ago. He did not hold any illusion that his technique will be able to hold "Snow" for long - if his spiritual senses were not lying, her Reiryoku continued to shoot upwards at an unbelievable rate, to the point where she could seriously threaten him. For now, however, it should be enough. " I must admit, I underestimated you," Ilvamal stated, calmly, his eyes now focused on Hyakuji and hand placed on the floating Grimoire, ready to cast again. Bones began to grow from his body once again, digging into the ground and starting to give him a spider-like appearance. " Being able to match a Demon Prince in strength, even one whose strength has been sealed... is no simple feat, and as infuriating as it is to see that Soul Society has not slacked, I must congratulate you on that feat." The Prince began slowly floating down to the ground, while his bone outgrowths would suddenly attack again. Sprouting from the ground, they would seek to slash and bind their targets, immobilizing them. " That means nothing in the end, however. One thousand and five hundred years ago, men and women far more powerful than you feared us to the point of banishment - and you will never be their match." Ilvamal suddenly swung his hand, throwing a powerful blast of Reishi energy across the air. " Hado #54: Haien!" It flew towards Hyakuji, and upon impact, it would burst into an inferno of flames so powerful that it could eradicate the very existence of its target, if unprepared for. COMBAT TRACKERDEFENSIVE PHASE Attacks by Janus ignored, owing to Kurohitsugi rules! Kurohitsugi destroyed!
2 status damage by Reiatsu Pressure!
Passive: Edge IV towards Janus. (Edge IV: +20 def, +6 bonus damage, 6 damage reduction, +20 accuracy) Edge III towards Tensai. (Edge III: +15 def, +4 bonus damage, 4 damage reduction, +15 accuracy)
Passive: Versatile - +10 Acc and +1 Damage tier. Damage tier is 1d12+2.
Bonus Action: Demonic Energy Siphon (Ration - Class Ability). For 3 turns, from next turn onwards, recover Reishi equal to all Reishi costs used by all opponents during their turns.
Standard Action: Hado #90: Kurohitsugi, -25 Reishi @ targets yukari
Cast a 40 HP Black Coffin on Yukari, trapping her. Direct Damage from Kurohitsugi - Bv7zEPYh3d4
Standard Action: Bone Outgrowths (Enhanced Bakudo #1: Sai) @ targets hyakuji, tensai, janus, -3 Reishi Accuracy - 1d100+50 (+15 acc against Tensai, +20 acc against Janus) Damage - 1d12+2 (+4 dmg against Tensai, +6 dmg against Janus) Immobilize (40% + 15% Cleverness + 5% Second Release = Need 60 or less to succeed) - 1d100 (Afflicts two stacks of Immob if landed, total 4 turns - Vitriol)
Standard Action: Bone Outgrowths (Enhanced Bakudo #1: Sai) @ targets hyakuji, tensai, janus, -3 Reishi Accuracy - 1d100+50 (+15 acc against Tensai, +20 acc against Janus) Damage - 1d12+2 (+4 dmg against Tensai, +6 dmg against Janus) Immobilize (40% + 15% Cleverness + 5% Second Release = Need 60 or less to succeed) - 1d100 (Afflicts two stacks of Immob if landed, total 4 turns - Vitriol)
Standard Action: Hado #54: Haien @ targets hyakuji, -15 Reishi Accuracy - 1d100+50 Damage - 3d12+6 (Cannot be Guarded against.) Scorched (50% + 15% Cleverness + 5% Second Release = Need 70 or less to succeed) - 1d100
At-Will: Versatile - Choose +10 Acc and +1 Damage tier next turn.
ACTIVE EFFECTS Boss Battle: +2 Standard Actions. Second Release: -4 Reishi per turn, +5% Status infliction, +1 Status damage per turn. Thousand Blades: 0/4 used Intimidate: 25/100 recovered, 2/2 turns
Immobilized: 2/4 turns Reiatsu Pressure: Permanent. Rationing: 0/3 turns
CLASS Caster - Potent: +25 starting Reishi, +3 Reishi per turn. - Versatile: As an at-will action at the end of your turn choose a defensive or offense boon: +10 defense and negate -2 dmg from all attacks. Or +10 Accuracy and +1 Damage Tier. 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.
TRAITS Power: As an at-will action, two of your attacks this turn cannot be mitigated by any basic defense abilities. (0/2) Efficiency: Your Basic Techs & Spells cost -1 less Reishi | Standard/Advanced Techs & Spells cost -3 less Reishi | Release & Forbidden Techs/Spells cost -5 less Reishi. Grit: 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. Cleverness: You have a passive +15% bonus to inflict a status effect from any source. Vitriol: Each time you inflict a non-special status effect you give an additional stack to your target. TECHNIQUES Utility Hozuri - 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. (0/3)
SPELLS Enhanced Basic Bakudo #1: Sai - You now have the ability to cast this spell as an Area Attack which can target up to 3 enemies.
Defensive Bakudo #8: Seki - As a bonus action you cannot be hit by any attacks that roll a natural (unmodified) 65 or lower on their accuracy. -5 Reishi (0/1) Bakudo #41: Kyomon - 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. -10 Reishi (0/2)
Utility Bakudo #33: Soeigeki - 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. -5 Reishi (0/2) Bakudo #27: Inemuri - 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. -5 Reishi (0/2) Bakudo #9: Geki - As a bonus action you have a 70% chance to inflict the special Enthralled status on your target. Enthralled targets have one of their Standard Actions reduced to a Bonus Action for the duration. -5 Reishi (0/2)
Advanced Bakudo #61: Rikujokoro - As a bonus action, you have an 60% chance to inflict the special Pinned status on your foe. While pinned, your opponent must spend both of their next standard actions to break free. -20 Reishi (0/1) Hado #54: Haien - As a standard action, you make a single attack with 3 dmg dice that deals the Slashing major effect and has a 50% chance to inflict the special Scorched status effect. Scorched deals 1 status damage for each at-will action they use for the duration. This attack cannot be Guarded against. -20 Reishi (1/1) Hado #58: Tenran - As a standard action, you make an area attack with 3 dmg dice that deals the Spread major effect and the Stun minor effect. -40 Reishi (0/2)
Forbidden Hado #90: Kurohitsugi - As a standard action, you summon a Black Coffin with 40 Hit Points, instantly enclosing a single chosen target. See tech description for details. -30 Reishi (1/1)
RELEASE - Single-Tome Grimoire (First Release): -- Takes a Bonus Action. x2 RL, Calculating, -0 Reishi per turn. - Multi-Tome Grimoire (Second Release): -- Takes a Standard Action. x4 RL. Calculating, Corroding. -4 Reishi per turn. - Complete Grimoire (Final Release): -- Takes a Full Turn. x6 RL. Calculating, Corroding, Efficient. -8 Reishi per turn.
Techniques:
1st Release: - Curse, -15 Reishi (0/1) - Death Sign: Skeletal Rampage, Barrage/Slashing, -20 Reishi (0/2) 2nd Release: - Thousand Blades, -25 Reishi (1/1) - Death Sign: Graveyard of Souls, Area/Spread, -25 Reishi (0/2) 3rd Release: - Illusion, -15 Reishi (0/2) - Death Sign: Inferno, Single/Bashing/Burn, -15 Reishi (0/2)
REIATSU: 250,000 -> 1,000,000 -> 1,250,000 HP: 389/400 | REISHI: 56/125 | DEF: 60 | DMG DIE: d12+1 | ACC: +40 3d4·1d100+50·1d12+2·1d100·1d100+50·1d12+2·1d100·1d100+50·3d12+6·1d100
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GAME MASTER
13th Division Captain
Partake the cup of my wrath
Muimina Hyakuji
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Post by Muimina Hyakuji on Jul 7, 2021 7:12:08 GMT -5
Taking advantage of Yuki's containment of the enemy, Janus tried to hit the tiki to no avail, while the demon continuously retaliated from his restriction. Not long after and as Hyakuji had already expected, Ilvamal was able to break out as soon, the tiki shook at first, and then was destroyed by a powerful blast from the inside. A gust of wind roared from the epicenter with great impact that Hyakuji skidded a few meters, his shihakusho uniform flowing aggressively. Even the Captain and his opponent in the sky paused for a moment to witness the tremendous shockwave. When the dust settled, the demon prince rose up to the sky, driven by anger, he turned his attention to Yuki, and did the same technique on her, however, instead of a tiki, a black coffin appeared and swallowed the fullbringer whole. “Yuki-chan!!!” Hyakuji called out with concern at first. Though he was confident that his girlfriend could break out as easily as the prince did. The death god would then close the distance between him and the demon however, Ilvamal made it impossible by growing more bone accretions protruding throughout the town square. One outgrowth sprung after another, chasing after the third seat and his allies. Tensai mentioned that he was going to distract the prince, however, everyone was caught up dodging the protrusions from the ground. Hyakuji tried his best to avoid the attacks, striking and evading the accretions that came his way, until he found an opportunity to activate his bankai, “Haka kara joushou, Kuukyo-sa [Arise from the grave, Kuukyo-sa]”. His spiritual pressure rose instantly, causing some of the bones around him to melt, his nodachi transformed into a black katana instead, and a thousand blades appeared on his back and acted like wings. At this rate, it would be easier for him to dodge the outgrowths by simply hovering over the arena, or by using his wings as a shield. Yet, the enemy wasn't done attacking, as if his rage wasn’t enough, the demon turned particularly to the third seat, casting a powerful energy blast towards him. He was caught by the impact, causing a burst of flames to burn him down. Or so everyone thought, until he appeared a few meters behind Ilvamal, swinging his katana, striking through the air, a black wave of energy accumulated around the sword first, before following the direction of his swing, which would engulf anyone or anything it passed through, thus he was careful enough to make sure none of his allies would get hit. As if, he wasn’t satisfied, he returned Ilvamal’s flames with his own technique, “Yami no Honoo [Flames of Darkness]”, he muttered calmly, the dark reishi began to form in his palm, transforming eventually into dark flames directed towards the demon, consuming him whole. He then hovered over his shinigami ally, wary of the villain's next move, yet he said plainly while catching up his breath, "The reishi transfer would have to wait later, but count me in with your plan."[504] Hibano Yukari Aihara tensai toshiaki snugglyrumAttachment:COMBAT TRACKERSUMMARY Defense Hyakuji activated sense! +5 def, +5 acc, +2DR, +2dmg 79 acc vs 100 def= miss! 105 acc vs 100 def= Hyakuji used Utsusemi to avoid [1/2] 129 acc vs 90 def= Hyakuji used Utsusemi to avoid [2/2] -2 status dmg from Reiatsu pressure
Offense Hyakuji activated Mastered Bankai Hyakuji used Intimidate Hyakuji used his shikai attack, equipped with decimate Hyakuji used Flames of Darkness [Haien]
At-will Action: Mastered Bankai|-8 rei Enhancements: Deadly: +10 acc on basic attacks Instinctive:+ 10 def against basic attacks Efficient: -6 rei on techs/ spells
At-Will: Enhanced Sense: +5 def, +5 acc, +2DR, +2dmg
At-Will: Blur: Used Utsusemi as an At-will| [10 rei cost -6=4+10 due to immobilize]-14 rei
Bonus Action: Intimidate [Enhanced]: +25 rei, +25% RL| 0 rei Stun Chance [35%]: D|ggNJQk1d100
Standard Action: Shikai [Raging Emptiness]| 15 rei-6= -9 rei Assault Trait: roll 2 accs instead of 1, choose higher acc Acc: 1d100+55 1d100+55 Critical on a roll of 75 or higher! Dmg: 3d12+4 +4 additional damage Wound Chance [50%]: 1d100 Bonus Action: Decimate: Highest damage die cannot be negated|15 rei-6= -9 rei
Standard Action [given by Tensai]: Yami no Honoo [Haien]| 20 rei-6= -14 rei Assault Trait: roll 2 accs instead of 1, choose higher acc Acc: 1d100+55 1d100+55 Dmg: 3d12+4 Scorch Chance [50%]: 1d100
Total rei cost: -54+25=29 rei
ACTIVE EFFECTS Defense: Reiatsu overflow: -2 status dmg Immobilized [3/4]
Offense: Phantom Pain: opponent is immobilized for the same duration [3/4] Mastered Bankai Enhancements: Deadly: +10 acc on basic attacks Instinctive:+ 10 def against basic attacks Efficient: -6 rei on techs/ spells
CLASS
PRODIGY
GENIUS Twice per battle as a Reactive At-Will Action, you may immediately learn a Standard Technique or Spell used by a combatant, either ally or foe. This technique is forgotten at the end of battle; you may not learn Forbidden Techniques or Spells. Techniques and Spells learned do not take up technique slots.
ADEPT Start with all Enhanced Basic Techniques and Spells and they cost -1 less Reishi to use.
UNRIVALED As a passive effect, your max HP is increased by +15 and also you naturally negate -2 damage from every attack that hits you. If an opponent has Edge over you, that raises the amount of damage you negate by 1 for each Edge level. (Edge 2: -3 Dmg, Edge 3: -4 Dmg, Edge 4: -5 Dmg)
PROWESS You may now activate “Genius” four times per battle. Additionally, you may now learn Forbidden Spells and Techniques. You may not learn Release Techniques. All learned techniques and spells are forgotten at the end of Battle. Techniques and Spells learned do not take up technique slots.
COPIED TECHS Copied Janus' Five Support Cover BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER) This spell creates a pentagonal barrier that is used for stabilization of any ailment, allowing you to continue fighting unhampered. Type: Utility - Kido Healing Spell Activate: Bonus Action Effect: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade. Cost: 5 Reishi Limit: May use on self once. Ally may use one on you once.
TECHNIQUES AND TRAITS: Indomitable: +4 Damage Reduction 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. Assault: 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. Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn. TECHNIQUES & SPELLS: KARA NO KYOUKAI (BAKUDO #44: SEKISHO) Hyakuji creates a void around him that could deflect the attacks aimed at him. 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 #52: KUUKYO NO ZANZO (UTSUSEMI) Hyakuji moves at great speed to avoid an attack, leaving a void/ shadow 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 (CLEAN SWEEP)) Hyakuji activates his eyes which allows him seem to see several lines on whatever he sees. These lines represent the weakest points. Cutting through these lines "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.
BAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) Hyakuji generates an a black 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.
BAKUDŌ #52: MIRAGE OF SUFFERING (PHANTOM PAIN/ GENSHITSU) You attach an invisible chain between you and your enemy, causing them to share the same wounds you receive. Type: Defense - Kido Spell Activate: Bonus Action - Reactive Effect: As bonus action you can inflict a status effect or special status effect you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary. Cost: None Limit: Three times per battle.
BAKUDŌ #33: FREEZING HELL (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.
TSUKI NO NEMURI [SLUMBER OF THE MOON] (FORCED SLUMBER) Hyakuji either with the use of sword or hand, can turn the area into sudden darkness, leaving the opponent blinded 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.
HADŌ #54: HAIEN (ABOLISHING FLAMES) You fire an oblong blast of purple energy from your hand which completely incinerates a target upon contact. Type: Attack - Single Activate: Standard Action Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Slashing major effect and has a 50% chance to inflict the special Scorched status effect. Scorched deals 1 status damage for each at-will action they use for the duration. The max chance to inflict with any effect is 95%. Special Effect: This attack cannot be Guarded against. Duration: 3 turns Cost: 20 Reishi Limit: Once per battle
RELEASE TECHNIQUES:
FIRST RELEASE: SHIKAI Arekuruu Kuukyo [ Raging Emptiness]
"Nothingness is my very existence. Enter the void, Kuukyo-sa."
As soon as he speaks this chant, Hyakuji's Wakizashi would turn into a black blade nodachi, its slashes/hits extends to a longer range creating a void that runs through the direction of the attack. Anything that hits through the void gets eaten by the void
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: WOUND: 50% chance to Wound the target.
DECIMATE One of the most potentially devastating release abilities. Allows you to unleash focused destruction on your enemies. Type: Utility Activate: Bonus Action Effect: As a bonus action, before using a single attack on your turn, you can add the special status effect Decimate. Decimate makes it so the highest damage dice on that one attack cannot be negated by any means. If using Focus Energy on the same turn, it is the two highest damage dice instead. Cost: 15 Reishi Limit: Three times per battle. Enhancement:
DEADLY [LEVEL 2} Activate: None (Passive) Effect: As a passive effect you gain a bonus +10 to accuracy with 2 Basic Attacks, per turn, while in a Released state. Limit: Indefinite.
SECOND RELEASE: BANKAI
ATTACK RELEASE TECH: TORO NAGASHI [ not literally, Lantern of the Dead] Hyakuji points his nodachi downward, turning into a lantern in the midst of the darkness. The lantern multiplies and floats in the area causing several explosions of black fire.
AREA: Standard Action. Rolls 3 damage die against one to three targets. Costs 25 Reishi. Twice per battle. DELAY: The turn after the attack misses its target you may spend a bonus action for a 75% chance to deal Delayed damage. A Delayed attack deals direct damage in value equal to the highest natural die roll from its damage rolls. Delayed attacks cannot inflict status effects.
RELEASE UTILITY/ DEFENSE TECH
THOUSAND BLADES Your release allows you to manipulate thousands of razor sharp blade fragments at-will. Type: Utility Action: Bonus Action / At-Will Requirements: Requires Fighting skill of 40. Effect: Thousand Blades is activated as a Bonus Action. You get 4 effects per combat. At-will you activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all effects, the technique ends.
As an at-will action you can give +10 to a single Accuracy roll on your turn. As an at-will action, roll 2 sets of damage dice for one attack on your turn and take the higher of the 2 damage rolls. As a reactive at-will, you may reduce a critical hit against you down to a normal hit. As a reactive at-will, you may reduce half the damage from an attack that hit you.
Cost: 25 Reishi Limit: 1 turn to activate. 4 effects per battle.
ENHANCEMENT: INSTINCTIVE Activate: None (Passive) Effect: As a passive effect your defense is increased by +5 against Basic Attacks. Limit: Indefinite. DEADLY [LEVEL 2} Activate: None (Passive) Effect: As a passive effect you gain a bonus +10 to accuracy with 2 Basic Attacks, per turn, while in a Released state. Limit: Indefinite.
THIRD RELEASE: MASTERED BANKAI
ATTACK RELEASE TECH: TENGOKU NO ANA [HEAVEN'S HOLE]
AREA: Standard Action. Rolls 3 damage die against one to three targets. Costs 25 Reishi. Twice per battle. CHARGING: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy.
RELEASE UTILITY/ DEFENSE TECH
ZERO GRAVITY [TIME SHIFT] You temporarily slow the passage of time to give yourself an advantage in combat. Type: Utility Activate: At-Will Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone. Cost: 20 Reishi Limit: Twice per battle.
ENHANCEMENT: 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. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi. Limit: Indefinite. Level 3: Techs and/or spells used now cost -6 less Reishi. INSTINCTIVE Level 2 Activate: None (Passive) Effect: As a passive effect your defense is increased by +10 against Basic Attacks. Limit: Indefinite. DEADLY [LEVEL 2} Activate: None (Passive) Effect: As a passive effect you gain a bonus +10 to accuracy with 2 Basic Attacks, per turn, while in a Released state. Limit: Indefinite.
REIATSU: 229,000 [Now: 1,374,000> 1,451,250] | DR: +6 HP: 95/105 | REISHI: 44/100 | DEF: 85 | DMG DIE: d12+2 | ACC: +50 1d100·1d100+55·1d100+55·3d12+4·1d100·1d100+55·1d100+55·3d12+4·1d100
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Post by Yukari Aihara on Jul 7, 2021 19:16:55 GMT -5
Tensai laid out a plan, despite the enemy being able to hear his precise words which would allow the demon to foil the death god’s scheme, the moment Yukari turned to face Tensai time seemed to slow down before her crimson eyes. The second the newly haired styled leek colored shinigami stepped in front of the tiki, the construct was a fraction of a second from exploding, and she was immediately surrounded by darkness. The reiatsu pressure within the coffin was familiar, it was the same as her tiki construct, and she screamed the instant she was pierced with reishi spikes all over her body like a crucifix.
Despite her medical condition, her spiritual awareness still allowed her to feel pain from battle, and she felt blood on her palms and the soles of her bare feet. However, she was still attuned to spark of joy, black electric bolts continued to dance around her form, and Prince Ilvamal was paid back for the repercussions. Yukari absorbed part of his demonic vitality and reishi pool to add to her own shortly after he severed the connection with the spell.
After taking a deep breath, she settled her heart beat in the confined space, and ignored the pain she felt in order to concentrate her physical ability to punch the casket open.
“Ossu!” Yukari bent her elbows, keeping them pinned to her sides, and curled her fingers to punch the construct with both of her fists from the inside in three quick bursts while screaming kiai’s, “Seiya! Hiya! Ossu!”
Like an invisible thread of fate, Yukari could sense Hyakuji increasing his reiatsu, she could hear his voice while the sounds of battle were nearly suppressed. Actions Battle Phase
Incoming Effects:
Reiastu Pressure -2 Damage
Hado #90: Kurohitsugi -6 Damage
Incoming Attacks:
x
Total Damage: -8 Direct
Armor: 30
~
Current RL: 434,000 x 6 Final Release= 2,604,000 + 25%= 2,712,000 RL
Opponent loses Edge 2
Yukari has Edge 2 on Prince Ilvamal
Passive: CONDEMNING Lvl 3: -2 Reishi from Prince Ilvamal Activate: None (Passive) Effect: As a passive effect any attack that hits you siphons -2 Reishi from the attacker while you are in your Released state. Limit: Indefinite. Level 2: Siphons -2 Reishi from attacker. Level 3: Siphoned Reishi is now distributed to allies as well.
RESTORING Lvl 3: -2 HP from Prince Ilvamal Activate: None (Passive) Effect: As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state. Limit: Indefinite. Level 3: Siphoned HP is now distributed to allies as well.
At-Will: Final Refined Fullbring Release -8 Reishi
Bonus Action: Intimidate +25 reishi + 25%
Action 1: ENHANCED STRIKE -0 reishi
Accuracy: MaLmu0a_1d100+60 Perfect Form +10 AC
Damage: 2d12+4
Perfect Form +2 Tiers Tier 8
Iron Fist: 2d12+4
Stun: 1d100 35% Chance
Action 2: ENHANCED STRIKE -0 reishi
Accuracy: 1d100+60 Perfect Form +10 AC
Damage: 2d12+4
Perfect Form +2 Tiers Tier 8
Iron First: 2d12+4
Stun: 1d100 35% Chance
Blitz: ENHANCED STRIKE -0 reishi
Accuracy: 1d100+60 Perfect Form +10 AC
Damage: 2d12+4
Perfect Form +2 Tiers Tier 8
Iron First: 2d12+4 Stun: 1d100 35% Chance
Total Reishi spent: -8 +25 Intimidate= +17
Effects: Siphoned Reishi Pool: +2 [Total: 2] Siphoned HP Pool: +2 [Total: 2] Reiastu Pressure Intimidate Uses: 2/4 Remaining
Statistics
COMBAT STATS
SKILLS:
FIGHTING: 50 FOCUS: 50 REFLEXES: 25 RESILIENCE: 50
MONK CLASS FEATURES
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 an 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.
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
GRIT: 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: 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.
BLITZ: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. ASSAULT: 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. BLUR: As a passive effect you can use one Movement Tech as an at-will action on your turn. TECHNIQUES & SPELLS:
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 #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: Once 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.
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.
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 #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.
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. 1/2 Uses Remaining
Standard Slots 7/7
Fighter Class Techs: 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 attacks 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.
RELEASE UTILITY:
1st 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.
2nd Release BREACH You create a breach in space in front of you, just as an attack is about to hit. You then open a second one up behind your foe, sending their own attack back at them. Type: Defense Activate: Bonus Action - Reactive Effect: As a bonus action, you redirect an attack that would have hit you, even a critical hit, and change the target to another of your choice, using the same Accuracy and Damage. Cost: 15 Reishi Limit: Twice per battle.
3rd Release ETHEREAL You form becomes intangible, immaterial--and it becomes a real challenge to get a bead on you, let alone hurt you. Type: Utility Activate: Bonus Action Effects: As a bonus action you become ethereal. For the duration your target rolls two d100s and takes the lesser of the rolls for accuracy against you. If it is an area attack and targets others, they only count the lesser of the two rolls for you alone. Considered a Movement Power. Duration: 3 turns Cost: 20 Reishi Limit: Once per battle.
RELEASES:
Incomplete Fullbring Activate: Standard Action Effect: As a bonus action, you enter your 1st Release state. You may drop out at any time by using an at-will action. This Release boosts your base RL by 2x. Enhancement: INSTINCTIVE Lvl 3 Effect: As a passive effect your defense is increased by +15 against Basic Attacks. Limit: Indefinite.
Refined Fullbring Activate: 2 Standard Actions / At-Will Effect: Using up 2 Standard Actions, you enter your 2nd Release state. If you are already in your 1st Release, you may move into your 2nd Release as an At-Will action. You may drop out at any time by using an at-will action. This Release boosts your base RL by 4x. Upgrade: When you reach your Final Release, the activation for this release requires a single Standard Action instead of two. Enhancements:
CALCULATING Lvl 3 Activate: None (Passive) Effect: As a passive effect you have a +15% chance to inflict statuses with Release Attack Techs. Limit: Indefinite.
CONDEMNING Lvl 3 Activate: None (Passive) Effect: As a passive effect any attack that hits you siphons -2 Reishi from the attacker while you are in your Released state. Limit: Indefinite. Level 2: Siphons -2 Reishi from attacker. Level 3: Siphoned Reishi is now distributed to allies as well.
Cost: 6 Reishi per turn
Mastered Fullbring Activate: Full Turn / At-Will Effect: Requiring a full turn which means all of you bonus and standard actions, you enter your 3rd Release state. If you are already in your 1st or 2nd Release, you may move into your Final Release as an At-Will action. You may drop out at any time by using an at-will action. This Release boosts your base RL by 6x. Upgrade: Once you have unlocked all of the Levels of the Release Mastery, your Final Release will then only require 2 Standard Actions instead of a Full Turn. Enhancements:
DEVASTATING Lvl 3 Activate: None (Passive) Effect: As a passive effect your Release Attacks deal an extra +15 bonus damage when you score a critical hit. Limit: Indefinite.
HEIGHTENED Lvl 3 Activate: None (Passive) Effect: As a passive effect your defense is increased by +15 against Non-Basic Attacks. Limit: Indefinite.
RESTORING Lvl 3 Activate: None (Passive) Effect: As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state. Limit: Indefinite. Level 3: Siphoned HP is now distributed to allies as well.
Cost: 8 Reishi per turn
RELEASE TECHS
Spark of joy A black lightning bolt surrounds the odachi sword, Yukari's primary focus, and instantaneously combusts into a burst of flames on the target. SINGLE: Rolls 3 damage dice against one target and has a chance to inflict a minor effect. Costs 15 Reishi. Twice per battle. 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. BURN: 50% chance to Burn target.
SUIKAWARI (WATERMELON SPLITTING) You perform a downward strike with your weapon, aiming to cleave into a foe’s head in one clean movement. Type: Attack - Single Action: Standard Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Piercing major effect and Cripple minor effect. The max chance to inflict with any effect is 95%. Special Effect: If paired with the Assault Trait, you get to roll 3 d100s for accuracy instead of 2. Cost: 20 Reishi Limit: Twice per battle.
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.
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.
BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL) As the spell ignites at a single point, blue energy extends upward to four points and forms an inverted pyramid, which solidifies into a barrier around the caster. Type: Defense / Utility Activate: Bonus Action - Reactive Effect: As a bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. Cost: 25 Reishi Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.
Forbidden Tech
HADŌ #90: KUROHITSUGI (TIKI) You generate purple/black spiritual energy, which envelops the target with a powerful torrent of gravity before taking the form of a box of black energy, covered in several spear-like energy blades which pierce the box, lacerating the one inside from head to toe. Type: Utility (Considered a Forbidden Spell) Activate: Standard Action Effect: As a standard action, you summon a TIKI with 40 Hit Points, instantly enclosing a single chosen target. While the TIKI is summoned and above 0 HP, both the caster and the target are limited in their actions against each other. The target is only able to use basic defensive techs/spells (on themselves only) and magnetically attack the TIKI. The caster and their allies are not allowed to use any further attack techs/spells against the target for the duration. However, they may still attack other unaffected opponents if fighting more than one enemy. Special Effect: For the duration, your foe is dealt 3d4 direct damage each turn until the TIKI is destroyed. Duration: Until the TIKI is reduced to 0 HP. Cost: 30 Reishi Limit: Once per battle.
Yukari Aihara HP:
| reishi:
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| 88 | 84 | 434,000
| x6 | AC: 50 | DEF: 75
| Dice: d12+2 | armoR: 30 |
Initiative: HibanoMuimina Hyakuji Yukari Aiharasnugglyrum tensai toshiaki 1d100+60·2d12+4·2d12+4·1d100·1d100+60·2d12+4·2d12+4·1d100·1d100+60·2d12+4·2d12+4·1d100
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Player
Insert Passive Aggressive Statement Here
snugglyrum
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Post by snugglyrum on Jul 7, 2021 23:43:59 GMT -5
Janus searched through futures frantically, knowing full well how quickly she was really really screwed. All of them looked bad, or worse. She, oddly, did not move much if at all when she was searching and taking stock of everything that could brutally kill her over and over. The problem was the fact that she couldn't see or react to whatever the hell this thing was doing. She decided that cataloguing it's magic and helping the rest of the group was now the priority, as she was most likely dead anyway. That and from a logical standpoint, she had no clue what the crazy person had talked about. "Prime Janus will now dispense Temporal Magic for assistance. Transferring Latent Energy to Allied Targets Temporal Signatures." The woman stated in her cold tone before two versions of herself stepped out of her body and ran towards Pajama Samurai. Her constructed fakes then moved into the most deadly bone spines about to impale her and proceeded to simply take the brunt of the attacks for the Diviner. She was very much running out of options, power and everything else that could be done. "Summoning Temporal Constructs. Warning, additional summoning of temporal alterations may result in catastrophic temporal failure and collapse..." She stated as another set of Janus stepped out of her body, ready and willing to do the Diviner's bidding. Which was unfortunately, not very helpful for the moment. She moved a second later, simply to try and pry herself away from the bones, though it wasn't really helping. There seemed to be a disconnect between the logic of Janus running her release and the real emotions of "Janus Prime". Finally, Janus held up her hand and simply stated. "Attempting to Manipulate the Future of Target. Warning, imposing temporal paths onto others may summon an Agent of Fate. Warning, if an Agent of Fate is summoned, Prime Janus will most likely be exiled from reality." She stated in her straightforward tone. COMBAT TRACKERAt-Will: Gamble Z90g0geU1d20At-Will: ENDURING MORALE Reflexes and Resilience are increased by +5 each, but when fighting side-by-side with an ally, Reflexes and Resilience are increased by +15 for yourself and all allies for the remainder of combat. Does not stack with other Commander Class players. These bonus points also bypass the normal level cap of 50. At-Will: Construct Spending Spending all 6 constructs on Damage Mitigation -18 Bonus Action: Type: Utility - Fullbringer Ability Activate: Bonus Action to create constructs. At-will to use them. Effect: As a bonus action you create 6 constructs. As an at-will action you can activate a number of constructs to add one d6 as a bonus damage die to assigned Basic Attacks during your turn. Alternatively, as a reactive at-will action you can sacrifice constructs to negate damage from attacks that hit you during your turn. Each construct spent on an individual attack negates 3 damage, to a max of 12. Cost: 10 Reishi Limit: Twice per battle. (2/2) Standard Action: Traded for Bonus Action - Reishi Transfer Type: Utility Action: Bonus Action Effect: You restore 25 Reishi to an ally. Their Base Reiatsu Level is also boosted by +25% of your current RL. The total boost cannot exceed more than 50% of their current RL. Cost: 10 Reishi Limit: Once per comrade. (Hy) Standard Action: Quantom Perception Type: Utility - Quincy Ability Activate: Bonus Action Effect: As a bonus action you have a 70% chance to inflict the special Enslaved status on your target. On their next turn, Enslaved foes will use up a standard action to roll an area attack that deals 3d4 direct damage to themselves and their allies. The max chance to inflict with any effect is 95%. Duration: 1 turn Cost: 5 Reishi. Limit: Twice per battle. Can only target 1 opponent per turn. (1/2) 1d100 ACTIVE EFFECTSArmy of Janus I Constructs x 6 Commander Enduring Morale Commander Dauntless CLASS Commander TRAITS None Debuffs: Immobilize 4 turns DAMAGE 2+(2 SNow Leech) + 14(-12 Con) + 16(-6) = 12 REIATSU: 21k x 2 = 42k HP: 57/70 |Armor: 0/15 | REISHI: 50/100 | DEF: 95 | DMG DIE: d8 | ACC: +5 Yukari Aihara snugglyrum tensai toshiaki Hibano Muimina Hyakuji 1d20·1d100
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Post by tensai toshiaki on Jul 9, 2021 3:18:38 GMT -5
The strange Plus, or at least a Fullbringer disguised as a Plus if his theory is correct, who keeps talking in the third person summoned what appeared to be a Quincy of all people to aide them. He noticed that said Quincy looked similar to the Shinigami. Leaving him to wonder just what kind of ability she had. That is when he noticed the containment was being broken. He covered his eyes just in time so the bright flash didn't blind him.
That is when he notices Yuki who was behind him was sealed in a similar container to the one Ilvamal was put in. Who seems to commend how two of them have rivaled him in his "sealed" state. If this is him when his power is sealed then Tensai is thankful for whoever or whatever sealed his power. Then his bone outgrowths returned once more, but luckily this time he had a plan to avoid them. He placed his hands on the ground as a red circle of energy surrounded him.
"Bakudo #21: Sekienton!" he shouted.
As a cloud of red smoke enveloped the area which seemed to obscure his presence from the incoming growths. Giving him time to carefully sneaking through the obscured area as he tried to formulate a plan. That was when he noticed Janus talking more about temporal powers. But there is no way her power is actually time-based could it? Could a Fullbringer truly be able to handle such a power he wondered?
No, there was no time to dwell on that. He prepared himself as he powered himself up in the strange red smoke, it is made of Kido masked his Spiritual Power but it doesn't last too long. So he needs to make his move while he has this chance. First, he uses another Kido spell to redirect the bone outgrowths that missed him to attack their master as green spiked tendrils of energy covered them and the magical smoke begins to disperse. He then dashes forward and in front of the Demon Prince to perform a rush attack with a series of consecutive punches before ending it off with a point-blank Byakurai.
Post Count: 5
Tags: Hibano , Muimina Hyakuji , Yukari Aihara , snugglyrum COMBAT TRACKER
SUMMARY Demon Prince Ilvamal Bone Outgrowth Attack 1 - Dodged with Red Smoke Vanish
Demon Prince Ilvamal Bone Outgrowth Attack 2 - Dodged with Red Smoke Vanish
Demon Prince Ilvamal Bone Outgrowth Attack 3 - None
Blur At-Will: BAKUDŌ #21: SEKIENTON (RED SMOKE VANISH) - 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. | -5 Reishi
At-Will Reactive: BAKUDŌ #32: GYAKU UNMEI (REVERSE FATE) - 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.) |-5 Reishi
Bonus Action 1: Enhanced Intimidate - You regain 25 Reishi at the time of use and increase your Current Reiatsu Level by 25% for the duration. RL increase does not stack with previous uses of Intimidate. (50/100 Reishi gained). 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 Chance (35%): qWYYEG6D1d100
Standard Action 1: Strike Acc - 1d100+45 Dmg - 2d12+2 Status Chance (00%) - *Roll Here
Standard Action 2: Strike Acc - 1d100+45 Dmg - 2d12+2 Status Chance (00%) - *Roll Here
Blitz At-Will: Strike Acc - 1d100+45 Dmg - 2d12+2
At-Will: Enhanced HADŌ #4: BYAKURAI (PALE LIGHTNING) | -5 Reishi (2/3 At-Will uses left) Acc - 1d100+45 Dmg - 2d12+2
ACTIVE EFFECTS Momentum Stacks: 0
Armor 16/20
Spiritually Pressured - 2 Status damage for each turn.
Intimidate - 2/2 Turns
1rst Release - -4 Reishi per turn. X2 RL.
Keratin Spikes (Thousand Blades) - 4/4 Effects
CLASS Prodigy/Paragon
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.
UNRIVALED As a passive effect, your max HP is increased by +15 and also you naturally negate -2 damage from every attack that hits you. If an opponent has Edge over you, that raises the amount of damage you negate by 1 for each Edge level. (Edge 2: -3 Dmg, Edge 3: -4 Dmg, Edge 4: -5 Dmg)
PROWESS You may now activate “Genius” four times per battle. Additionally, you may now learn Forbidden Spells and Techniques. You may not learn Release Techniques. All learned techniques and spells are forgotten at the end of Battle. Techniques and Spells learned do not take up technique slots.
TRAITS Blitz - As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Momentum - 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. Max of 4 Stacks used per turn.
Indomitable - Increase your DR by +4 against all Attacks.
Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. Indefinite.
Talented - As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. 1/1 use per battle.
TECHNIQUES UTSUSEMI (CICADA SHELL) - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Power. 1/1 use per battle
SPELLS
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. 2/2 uses
BAKUDŌ #32: GYAKU UNMEI (REVERSE FATE) - 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.) 3/4 uses per battle
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) - 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. 2/2 uses per battle
Copied Techs
BAKUDŌ #21: SEKIENTON (RED SMOKE VANISH) - 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. 0/1 Use (Can only be used during this event)
BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER) - As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.May use on self once. Ally may use one on you once.
Thousand Blades - Thousand Blades is activated as a Bonus Action. You get 4 effects per combat. At-will you activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all effects, the technique ends.
As an at-will action you can give +10 to a single Accuracy roll on your turn. As an at-will action, roll 2 sets of damage dice for one attack on your turn and take the higher of the 2 damage rolls. As a reactive at-will, you may reduce a critical hit against you down to a normal hit. As a reactive at-will, you may reduce half the damage from an attack that hit you.
RELEASE Tamashī Hakai Uirusu - Single Versatile Poison
Mimic - 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. 1/2 uses (The technique can only be used during the battle it is mimicked.)
REIATSU: 317,500(127,000) HP: 109/115 | REISHI: 73/100 | DEF: 85 | DMG DIE: d12+1 | ACC: +45 1d100·1d100+45·2d12+2·1d100+45·2d12+2·1d100+45·2d12+2·1d100+45·2d12+2
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GAME MASTER
Wandenreich - Soldat
Memories broken, the truth goes unspoken...
Hibano
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Post by Hibano on Jul 10, 2021 3:03:47 GMT -5
The incapacitation of "Snow" inside of the Black Coffin left Hyakuji furious, and in a fit of fear and rage he called out to her as a friend in need. So, much like Prince Ilvamal already guessed, there was something unnatural about the woman which made her more than merely a very strong Plus. The Shinigami charged straight at him before he could ponder this further, however, and the Demon reciprocated in kind, pushing himself forward, aiming to meet his adversary in the air. It was a mistake, as once the Haien technique subsided, Hyakuji suddenly appeared behind Ilvamal, and the unprepared Demon suffered a powerful slash imbued with pitch black energy. It easily cut through bones protruding from him as well as the Demon's flesh, leaving a deep, regenerating cut and flinging him forward. Not only that, but the Shinigami's combination was not yet over - a second technique, similar in nature to the Haien which he threw at his opponent mere moments, burst out of Hyakuji's palm, consuming Ilvamal with a tongue of dark flame. Here, the protruding bones came to the Demon's aid, shooting out of the ground and forming a makeshift barrier around parts of his body to reduce the damage suffered. It was not merely that Hyakuji's attacks were powerful. It was as if the passage of time conspired in that moment to leave his defense as unsuccessful as possible. And, with the corner of his eyes, Ilvamal could see a culprit - Janus, who was mostly staying out of the battle, spoke of using "temporal magic" and "manipulating the future of the target". A very peculiar and unfamiliar type of Kido arts... Ilvamal flew forward, speeding past Hyakuji in a blink much like the Shinigami had appeared behind him moments ago - but instead of an attack, he placed his hand on the back of the Shinigami in the midst of movement, in order to try to leave a sigil. If not warded off by a target with sufficient spiritual strength, the spell - a Sigil of Erosion - would aim to paralyze its target, seeking to erode their body from any strenuous activity. Before he could do any more, however, Ilvamal was struck yet again - this time by Tensai, or more accurately, his own bone outgrowths, tossed forward by a powerful deflection. The Shinigami himself came forward immediately after, surprising the Demon with several powerful and well placed rush blows, before he finally got a clue of what had just happened and caught Tensai's fist. The Byakurai fired off afterwards met not Prince Ilvamal's face, but a wall of bone which shot out of the ground at the last moment, and retracted immediately afterwards. " ...You've grown stronger." All of them were stronger than anticipated, of course. His Kurohitsugi spell was already wearing off, even though it was cast less than a minute ago. After letting go of Tensai's hand and backing away for a meter, Ilvamal suddenly opened his Grimoire and cast another spell: " Death Sign: Graveyard of Souls!" The ground underneath the two Shinigami would suddenly rumble, crack and break apart, and from the deep, hundreds of skeletons would rise. They were human-like and armed with various weapons of the battles of ancient past, and in spite of their seemingly fragile apperaance, they were incredibly tough, held together by powerful demonic magic. The summoned skeletons sought to mob around the two Shinigami and overwhelm them with sheer brutality and numbers. Alongside the Graveyard of Souls, the "normal" bone outgrowths would continue their attack, multiplying, shooting from the ground and seeking to restrain their targets. In the midst of this chaos and destruction, two arms would suddenly scoop up "prime" Janus and run around the battlefield. The woman had pitch black hair, falling on one side of her face and covering up a wide eyepatch. A bow was attached to her back and her Zanpakuto was attached to her belt. " Maria Tokareva, Eleventh Division, unranked!" the woman yelled to quickly introduce who she was, before she landed on the roof of a nearby wooden house and let go of her peer. " I saw you weren't handling yourself as well as the other two, so... mind if I offer some help?" COMBAT TRACKERDEFENSIVE PHASE Hyakuji's Raging Emptiness - critical! 23 dmg and Wounded for 2 turns! Hyakuji's Haien - 137 acc vs 60 def - 27 dmg! Thousand Blades halves damage to 14 dmg!
Yukari siphons 2 HP and 2 Reishi from Ilvamal!
Janus casts Enslaved on Ilvamal!
Tensai deals 10 damage back to Ilvamal! Tensai's Strike - 85 acc vs 75 def - 18 dmg! Tensai's Strike - 111 acc vs 75 def - 22 dmg! Tensai's Strike - 67 acc vs 75 def - miss! Tensai's Strike - 61 acc vs 75 def - miss!
2 status damage by Reiatsu Pressure! 3 damage from Wound!
Ration Ability recovers 86 Reishi!
Passive: Edge IV towards Janus. (Edge IV: +20 def, +6 bonus damage, 6 damage reduction, +20 accuracy) Edge III towards Tensai. (Edge III: +15 def, +4 bonus damage, 4 damage reduction, +15 accuracy)
Passive: Versatile - +10 Acc and +1 Damage tier. Damage tier is 1d12+2.
At-Will: Spend 1 use of Thousand Blades to halve the damage of Hyakuji's Haien.
Bonus Action: Erosion Sign (Curse) -10 Reishi @ targets hyakuji
Cursed (70% + 15% Cleverness + 5% Second Release = Need 60 or less to succeed) - V0apwJU11d100 Curse technique inflicts two stacks of Cursed, for a total of 6 turns. (While Cursed a foe is dealt 3 status damage each time they activate anything that requires a Bonus Action for duration.)
Standard Action: Death Sign: Graveyard of Souls (Area/Spread Release Tech), -20 Reishi @ targets tensai and hyakuji At-Will: Spend a use of Thousand Blades to roll twice for this attack's damage and take the higher result. At-Will: Power Trait - This attack cannot be affected by any Basic Defensive Techniques. Accuracy - 1d100+50 Damage (roll 1) - Damage (roll 2) - (broken, check end of post for the rolls) Spread: Hyakuji is the primary target. 1d100 (If this is 50 or under, then the highest damage die is dealt as Direct Damage to secondary targets (Tensai) even if avoided.)
Standard Action: Bone Outgrowths (Enhanced Bakudo #1: Sai) @ targets hyakuji, tensai and janus, -3 Reishi At-Will: Power Trait - This attack cannot be affected by any Basic Defensive Techniques. Accuracy - 1d100+50 (+15 acc against Tensai, +20 acc against Janus) Damage - 1d12+2 (+4 dmg against Tensai, +6 dmg against Janus) Immobilize (40% + 15% Cleverness + 5% Second Release = Need 60 or less to succeed) - 1d100 (Afflicts two stacks of Immob if landed, total 4 turns - Vitriol)
Standard Action: Bone Outgrowths (Enhanced Bakudo #1: Sai) @ targets hyakuji, tensai and janus, -3 Reishi Accuracy - 1d100+50 (+15 acc against Tensai, +20 acc against Janus) Damage - 1d12+2 (+4 dmg against Tensai, +6 dmg against Janus) Immobilize (40% + 15% Cleverness + 5% Second Release = Need 60 or less to succeed) - 1d100 (Afflicts two stacks of Immob if landed, total 4 turns - Vitriol)
Standard Action: Enslaved 3d4 damage to self.
At-Will: Versatile - Choose +10 Acc and +1 Damage tier next turn.
ACTIVE EFFECTS Boss Battle: +2 Standard Actions. Second Release: -4 Reishi per turn, +5% Status infliction, +1 Status damage per turn. Thousand Blades: 0/4 used Intimidate: 25/100 recovered
Immobilized: 3/4 turns Reiatsu Pressure: Permanent. Rationing: 1/3 turns
CLASS Caster - Potent: +25 starting Reishi, +3 Reishi per turn. - Versatile: As an at-will action at the end of your turn choose a defensive or offense boon: +10 defense and negate -2 dmg from all attacks. Or +10 Accuracy and +1 Damage Tier. 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.
TRAITS Power: As an at-will action, two of your attacks this turn cannot be mitigated by any basic defense abilities. (1/2) Efficiency: Your Basic Techs & Spells cost -1 less Reishi | Standard/Advanced Techs & Spells cost -3 less Reishi | Release & Forbidden Techs/Spells cost -5 less Reishi. Grit: 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. Cleverness: You have a passive +15% bonus to inflict a status effect from any source. Vitriol: Each time you inflict a non-special status effect you give an additional stack to your target. TECHNIQUES Utility Hozuri - 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. (0/3)
SPELLS Enhanced Basic Bakudo #1: Sai - You now have the ability to cast this spell as an Area Attack which can target up to 3 enemies.
Defensive Bakudo #8: Seki - As a bonus action you cannot be hit by any attacks that roll a natural (unmodified) 65 or lower on their accuracy. -5 Reishi (0/1) Bakudo #41: Kyomon - 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. -10 Reishi (0/2)
Utility Bakudo #33: Soeigeki - 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. -5 Reishi (0/2) Bakudo #27: Inemuri - 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. -5 Reishi (0/2) Bakudo #9: Geki - As a bonus action you have a 70% chance to inflict the special Enthralled status on your target. Enthralled targets have one of their Standard Actions reduced to a Bonus Action for the duration. -5 Reishi (0/2)
Advanced Bakudo #61: Rikujokoro - As a bonus action, you have an 60% chance to inflict the special Pinned status on your foe. While pinned, your opponent must spend both of their next standard actions to break free. -20 Reishi (0/1) Hado #54: Haien - As a standard action, you make a single attack with 3 dmg dice that deals the Slashing major effect and has a 50% chance to inflict the special Scorched status effect. Scorched deals 1 status damage for each at-will action they use for the duration. This attack cannot be Guarded against. -20 Reishi (1/1) Hado #58: Tenran - As a standard action, you make an area attack with 3 dmg dice that deals the Spread major effect and the Stun minor effect. -40 Reishi (0/2)
Forbidden Hado #90: Kurohitsugi - As a standard action, you summon a Black Coffin with 40 Hit Points, instantly enclosing a single chosen target. See tech description for details. -30 Reishi (1/1)
RELEASE - Single-Tome Grimoire (First Release): -- Takes a Bonus Action. x2 RL, Calculating, -0 Reishi per turn. - Multi-Tome Grimoire (Second Release): -- Takes a Standard Action. x4 RL. Calculating, Corroding. -4 Reishi per turn. - Complete Grimoire (Final Release): -- Takes a Full Turn. x6 RL. Calculating, Corroding, Efficient. -8 Reishi per turn.
Techniques:
1st Release: - Curse, -15 Reishi (1/1) - Death Sign: Skeletal Rampage, Barrage/Slashing, -20 Reishi (0/2) 2nd Release: - Thousand Blades, -25 Reishi (1/1) - Death Sign: Graveyard of Souls, Area/Spread, -25 Reishi (1/2) 3rd Release: - Illusion, -15 Reishi (0/2) - Death Sign: Inferno, Single/Bashing/Burn, -15 Reishi (0/2)
REIATSU: 250,000 -> 1,000,000 HP: 295/400 | REISHI: 102/125 | DEF: 60 | DMG DIE: d12+1 | ACC: +40 Damage (roll 1) - 3d12+6Damage (roll 2) - 3d12+61d100·1d100+50···1d100·1d100+50·1d12+2·1d100·1d100+50·1d12+2·1d100·3d4·3d12+6·3d12+6
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GAME MASTER
13th Division Captain
Partake the cup of my wrath
Muimina Hyakuji
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Post by Muimina Hyakuji on Jul 10, 2021 10:33:33 GMT -5
After the Third Seat dealt a series of blows, the demon prince was quick to retort his attacks despite being wounded, as if the pain he suffered was nothing. In the blink of an eye, Ilvamal was too close to the reaper, that blue eyes stared bewildered at the dark cold eyes of the demon, instead of an attack, the shinigami felt a burning glow on his back, despite the steel feathers protecting him. The curse was searing, seeping through his skin that he gritted his teeth in pain. As a response, he grabbed the prince, piercing him with one of his swords to inflict him the same curse. Then, he immediately cast a spell, slowing down the time which also somewhat attuned to Janus’ technique, and in that ethereal flow of time, the reaper was able to free himself from Ilvamal’s clutch, drawing close to Janus while the fullbringer shared some of her powers with him, the reaper responded in gratitude, “Thanks.”It was at this point that Tensai attempted to strike the enemy, first by redirecting the bone accretion and then charging forward for close combat, Hyakuji took this time to come to his lover’s aid, trying to break the coffin from the outside, until the ground shook, cracking up the ground, countless skeletons rose up from the deep crevices, armed with weapons ready to wage war against the reaper and his allies. Hyakuji did not waste any minute, with all his might he swung his sword from underneath moving upwards, like a baseball bat hitting the ball for a home run, the idea was to wipe out the armed skeletons with the same massive dark wave of energy while also directing his attack towards the caster. Whether it hit or missed, he would soar back into the air, closing the distance with the demon again, in the process, the bone accretions that continued to grow out of the ground grazed through the reaper’s frame, while some were blocked by his wings, others were successful in scratching his limbs leaving a shallow wound. Yet the reaper remained unfazed, determined to get close, striking his katana from above the demon’s head, before pulling away to cast a thousand blades that came from his make-shift wings. He intended some of the weapons to get past through Ilvamal, hitting high up in the sky. In any case the demon let his guard down, the missed blades would seek him back later. Finally, if the prince was still caught up evading the swords, he wouldn’t notice a black lightning strike coming his way. Ilvamal mentioned several times ago that the shinigami had grown stronger, it was something that slipped Hyakuji’s mind since he was preoccupied with the fight, however, he found an opportunity to speak and so he asked, “You kept blabbering about us being stronger. It seems you are not new to causing trouble here. What have you done before and what is your intention this time?”Without waiting for the demon's reply, he continued, "Whatever that is, you have to burn this body first and make sure that none of my ashes stands in your way. Otherwise, consider yourself defeated."[535] Hibano Yukari Aihara tensai toshiaki snugglyrumCOMBAT TRACKERSUMMARY Defense Enduring Morale effect from Janus: Allies also receive +15 hp, +15 def Received +2 hp, + 2rei from Yukari Received +25 reishi from Janus Curse hit!= -3 status dmg per bonus action [-6 this turn] 61 vs 100 def= miss! 124 vs 110 def= hit!9dmg 135 vs 110 def= hit!11 dmg Total dmg: 22 dmg Resist activates! opponent receives -1 direct dmg per basic attack= -2direct dmg Thousand Blades activate! reduce the damage to half: -11dmg +6DR= -5dmg -2 status dmg from Reiatsu pressure
Offense Hyakuji used Shikai Hyakuji used Strike+ blitz Hyakuji used Fuchaku Hana Hyakuji used Byakurai
At-will Action: Masteredkai|-8 rei Enhancements: Deadly: +10 acc on basic attacks Instinctive:+ 10 def against basic attacks Efficient: -6 rei on techs/ spells
Bonus Action:Phantom Pain| 0 rei [-10 due to immobilize]
At-Will: Thousand Blades: reduce half the damage from an attack that hit you [1/4]
At-Will:Time Shift: +1 Standard Action [1/2]| 20 rei -6= -14 rei
Standard Action: Shikai [Raging Emptiness]| 15 rei-6= -9 rei Assault Trait: roll 2 accs instead of 1, choose higher acc Acc: 6RIXknZC1d100+50 1d100+50 Critical on a roll of 75 or higher! Dmg: 3d12+2 +4dmg! Wound Chance [50%]: 1d100
Standard Action: Sword Strikes| 0 Acc: 1d100+60 Dmg: 2d12+2
At-will Action: Sword Strikes| 0 Acc: 1d100+60 Dmg: 2d12+2
Bonus Action: Haunt[Fuchaku Hana]| 10 rei-6= -4 rei Effect: 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.
At-will Action: Byakurai| 4 rei-6= 1 rei [min] Acc: 1d100+60 Dmg: 2d12+2
Total rei cost: -42+[25+2]=15 rei
ACTIVE EFFECTS Defense: Reiatsu overflow: -2 status dmg Immobilized [4/4] Cursed [1/6]
Offense: Phantom Pain: opponent is immobilized for the same duration [4/4] Phantom Pain: opponent is cursed for the same duration [1/6] Mastered Bankai Enhancements: Deadly: +10 acc on basic attacks Instinctive:+ 10 def against basic attacks Efficient: -6 rei on techs/ spells
CLASS
PRODIGY
GENIUS Twice per battle as a Reactive At-Will Action, you may immediately learn a Standard Technique or Spell used by a combatant, either ally or foe. This technique is forgotten at the end of battle; you may not learn Forbidden Techniques or Spells. Techniques and Spells learned do not take up technique slots.
ADEPT Start with all Enhanced Basic Techniques and Spells and they cost -1 less Reishi to use.
UNRIVALED As a passive effect, your max HP is increased by +15 and also you naturally negate -2 damage from every attack that hits you. If an opponent has Edge over you, that raises the amount of damage you negate by 1 for each Edge level. (Edge 2: -3 Dmg, Edge 3: -4 Dmg, Edge 4: -5 Dmg)
PROWESS You may now activate “Genius” four times per battle. Additionally, you may now learn Forbidden Spells and Techniques. You may not learn Release Techniques. All learned techniques and spells are forgotten at the end of Battle. Techniques and Spells learned do not take up technique slots.
COPIED TECHS Copied Janus' Five Support Cover BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER) This spell creates a pentagonal barrier that is used for stabilization of any ailment, allowing you to continue fighting unhampered. Type: Utility - Kido Healing Spell Activate: Bonus Action Effect: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade. Cost: 5 Reishi Limit: May use on self once. Ally may use one on you once.
TECHNIQUES AND TRAITS: Indomitable: +4 Damage Reduction 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. Assault: 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. Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn. TECHNIQUES & SPELLS: KARA NO KYOUKAI (BAKUDO #44: SEKISHO) Hyakuji creates a void around him that could deflect the attacks aimed at him. 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 #52: KUUKYO NO ZANZO (UTSUSEMI) Hyakuji moves at great speed to avoid an attack, leaving a void/ shadow 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 (CLEAN SWEEP)) Hyakuji activates his eyes which allows him seem to see several lines on whatever he sees. These lines represent the weakest points. Cutting through these lines "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.
BAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) Hyakuji generates an a black 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.
BAKUDŌ #52: MIRAGE OF SUFFERING (PHANTOM PAIN/ GENSHITSU) You attach an invisible chain between you and your enemy, causing them to share the same wounds you receive. Type: Defense - Kido Spell Activate: Bonus Action - Reactive Effect: As bonus action you can inflict a status effect or special status effect you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary. Cost: None Limit: Three times per battle. [2/3]
BAKUDŌ #33: FREEZING HELL (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.
TSUKI NO NEMURI [SLUMBER OF THE MOON] (FORCED SLUMBER) Hyakuji either with the use of sword or hand, can turn the area into sudden darkness, leaving the opponent blinded 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.
HADŌ #54: HAIEN (ABOLISHING FLAMES) You fire an oblong blast of purple energy from your hand which completely incinerates a target upon contact. Type: Attack - Single Activate: Standard Action Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Slashing major effect and has a 50% chance to inflict the special Scorched status effect. Scorched deals 1 status damage for each at-will action they use for the duration. The max chance to inflict with any effect is 95%. Special Effect: This attack cannot be Guarded against. Duration: 3 turns Cost: 20 Reishi Limit: Once per battle
RELEASE TECHNIQUES:
FIRST RELEASE: SHIKAI Arekuruu Kuukyo [ Raging Emptiness]
"Nothingness is my very existence. Enter the void, Kuukyo-sa."
As soon as he speaks this chant, Hyakuji's Wakizashi would turn into a black blade nodachi, its slashes/hits extends to a longer range creating a void that runs through the direction of the attack. Anything that hits through the void gets eaten by the void
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: WOUND: 50% chance to Wound the target.
DECIMATE One of the most potentially devastating release abilities. Allows you to unleash focused destruction on your enemies. Type: Utility Activate: Bonus Action Effect: As a bonus action, before using a single attack on your turn, you can add the special status effect Decimate. Decimate makes it so the highest damage dice on that one attack cannot be negated by any means. If using Focus Energy on the same turn, it is the two highest damage dice instead. Cost: 15 Reishi Limit: Three times per battle. Enhancement:
DEADLY [LEVEL 2} Activate: None (Passive) Effect: As a passive effect you gain a bonus +10 to accuracy with 2 Basic Attacks, per turn, while in a Released state. Limit: Indefinite.
SECOND RELEASE: BANKAI
ATTACK RELEASE TECH: TORO NAGASHI [ not literally, Lantern of the Dead] Hyakuji points his nodachi downward, turning into a lantern in the midst of the darkness. The lantern multiplies and floats in the area causing several explosions of black fire.
AREA: Standard Action. Rolls 3 damage die against one to three targets. Costs 25 Reishi. Twice per battle. DELAY: The turn after the attack misses its target you may spend a bonus action for a 75% chance to deal Delayed damage. A Delayed attack deals direct damage in value equal to the highest natural die roll from its damage rolls. Delayed attacks cannot inflict status effects.
RELEASE UTILITY/ DEFENSE TECH
THOUSAND BLADES Your release allows you to manipulate thousands of razor sharp blade fragments at-will. Type: Utility Action: Bonus Action / At-Will Requirements: Requires Fighting skill of 40. Effect: Thousand Blades is activated as a Bonus Action. You get 4 effects per combat. At-will you activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all effects, the technique ends.
As an at-will action you can give +10 to a single Accuracy roll on your turn. As an at-will action, roll 2 sets of damage dice for one attack on your turn and take the higher of the 2 damage rolls. As a reactive at-will, you may reduce a critical hit against you down to a normal hit. As a reactive at-will, you may reduce half the damage from an attack that hit you.
Cost: 25 Reishi Limit: 1 turn to activate. 4 effects per battle.
ENHANCEMENT: INSTINCTIVE Activate: None (Passive) Effect: As a passive effect your defense is increased by +5 against Basic Attacks. Limit: Indefinite. DEADLY [LEVEL 2} Activate: None (Passive) Effect: As a passive effect you gain a bonus +10 to accuracy with 2 Basic Attacks, per turn, while in a Released state. Limit: Indefinite.
THIRD RELEASE: MASTERED BANKAI
ATTACK RELEASE TECH: TENGOKU NO ANA [HEAVEN'S HOLE]
AREA: Standard Action. Rolls 3 damage die against one to three targets. Costs 25 Reishi. Twice per battle. CHARGING: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy.
RELEASE UTILITY/ DEFENSE TECH
ZERO GRAVITY [TIME SHIFT] You temporarily slow the passage of time to give yourself an advantage in combat. Type: Utility Activate: At-Will Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone. Cost: 20 Reishi Limit: Twice per battle.
ENHANCEMENT: 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. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi. Limit: Indefinite. Level 3: Techs and/or spells used now cost -6 less Reishi. INSTINCTIVE Level 2 Activate: None (Passive) Effect: As a passive effect your defense is increased by +10 against Basic Attacks. Limit: Indefinite. DEADLY [LEVEL 2} Activate: None (Passive) Effect: As a passive effect you gain a bonus +10 to accuracy with 2 Basic Attacks, per turn, while in a Released state. Limit: Indefinite.
REIATSU: 229,000 [Now: 1,374,000> 1,451,250> 1,461,750] | DR: +6 HP: 95/105[Now: 97/120] | REISHI: 29/100 | DEF: 85 [Now: 100] | DMG DIE: d12+2 | ACC: +50 1d100+50·1d100+50·3d12+2·1d100·1d100+60·2d12+2·1d100+60·2d12+2·1d100+60·2d12+2
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Post by Yukari Aihara on Jul 11, 2021 16:20:50 GMT -5
After breaking out of the coffin, Yukari bore witness to Hyakuji being the primary target of Prince Ilvamal, with only a few seconds of tunnel vision to react, she used bringer light to close the distance between her boyfriend and the demon. With her elbows tucked close to the side of her ribs, she shouted a kiai, and delivered a series of punches to the demon’s ribs.
“Ossu!” Yukari ended returning to her stance while her bare feet landed on a stationary bone structure near Hyakuji temporarily, “The same wave will never come washing up again.”
Yukari’s heart was racing, it was difficult to formulate any thoughts apart from defeating the enemy, or die trying. Rather than live with regret with what remained of her life, she wanted Hyakuji to know what she was thinking at this exact moment, and felt a brief relief in saying those simple words to him with a deeper meaning of their past experiences of surfing the waves in South Africa and her home island of Hawaii.
With a brief moment of respite, her crimson eyes assessed her surroundings, another shinigami resembling Valentina appeared near Janus. While it was Tensai’s intention to get the demon’s attention, it seemed the bone over growths were giving him trouble, and he was forced to dodge out of the way to avoid being impaled. Actions Battle Phase
Incoming Effects:
Reiastu Pressure -2 Damage
Incoming Attacks:
x
Total Damage:
Armor: 30
~
Current RL: 434,000 x 6 Final Release= 2,604,000
Yukari has Edge 2 on Prince Ilvamal
As a passive you gain +10 def against all foe's attacks, you reduce total damage taken from their attacks by 2, you gain +2 bonus damage and +10 accuracy with all your attacks.
At-Will: Final Refined Fullbring Release -8 Reishi
At-Will: HŌZURI (CHEEK STROKE) -0 Reishi +4 Direct Damage
At-Will II: 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 an attack failing to hit its target.
X3 PLUS ULTRA!
[You cannot increase your damage tier beyond 8. If the damage tier includes a modifier, you add the modifier in for each damage die rolled for an attack. For example with a d12+1 as your damage die using a single-type Non-Basic Attack you would roll 2d12+2.]
Bonus Action: FOCUS ENERGY -10 Reishi Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard.
Action 1: ENHANCED STRIKE -0 reishi
Accuracy: 7vRzuF621d100+100 Perfect Form +10 AC +15 Flawless Strike + 15 Focus Energy +10 Edge 2
Damage: 2d12+6+6 Flawless Strike +2 DM Edge 2
Perfect Form +2 Tiers, Flawless Strikes +3 Tiers Tier 11
Iron Fist: 2d12+6+6 Flawless Strike
Stun: 1d100 35% Chance
Action 2: ENHANCED STRIKE -0 reishi
Accuracy: 1d100+100 Perfect Form +10 AC +15 Flawless Strike + 15 Focus Energy
Damage: 2d12+6+6 Flawless Strike +2 DM Edge 2
Perfect Form +2 Tiers, Flawless Strikes +3 Tiers Tier 11
Iron Fist: 2d12+6+6 +2 DM Edge 2
Stun: 1d100 35% Chance
Blitz: ENHANCED STRIKE -0 reishi
Accuracy: 1d100+100 Perfect Form +10 AC +15 Flawless Strike + 15 Focus Energy
Damage: 2d12+6+6 Flawless Strike +2 DM Edge 2
Perfect Form +2 Tiers, Flawless Strikes +3 Tiers Tier 11
Iron Fist: 2d12+4+6
Stun: 1d100 35% Chance
Total Reishi spent: -18
Effects: Siphoned Reishi Pool: +2 [Total: 2] Siphoned HP Pool: +2 [Total: 2] Reiastu Pressure Intimidate Uses: 2/4 Remaining
Statistics
COMBAT STATS
SKILLS:
FIGHTING: 50 FOCUS: 50 REFLEXES: 25 + 15 RESILIENCE: 50 +15
MONK CLASS FEATURES
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 an 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.
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
GRIT: 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: 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.
BLITZ: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. ASSAULT: 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. BLUR: As a passive effect you can use one Movement Tech as an at-will action on your turn. TECHNIQUES & SPELLS:
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 #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: Once 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.
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.
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 #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.
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. 1/2 Uses Remaining
Standard Slots 7/7
Fighter Class Techs: 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 attacks 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.
RELEASE UTILITY:
1st 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.
2nd Release BREACH You create a breach in space in front of you, just as an attack is about to hit. You then open a second one up behind your foe, sending their own attack back at them. Type: Defense Activate: Bonus Action - Reactive Effect: As a bonus action, you redirect an attack that would have hit you, even a critical hit, and change the target to another of your choice, using the same Accuracy and Damage. Cost: 15 Reishi Limit: Twice per battle.
3rd Release ETHEREAL You form becomes intangible, immaterial--and it becomes a real challenge to get a bead on you, let alone hurt you. Type: Utility Activate: Bonus Action Effects: As a bonus action you become ethereal. For the duration your target rolls two d100s and takes the lesser of the rolls for accuracy against you. If it is an area attack and targets others, they only count the lesser of the two rolls for you alone. Considered a Movement Power. Duration: 3 turns Cost: 20 Reishi Limit: Once per battle.
RELEASES:
Incomplete Fullbring Activate: Standard Action Effect: As a bonus action, you enter your 1st Release state. You may drop out at any time by using an at-will action. This Release boosts your base RL by 2x. Enhancement: INSTINCTIVE Lvl 3 Effect: As a passive effect your defense is increased by +15 against Basic Attacks. Limit: Indefinite.
Refined Fullbring Activate: 2 Standard Actions / At-Will Effect: Using up 2 Standard Actions, you enter your 2nd Release state. If you are already in your 1st Release, you may move into your 2nd Release as an At-Will action. You may drop out at any time by using an at-will action. This Release boosts your base RL by 4x. Upgrade: When you reach your Final Release, the activation for this release requires a single Standard Action instead of two. Enhancements:
CALCULATING Lvl 3 Activate: None (Passive) Effect: As a passive effect you have a +15% chance to inflict statuses with Release Attack Techs. Limit: Indefinite.
CONDEMNING Lvl 3 Activate: None (Passive) Effect: As a passive effect any attack that hits you siphons -2 Reishi from the attacker while you are in your Released state. Limit: Indefinite. Level 2: Siphons -2 Reishi from attacker. Level 3: Siphoned Reishi is now distributed to allies as well.
Cost: 6 Reishi per turn
Mastered Fullbring Activate: Full Turn / At-Will Effect: Requiring a full turn which means all of you bonus and standard actions, you enter your 3rd Release state. If you are already in your 1st or 2nd Release, you may move into your Final Release as an At-Will action. You may drop out at any time by using an at-will action. This Release boosts your base RL by 6x. Upgrade: Once you have unlocked all of the Levels of the Release Mastery, your Final Release will then only require 2 Standard Actions instead of a Full Turn. Enhancements:
DEVASTATING Lvl 3 Activate: None (Passive) Effect: As a passive effect your Release Attacks deal an extra +15 bonus damage when you score a critical hit. Limit: Indefinite.
HEIGHTENED Lvl 3 Activate: None (Passive) Effect: As a passive effect your defense is increased by +15 against Non-Basic Attacks. Limit: Indefinite.
RESTORING Lvl 3 Activate: None (Passive) Effect: As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state. Limit: Indefinite. Level 3: Siphoned HP is now distributed to allies as well.
Cost: 8 Reishi per turn
RELEASE TECHS
Spark of joy A black lightning bolt surrounds the odachi sword, Yukari's primary focus, and instantaneously combusts into a burst of flames on the target. SINGLE: Rolls 3 damage dice against one target and has a chance to inflict a minor effect. Costs 15 Reishi. Twice per battle. 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. BURN: 50% chance to Burn target.
SUIKAWARI (WATERMELON SPLITTING) You perform a downward strike with your weapon, aiming to cleave into a foe’s head in one clean movement. Type: Attack - Single Action: Standard Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Piercing major effect and Cripple minor effect. The max chance to inflict with any effect is 95%. Special Effect: If paired with the Assault Trait, you get to roll 3 d100s for accuracy instead of 2. Cost: 20 Reishi Limit: Twice per battle.
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.
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.
BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL) As the spell ignites at a single point, blue energy extends upward to four points and forms an inverted pyramid, which solidifies into a barrier around the caster. Type: Defense / Utility Activate: Bonus Action - Reactive Effect: As a bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. Cost: 25 Reishi Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.
Forbidden Tech
HADŌ #90: KUROHITSUGI (TIKI) You generate purple/black spiritual energy, which envelops the target with a powerful torrent of gravity before taking the form of a box of black energy, covered in several spear-like energy blades which pierce the box, lacerating the one inside from head to toe. Type: Utility (Considered a Forbidden Spell) Activate: Standard Action Effect: As a standard action, you summon a TIKI with 40 Hit Points, instantly enclosing a single chosen target. While the TIKI is summoned and above 0 HP, both the caster and the target are limited in their actions against each other. The target is only able to use basic defensive techs/spells (on themselves only) and magnetically attack the TIKI. The caster and their allies are not allowed to use any further attack techs/spells against the target for the duration. However, they may still attack other unaffected opponents if fighting more than one enemy. Special Effect: For the duration, your foe is dealt 3d4 direct damage each turn until the TIKI is destroyed. Duration: Until the TIKI is reduced to 0 HP. Cost: 30 Reishi Limit: Once per battle.
Yukari Aihara HP:
| reishi:
| RL:
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| 86 | 66 | 434,000
| x6 | AC: 50 | DEF: 75(100)
| Dice: d12+2 | armoR: 30 |
Initiative: Hibano Muimina Hyakuji Yukari Aihara snugglyrum tensai toshiaki 1d100+100·2d12+6·2d12+6·1d100·1d100+100·2d12+6·2d12+6·1d100·1d100+100·2d12+6·2d12+4·1d100
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Player
Insert Passive Aggressive Statement Here
snugglyrum
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Post by snugglyrum on Jul 11, 2021 16:57:57 GMT -5
Janus watched hundreds of thousands more times she got impaled in her head again and it hurt, over and over and over and over. Come to think of it, this was getting to be really straightforward. She does nothing, bookworm uses bones and impales her. Her constructs moved as best they could to take the brunt of the impacts but as quickly as she had summoned them the Army was once again thinned in a split second. On the bright side she was now only slightly impaled instead of very dead and impaled. Which she guessed meant they had done their jobs to some extent. She pressed another button her phone and began to speak again. "Attempting to once again control target's temporal actions. Warning, Fate itself has begun to take notice of Janus." She said in her monotone voice as she reached out a hand and twisted it towards the almighty super bookworm man again. She really wasn't trying to do actual damage, just forcibly get him to not spend his life attempting to end hers, every little bit helped. "Temporal Manipulation beggin-" Janus had been grabbed by some pajama samurai and pulled out of immediate danger and she blinked a few times. Wondering a few things, who her kidnapper was, if they were friendly, and why not just beat up the big dude if they could save her so easily. "Adding Designation Maria to the Army... Recalculating most efficient futures...."She stated as the woman introduced herself. Janus looked at the newcomer and then the bookworm on his bony tony throny. "Commanding Army Member Maria, please assault that bookworm in a most violent manner." She stated, and waited for the carnage to start. After all, not like she could do much. COMBAT TRACKERAt-Will: Gamble Fn15wotI1d20At-Will: ENDURING MORALE Reflexes and Resilience are increased by +5 each, but when fighting side-by-side with an ally, Reflexes and Resilience are increased by +15 for yourself and all allies for the remainder of combat. Does not stack with other Commander Class players. These bonus points also bypass the normal level cap of 50. At-Will: Construct Spending Spending all 6 constructs on Damage Mitigation -18 Bonus Action: Intimidate You regain 25 Reishi at the time of use and increase your Current Reiatsu Level by 25% for the duration. RL increase does not stack with previous uses of Intimidate. Limit: Four Times per battle. (1/4) 1d100 Stun Standard Action: Commanding Alliance :: Maria :: Special Attack Type: Attack Action: Standard Effect: As a Standard Action, she can do an attack in your place, rolling 3 damage dice with Damage Tier 5 and +40 accuracy modifier. This attack ignores Edge held by either side. 1d100+40 Acc 3d12+1 Potential Damage Standard Action: Quantum Perception Type: Utility - Quincy Ability Activate: Bonus Action Effect: As a bonus action you have a 70% chance to inflict the special Enslaved status on your target. On their next turn, Enslaved foes will use up a standard action to roll an area attack that deals 3d4 direct damage to themselves and their allies. The max chance to inflict with any effect is 95%. Duration: 1 turn Cost: 5 Reishi. Limit: Twice per battle. Can only target 1 opponent per turn. (2/2) 1d100 ACTIVE EFFECTSArmy of Janus I Commander Enduring Morale Commander Dauntless CLASS Commander TRAITS None Debuffs: Immobilize2 10 turns DAMAGE 2+(2 Snow Leech) + 15(-15 Con) + 17(-3) = 14 REIATSU: 21k x 2 = 42k HP: 43/70 |Armor: 0/15 | REISHI: 66/100 | DEF: 95 | DMG DIE: d8 | ACC: +5 Yukari Aihara snugglyrum tensai toshiaki Hibano Muimina Hyakuji 1d20·1d100·1d100+40·3d12+1·1d100
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Post by tensai toshiaki on Jul 12, 2021 15:06:10 GMT -5
Tensai was starting to think how foolish he was about being worried about having to face the Demon Prince. Though granted it's mostly Muimina, "Yuki's", and Januses aide by his side. Though with his training and Kido spells under his belt he doesn't plan to just stand by idly. Especially cause if they incapacitate or even kill a member of the Trifecta. They could demoralize the rest of the Demon Horde.
He was estactic to see his distraction with his Kido spell managed to give him a few hits in. Until that is his fist was caught and his Kido missed. As the prince made distance between them by going back a meter. It is then that Tensai witnessed a horde of skeletons rising from the ground, of course, it seemed odd to him.
"When a Soul dies they dissipate into Reishi leaving nothing behind before being reincarnated, these skeletons are most likely just constructs of Reishi made from the ground of Soul Society itself. Wake from death and return to life, as they say." Tensai thought to himself.
As he surrounded himself in a field of green energy. As he swiftly dodges the skeletal hordes strikes. He lightly strikes them in multiple spouts as the same strange energy tendrils that were on the bone outgrowths earlier appeared on the skeletons surrounding Tensai. As their eyes began to glow green.
"Alright then, since I am your master now could go help fight Ilvamal for me?" he asked the skeletons.
As the skeletons marched forward and headed towards their former master.
"Bakudo #32: Gyaku Unmei is a finicky Kido. Able to take control of an enemy's attacks even other Kido by touching them with the special energy produced by it, but unable to take a hit itself. Only by using it on an attack that has been dodged by someone with enough speed to plant the Kido on the dodged attacks can it be of any use." Tensai analyzed.
As then more bone outgrowths show up he appears to be impaled and restrained, as Tensai appears to smirk before it disappears. Revealing to be an afterimage of the scientist. As Tensai stands a few feet from Ilvamal and notices the appearance of a familiar face in Maria Tokareva. She oddly seems to be using a bow as well as her Zanpakuto which Tensai is quick to notice. Though he can surely tell that it is not a Quincy bow but something else entirely which intrigued him.
"Good to have you aiding us Maria, been a while since we last fought together. Let's send this Demon back to Hell where he belongs." Tensai said to his 11th Division comrade.
He then started walking towards Ilvamal.
"It seems that by devouring Sinners you Kushanada became corrupted and twisted into the forms you take now. While it will be more lucrative to take you prisoner and get questions out of you I am afraid you did too much damage to Soul Society to warrant my mercy. Evil cause, evil effect," he said.
Before going for another rush of punches, this time across Ilvamal's face. With his point-blank Byakurai this time aimed at the Demon Prince's chest. He is not sure if they even have a heart but he is hoping to hit some major organ of some kind.
Post Count: 6
Tags: Hibano , Muimina Hyakuji , Yukari Aihara , snugglyrum COMBAT TRACKER
SUMMARY Demon Prince Ilvamal Death Sign: Graveyard of Souls - 76 Acc vs. 100 Def - Miss.
Demon Prince Ilvamal Bone Outgrowth Attack 1 - Dodged with Utsusemi
Demon Prince Ilvamal Bone Outgrowth Attack 2 - Dodged with Utsusemi
Uses Reverse Fate with Blur with the first attack Tensai missed. Uses Utsusemi to dodge the two Bone Outgrowth attacks as well. And makes three more strikes and another Byakurai attack this turn.
At-Will Reactive: BAKUDŌ #32: GYAKU UNMEI (REVERSE FATE) - 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.) |-5 Reishi (Uses Blur with Reverse Fate to send both lowest damage dice of Death Sign: Graveyard of Souls to Ilvamal. Sending both 9 damage die back as 18 direct damage)
Bonus Action 1: UTSUSEMI (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
Standard Action 1: Strike Acc - Bt1B9O5T1d100+45 Dmg - 2d12+2 Status Chance (00%) - *Roll Here
Standard Action 2: Strike Acc - 1d100+45 Dmg - 2d12+2 Status Chance (00%) - *Roll Here
Blitz At-Will: Strike Acc - 1d100+45 Dmg - 2d12+2
At-Will: Enhanced HADŌ #4: BYAKURAI (PALE LIGHTNING) | -4 Reishi (1/3 At-Will uses left) Acc - 1d100+45 Dmg - 2d12+2
ACTIVE EFFECTS Momentum Stacks: 2
Armor 16/20
Spiritually Pressured - 2 Status damage for each turn.
Intimidate - 1/2 Turns
1rst Release - -4 Reishi per turn. X2 RL.
Keratin Spikes (Thousand Blades) - 4/4 Effects
CLASS Prodigy/Paragon
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.
UNRIVALED As a passive effect, your max HP is increased by +15 and also you naturally negate -2 damage from every attack that hits you. If an opponent has Edge over you, that raises the amount of damage you negate by 1 for each Edge level. (Edge 2: -3 Dmg, Edge 3: -4 Dmg, Edge 4: -5 Dmg)
PROWESS You may now activate “Genius” four times per battle. Additionally, you may now learn Forbidden Spells and Techniques. You may not learn Release Techniques. All learned techniques and spells are forgotten at the end of Battle. Techniques and Spells learned do not take up technique slots.
TRAITS Blitz - As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Momentum - 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. Max of 4 Stacks used per turn.
Indomitable - Increase your DR by +4 against all Attacks.
Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. Indefinite.
Talented - As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. 1/1 use per battle.
TECHNIQUES
UTSUSEMI (CICADA SHELL) - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Power. 0/1 use per battle
SPELLS
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. 2/2 uses
BAKUDŌ #32: GYAKU UNMEI (REVERSE FATE) - 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.) 2/4 uses per battle
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) - 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. 2/2 uses per battle
Copied Techs
BAKUDŌ #21: SEKIENTON (RED SMOKE VANISH) - 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. 0/1 Use (Can only be used during this event)
BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER) - As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.May use on self once. Ally may use one on you once.
Thousand Blades - Thousand Blades is activated as a Bonus Action. You get 4 effects per combat. At-will you activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all effects, the technique ends.
As an at-will action you can give +10 to a single Accuracy roll on your turn. As an at-will action, roll 2 sets of damage dice for one attack on your turn and take the higher of the 2 damage rolls. As a reactive at-will, you may reduce a critical hit against you down to a normal hit. As a reactive at-will, you may reduce half the damage from an attack that hit you.
RELEASE Tamashī Hakai Uirusu - Single Versatile Poison
Mimic - 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. 1/2 uses (The technique can only be used during the battle it is mimicked.)
REIATSU: 317,500(127,000) HP: 107/115 | REISHI: 50/100 | DEF: 100(85) | DMG DIE: d12+1 | ACC: +45 1d100+45·2d12+2·1d100+45·2d12+2·1d100+45·2d12+2·1d100+45·2d12+2
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