Bleach Hereafter RPG

The Great Ride

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Jan 15, 2022 19:26:15 GMT -5

A bead of sweat started to drip off of Tensai's head as soon as he heard the leader of these Demons announce that she's the Princess. Meaning she is one of the Trifecta. This was going to be more difficult than he thought it would be. At first, he had little trouble with the Demon horde's attack. Parrying each of their strikes with his Zanpakuto even if the size of it paled in comparison to that of the weapons he is blocking.

As the Demons prepared a volley of attacks towards them, he used Shunpo and left behind various after images with the Utsusemi Hoho art. Using the after images as decoys to take the attacks instead. He also noticed that the Demon Princess seemed to have been preoccupied with the Quincy, though this demon horde is more of a nuisance and if they want to stand a chance against her then they must be taken care of first. As he then unleashed another Kido spell onto the barrier already on him that begins sending spiked tendrils out of green spiritual energy towards the Demons that missed him. Of course what Zarzil said about the owner of the shop intrigued him.

"Not surprised that you would betray an ally like that, that treaty proposal was merely for a distraction. The Captain Commander told me how you all decided to damn souls who did not deserve to be sent to Hell only so you could increase your ranks. Such abuse of power in the spiritual order deserves the fate of being sealed away yet you never learned from your follies and instead made the mistake of trying to get revenge."
Tensai said.

Of course, he couldn't help but be intrigued by these demonic horses they seemed they have summoned/created with their Grimoires. Perhaps an on-site dissection is in order. He then starts aiming for the demonic steeds. Slashing them in a way to get a good look at the inside of them.

COMBAT TRACKER
SUMMARY
Demon Host vs. Tensai
Attack 1 - Demon Horde Charge - 98 acc vs. 100 Def - Miss.

Attack 2 - Demon Horde Fire Volley - 124 acc vs. 100 Def - Dodged with Utsusemi.

Attack 3 - Demon Horde Charge -139 acc vs. 100 Def - Dodged with Utsusemi.

Uses Reverse Fate to send 4 Direct Damage to the Demon Host.

Passive: Heroic Aura - Gain +15 accuracy with all non-area attack techs/spells and whenever one of these attacks hit and reduce your foe’s HP, you and your allies gain +10 Reishi and +10% base Reiatsu Level.

At-Will: Talented - Gains an extra use of Utsusemi.

Bonus Action: UTSUSEMI (CICADA SHELL) - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. | -10 Reishi

At-Will: 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

At-Will: TSUKIYUBI (THRUST FINGERS) - As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2 | -10 Reishi

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

Standard Action 1: Zanpakuto Slash (Strike) - Effects | -0 reishi cost @the Demon Host
Acc - dhoCB48K1d100+65
Dmg - 1d12+5
Status Chance (00%) - *Roll Here

Blitz Attack: Demonic Horse Dissection (Strike) - Effects | -0 reishi cost @the Demon Host
Acc - 1d100+65
Dmg - 1d12+5

Standard Action 2: Surgical Precision (Strike) - Effects | -0 reishi cost @the Demon Host
Acc - 1d100+65
Dmg - 1d12+5
Status Chance (00%) - *Roll Here




ACTIVE EFFECTS
20/20 Armor

CLASS
Prodigy

Adept - Your natural Skill cap of 50 is increased to 70 and you start with +5 to two Skills of your choice. You also gain a +35 bonus to every Initiative Roll.

Genius - Start with the Enhanced Basic Techniques/Spells; Focus Energy, Invigorate, Sense, and Suppression. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.

Paragon

UNRIVALED
Your max HP cap is increased by +20 and also you naturally negate -2 damage from every attack that hits you. Also, as a passive effect, if you drop below 25% HP, you become immune to the effects of EDGE, regardless of Reiatsu Levels. Alternatively, if you already have EDGE advantage when you drop below 25% HP, that advantage is now doubled.

HEROIC AURA
As a passive effect, you gain +10 accuracy with all non-area attack techs/spells and whenever one of these attacks hit and reduce your foe’s HP, you and your allies gain +5 Reishi and +5% base Reiatsu Level. (Capped at 200%) If your foe is an NPC Event Boss, you instead gain +15 accuracy with all non-area attack techs/spells and whenever one of these attacks hit and reduce your foe’s HP, you and your allies gain +10 Reishi and +10% base Reiatsu Level.

TRAITS
Blitz - As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. Twice per battle. 1/2 uses

Momentum - As a Passive effect, whenever one of your attacks fails to hit its 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.

Indomitable - Increase your DR by +3 against all Attacks.

Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. Four times per battle. 4/4 uses.

Talented - As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs.Once per battle. 0/1 use.

Alacrity - As a passive effect you have +10 to defense while above half max HP.

TECHNIQUES
Enhanced Basic
Sense - Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Suppression - You regain 3 Reishi at the end of your turn if you are suppressed to 50% of your Base Reiatsu Level or less. After unlocking your 2nd Release, this goes into effect so long as you remain in 1st Release or below.
Invigorate - Now whenever you use Invigorate, your allies and teammates also regain 25 Reishi.
Focus Energy - If used with an Attack Spell, that spell now has an additional +15% chance to inflict Status Effects on the turn. If used with a Physical Attack, any additional uses on the same turn stack +1 additional bonus damage per attack on that turn.

UTSUSEMI As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. 1/2 uses

TSUKIYUBI (THRUST FINGERS) As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2. 1/2 uses


SPELLS
BAKUDŌ #44: SEKISHO You gain 20 Armor and are immune to status effects inflicted by attacks. 0/1 uses

BAKUDŌ #41: KYŌMON As a bonus action, you avoid all but the highest rolled damage die from one non-critical attack that hit you. You deal the highest damage die back to the attacker as direct damage. If the attack would inflict a non-special status, you instead inflict that status back onto your opponent.

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.)

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. Do not remove status effects you have been previously afflicted with.

BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) As an at-will action you restore 20 HP to self or a comrade.

BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER) As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.
RELEASE
Shikai/1st Release Shinka Rasen: Takes an At-Will action, +5 Reflexes, Calculating, -2 Reishi per turn, +5% chance to status effects
Tamashī Hakai Uirusu | SINGLE | Major Effect: VERSATILE | Minor Effect: POISON | 3d12+9 | -7 Reishi cost

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. You cannot copy a single technique multiple times. Gamble is immune to Mimic."


Bankai/2nd Release ???: Takes an At-Will action, +5 Reflexes, Calculating, Heightened, -2 Reishi per turn, +10% chance to status effects +10 Defense against Non-Basic Attacks


REIATSU: 158,000
HP: 100/100 | REISHI: 115/150 | DEF: 100(90) | DMG DIE: d12+3 | ACC: +50


Post Count: 4 | Tags: , , ,
1d100+65·1d12+5·1d100+65·1d12+5·1d100+65·1d12+5

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Jan 17, 2022 18:00:53 GMT -5

Rao and Tensai's attacks had caught the army of demons off guard , resulting in their attacks to be lethal to the unfortunate demons caught in their attack. However, the army quickly regained their composure, and started parrying their attacks. They then went up to the air, casting a giant shadow from blocking out the sun, and rushed down to land an attack at them both. Rao dodged the armies attacks nimbly, dodging each attack by a hair, and made feints to mock the army's attempts to hit him. "Come on" Rao said "Dodging these attacks is child's play. And you people call yourselves an army?"

After he said that however, the army pulled back into the sky once again, and started firing energy blasts at Rao, Tensai, and Yael. Rao saw the attack, realized that this attack would require a faster manuever to evade these. He used sonido, and using his speed, created a speed clone made from his afterimage. The attacks meant for him were wasted, as each only hit a clone. However, when the horde came, Rao wasn't able to get out of the way in time, and got hit by some of enemies attack, which drew some blood. He jumped and sped away from them using Sonido.


Rao slowed down and used a reishi foothold to stand up higher than the army by a few meters. "That was a little better" he remarked. In response, Rao disappeared in a flash, and began using sword strikes meant to cut down various members of the Demon Army.





"I saw that you Demons used hellfire in your last attack." Rao said. "Let me show how you truly use hellflames".

As he said that, his Zanpakuto lost its swordlike form and became flame on his hand. It started becoming more intense, and more hellflames started surrounding him. When his technique was ready, he thrust his palm forward, propelling the attack towards the army to deal immense damage.

"Hellflame Dragon!"



With that, a dragon burst forth from the Flames in his palm, heading towards the army to ravage it.


COMBAT TRACKER

SUMMARY

Rao used Utsusemi
Rao used Enhanced Strike(Barrage)
Rao used First Release tech(Hellflame Dragon)
Previous 2 hits gave +2 dmg tiers & +10 ACC
Standard actions activate Piercing Blows

At-Will: Technique

Bonus Action:
UTSUSEMI (CICADA SHELL)
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi
Limit: Once per battle. | -10 reishi cost| -9 with Efficiency

Standard Action:
STRIKE
You unleash a single powerful physical attack or a flurry of quick strikes.
Type: Basic Attack - Physical
Action: Standard Action
Damage: Roll 1 damage dice.
Effects: None
Cost: None
Enhanced: Upgrades to two damage dice. | -0 reishi cost

Acc - lvhurr7P1d100+60

Dmg - 2d13

Status Chance (40%) - *Roll Here*



Standard Action:
Hellflame Dragon
Rao gathers together all the energy from his Hellflames, and releases it in the shape of a dragon towards the target.
SINGLE: Standard Action. Rolls 3 damage dice against one target and has a chance to inflict a minor effect. Costs 7 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.
BURN: 50% chance to Burn target.
| -7 reishi cost| -4 with Efficiency 
Acc - 1d100+60
Dmg - 3d13
Status Chance (50%) - *Roll Here*








ACTIVE EFFECTS

Flawless Strikes - Each time one of your Strike Basic Attacks hit, increase the Accuracy and Damage Tier of further Strike Basic Attacks used on subsequent turns. Accuracy is increased by +5 (up to a max of +20). Damage Tier is increased by +1 (up to a max of +4). Both bonuses are reduced to normal (+0) on the turn following a successful crit roll.


Piercing Blows - Whenever you use at least two Standard Actions to attack an opponent, that opponent receives +2 status damage that bypasses all DR and Armor. Increase this value by +2 for each turn that you have used two Standard Actions to attack. This bonus returns to +2 if you do not attack an opponent on your turn and must be accumulated again.

TEMPERED
Prerequisite: None
Activate: None (Passive)
Effect: Your 1st Release Stage is always active, meaning it is a passive activation and you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.
Limit: Indefinite

EFFICIENCY
Prerequisite: Focus Skill of 45
Activate: None (Passive)
Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. Does not stack with the Release Enhancement Efficient. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.

INFUSE
Prerequisite: Focus Skill of 40
Activate: None (Passive)
Effect: As a passive effect your Basic Attacks have a 40% chance to inflict the Burn status.


CLASS

Fighter(Berserker)

TRAITS

TEMPERED
Prerequisite: None
Activate: None (Passive)
Effect: Your 1st Release Stage is always active, meaning it is a passive activation and you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.
Limit: Indefinite

INFUSE
Prerequisite: Focus Skill of 40
Activate: None (Passive)
Effect: As a passive effect your Basic Attacks have a 40% chance to inflict the Burn status.


ASSAULT
Prerequisite: Fighting Skill of 35
Activate: At-Will
Effect: As an at-will action, roll two d100s for each accuracy roll you make with any Non-Basic Attack. Use the better of the two rolls for each.
Limit: Twice per battle.

EFFICIENCY
Prerequisite: Focus Skill of 45
Activate: None (Passive)
Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. Does not stack with the Release Enhancement Efficient. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.


PRECISION
Prerequisite: Fighting Skill of 30
Activate: At-Will
Effect: Accuracy with all Attacks this turn is increased by +20.
Limit: Twice per battle.

Race & Class Traits

INDOMITABLE
Prerequisite: Resilience Skill of 40
Activate: None (Passive)
Effect: You gain +3 Damage Reduction (DR) per attack on your turn.

BLITZ
Prerequisite: Fighting Skill of 45
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Limit: Three times per battle.


TECHNIQUES

PESQUISA (INQUIRY)
You send out a radiating pulse which reacts to sources of Reiatsu within a certain proximity and helps you anticipate incoming attacks.
Type: Defense - Arrancar Ability
Activate: Bonus Action
Effect: As a bonus action you gain +15 bonus defense for the duration.
Duration: 3 turns
Cost: 10 Reishi
Limit: Once per battle.

UTSUSEMI (CICADA SHELL)
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi
Limit: Once per battle.

SPEED CLONES
You create several clones of yourself at once using Shunpo. The clones absorb incoming damage while you escape.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn. Considered a Movement Technique.
Cost: 5 Reishi
Limit: Twice per battle.

HANKI (REVERSE DEMON)
A fighting technique that cancels out an opponent's Reishi by hitting it with the same quality and quantity of oppositely spinning Reishi.
Type: Defense - Hohō Art
Activate: Bonus Action
Effect: As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement Technique.
Duration: Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading.
Cost: 10 Reishi
Limit: Once per battle.



SPELLS



RELEASE
Release Bonus - +5 accuracy
Release - -4 reishi to stay in release
attacks were -12 reishi taken from this turn altogether

REIATSU: 89,000x2=178,000

HP: 74/95 | REISHI: 103/110 | DEF: 90 | DMG DIE: d11 | ACC: +45(+5)=+50

1d100+60·2d13·1d100+60·3d13
Last Edit: Jan 17, 2022 19:35:17 GMT -5 by Rao Fugard

PLAYER

Shot to the heart

Viktor Yakov ad Rosenfeld Avatar

Viktor Yakov ad Rosenfeld

Post by Viktor Yakov ad Rosenfeld on Jan 18, 2022 2:23:05 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan



…And so, the fiery battle began.

While Yael was busy dealing with Zarzil, the other temporary allies focused on the demon horde. The other shinigami was still not in sight but was nearby, perhaps cowering in fear. The blonde quincy didn’t care, anyway as he was preoccupied with fighting the demoness.

The blinding flash was avoided, as her lash was engulfed in fiery flames somehow devouring the supernova into nothingness; it was a good distraction still, as she got out of balance and fell off her horse as soon as Yael charged to deal his first blow.

Zarzil was quick, however, that she jumped back into battle again, as if nothing happened and flogged the quincy with a flurry of whips. Yael attempted to dodge, moving from his left to his right, ducking in and out of the rope like a child avoiding his parents’ beating. With her swift movements, however, it was difficult to keep up with the attack, not to mention the barrage of weapons raining down on him and his allies as the demon horde charged forth.

Yael evaded one spear coming his way, somersaulting into the air, and then turned on his heel to face the demoness again, only to be whipped twice on the arm and on his thigh, tearing a small part of his cape and his white pants.

“Tsk.”

Right after the whip lashes, she answered back, stating that they had no friends and whatever was happening inside had already nullified her friendship with the shinigami, whoever that was. As expected of a demon.

He leaped back to create some distance from the demoness, swinging his sword to parry another demon charging in his direction, and moved closer to the green haired shinigami while remaining alert to avoid the demon horde’s assault.

“Where in the hell is your comrade?! I am not your meat shield, for fuck’s sake!” He complained, and eventually went back to his original opponent while avoiding the other riders’ attacks. The illusion clearly didn't work on him.

"What do you want from him anyway? I'm only here to save my girlfriend!" he quipped back at Princess Eyepatch. She'd definitely remember the crazy fullbringer who "helped" her during her expedition from Rome.

For his counter, he used his blade to draw a line on the ground as he ran towards Zarzil; a spark of blue flame emerged slowly at first, then gushed out like a tidal wave of fire headed towards the demon princess. It might look like a ravaging sea, but it was not as refreshing as the waters in the ocean, as it would deal a long lasting scorch for a few more minutes even after its contact.

He would then surprise her with a slash cut across horizontally in an attempt to blind her again, this time with the use of his sword enveloped in flames.

Burn in hell, demon.

[487]

COMBAT TRACKER
SUMMARY

PRINCESS EYEPATCH
Defense
72 acc vs 100 def= missed!
117 acc vs 100 def= hit! 8 dmg
-2 dmg inflicted due to Resist
132 acc vs 100 def= hit! 7dmg
-2 dmg inflicted due to Resist
Partial dmg= 15 dmg

DEMON LORDS
93 acc vs 100 def= missed!
119 acc vs 100 def= hit! 19 dmg
134 acc vs 100 def= hit! 15 dmg
Yael used Utsusemi to avoid all attacks
Partial dmg= 0

Total dmg: 15 dmg- 20 armor= 5 armor

Offense
Yael used Sense
Yael used Haien @zarzil
Yael used Byakurai @zarzil






At-will Action:Sense| +5 def, +5 acc

Bonus Action: Utsusemi: avoided the horde's attack| 10 rei-2[due to efficiency]= 8

Standard Action:Fiery Tidal Wave [Haien| 15 rei-3= 12 rei @zarzil
Acc: 3KPlw2|r1d100+55
Dmg: 3d10
Scorch Chance [65%]: 1d100
Slashing Major Effect: crit on 75 or higher
Special effect: cannot be guarded against


Standard Action: Sword Slash [Byakurai]| 4 rei-1= 3 rei @zarzil
Acc: 1d100+50 Critical! +5acc from Sense, i forgot to include :3
Dmg: 2d10+3 dmg
Burn Chance [55%]: 1d100 +1 stack due to Vitriol; success as long as chance roll hit, -10 acc and -2 dmg tier when afflicted by burn


Total rei: 8+12+3=23 rei


ACTIVE EFFECTS


CLASS
STRATEGIST

OBSERVANT
Three times per battle as a Reactive At-Will Action, you may immediately learn any Non-Basic Technique or Spell (Including Racial Techs / Excluding Release Techs) used by a combatant on their turn, 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.

PREPARED
You start with the Enhanced Sai Basic Kido Spell. Also, at the beginning of each thread, you may select up to 2 Standard Techniques or Spells that you know. You may use each of those techniques or spells one additional time during that thread.
Selecting:
Utsusemi
Seki

OVERRIDE
All non-special status effects tied to your attacks will apply those status effects regardless if the attack hits or not, provided the affliction roll is successful. Also, while an opponent is afflicted with a Non-Special Status Effect caused by you, reduce their Accuracy by -10 and Damage Tier by -2; this is cumulative, applying once per unique non-special status effect (caused by you) active on that opponent.

BREAKTHROUGH
While an opponent is afflicted with a status effect that you caused, you can make them take the damage (and any effects) of all techs and/or spells that targeted you on their turn, once per thread, as a Reactive At-Will action. No roll necessary. Damage redirected to your foe is considered direct damage. You take no damage or suffer any effects. The damage and effects cannot be redirected back to you by any means.

RACIAL PERK:

Efficiency
Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi.

TRAITS

Alacrity: As a passive effect you have +10 to defense while above half max HP.

Cleverness: You have a passive +15% bonus to inflict a status effect from any source

Infuse: As a passive effect your Basic Attacks have a 40% chance to inflict the Burn status.

Resist: As a passive effect when hit with an attack you deal 4 direct damage for Non-Basic Attacks and 2 direct damage for Basic Attacks back at the attacker.

Vitriol: Each time you inflict a non-special status effect you give an additional stack to your target. Does not apply to status effect inflicted via Phantom Pain.



TECHNIQUES AND SPELLS

BAKUDŌ #44: SEKISHO
You create a fast-forming energy wall against fairly strong attacks.
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: You gain 20 Armor and are immune to status effects inflicted by attacks.
Duration: Until the 20 Armor is gone.
Cost: 15 Reishi
Limit: Once per battle.

UTSUSEMI
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Power.
Cost: 10 Reishi
Limit: Once per battle.

BAKUDŌ #27: INEMURI (FORCED SLUMBER)
You quickly hold your hand in front of your enemy’s face as their pupils dilate before they fall unconscious.
Type: Utility - Kido Spell
Activate: Bonus Action
Effect: As a bonus action you have a 60% chance to inflict two stacks of the Blind status on your target. Upon infliction it also deals 1d8 direct damage The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Twice per battle.

BAKUDŌ #39: ENKŌSEN (ROTATING LOCK FAN)
You generate a dull yellow energy, which takes the form of a large spinning disk of condensed Reiatsu, in front of yourself, blocking an opponent's attack.
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.)
Cost: 10 Reishi
Limit: Twice 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 Technique.
Cost: 5 Reishi
Limit: Once per battle.

BAKUDŌ #22: HAKUFUKU (WHITE CRAWL)
You stare down your foe. As the target sees the illusion of purple cherry blossoms falling around them, their vision begins to blur and their consciousness becomes muddled, disoriented, and confused. Shortly thereafter, the target blacks out altogether.
Type: Utility - Kido Spell
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d4 worth of direct damage. The max chance to inflict with any effect is 95%
Cost: 5 Reishi
Limit: Twice per battle.


BAKUDŌ #19: SHIBIREYUBI (NUMBING FINGER)
You place a finger in front of the victim's face, conjuring a ball of white energy that flashes momentarily before the victim's eyes, immediately incapacitating them.
Type: Utility - Kido Spell
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict two stacks of the Stun status on your target. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Twice per battle.

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



ADVANCED TECHS AND SPELLS

SHADOW
The user's shadow expands and becomes a doorway between dimensions, completely masking their Reiatsu.
Type: Defense - Reactive
Action: Bonus Action
Effect: You immediately avoid all attacks and/or techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 20 Reishi
Limit: Once 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: 15 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: 15 Reishi
Limit: Once per battle.

BAKUDŌ #61: RIKUJŌKŌRŌ (SIX-ROD LIGHT PRISON)
Pointing their index finger at the target, the user generates a spark of yellow energy, which summons six thin, wide beams of light that slam into a target's midsection and hold them in place.
Type: Utility
Activate: Bonus Action - Reactive
Effect: 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. The max chance to inflict with any effect is 95%.
Special Effect: If used in conjunction with a previously successful Hainawa cast, the cost of this spell is reduced by half and your opponent also cannot use any bonus actions on the same turn they must break free of Rikujōkōrō. Hainawa must have been cast within 1 turn of Light Prison to count.
Cost: 15 Reishi
Limit: Once per battle.

SENMAIOROSHI (THOUSAND-PAGE WHOLESALE)
In a blur of motion, you make multiple extremely fast slashes that shred your target to pieces.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Slashing major effect.
Special Effect: For an extra cost of 10 Reishi, you may add the Delay major effect to each attack.
Cost: 20 Reishi
Limit: Twice per battle.

RELEASE

Schwerter Jagen (Chasing Swords)
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
BASHING: The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.
BURN: 50% chance to Burn target.


HEILIGER FLUCH (Holy Curse)
A dangerous release ability that seeps into the very essence of your foe and harms them from within.
Type: Utility
Activate: Bonus Action
Effects: As a bonus action you have a 70% chance to inflict two stacks of special status effect Cursed on the target. While Cursed a foe is dealt 3 status damage each time they activate anything that requires a Bonus Action for duration.
Duration: Each stack lasts 3 turns.
Cost: 15 Reishi
Limit: Once per battle.

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
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.
Stage 2: Can now redirect at least two attacks per turn that would have hit you.
Stage 3: Gain Stage 2 upgrade and only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.

FLASH FREEZE
You freeze your enemy in their tracks, making them vulnerable to attack.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 50% chance to inflict the special Frozen status on one target. Under the effects of Frozen, on your foe’s turn, they will be unable to use any movement techniques to avoid attacks. This includes only those techniques or spells that are marked specifically as Movement Techniques.
Special Effect: For an added 10 Reishi, you can target up to 3 people, making this an area effect.
Stage 2: Percent chance increased to 60%.
Stage 3: Gain Stage 2 upgrade and only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.

ENHANCEMENTS:
1st Release: +10 acc on basic attacks
2nd Release: +10 def from basic attacks
3rd Release: +1 stack of non-special status effects

RELEASE BUFF: FOCUS
1st Release: +5, upgrades to d11
2nd Release: +10, upgrades to d12
Final Release: +15, upgrades to d12+1

REIATSU: 222,000 ARMOR: +5
HP: 100/100 | REISHI: 158/200 | DEF: 85 [95] | DMG DIE: d10 | ACC: +50

1d100+55·3d10·1d100·1d100+50·2d10·1d100
Last Edit: Jan 18, 2022 2:49:30 GMT -5 by Viktor Yakov ad Rosenfeld

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on Jan 18, 2022 3:31:58 GMT -5

The battle devolved into madness in a manner of moments.

From his point of observance, Yoshinori watched the Demon Host rise before falling upon both Tensai and Rao. The mighty force of demons, even if not powerful individual, certainly had the pair defeated when it came to sheer quantity. Yet, perhaps unsurprisingly, the pair persisted, and even seemed to be doing quite the job at fending the peons off. Tensai's own capabilities were already known to the silver haired Third Seat, and as such the scientist's ability contend with the best of them was just about expected.

The Hollow, however, was a different story. A peculiar one at that. Possessing that undeniable strain of demonic energy, the Arrancar seemed rather comfortable sharing news of his mysterious kinship with just about anyone who would listen, proposing to outdo the Demon Host's own performance of Hellfire with his own. How interesting.

Not that I'm complaining.

Finally, there was Yael. The apparent star of the hour. Having garnered the most attention out of all the current combatants, the Quincy seemed to be fairing well, albeit not without rather loud statements as to Yoshinori's own whereabouts, the likes of which brought a small chuckle from the former assassin. Moving to rise from his crouched position, the Third Seat took his sweet time withdrawing his golden pipe and going through the motions of measuring out the appropriate level of his daily drug before lighting it up.

Placing the pipe in his mouth, the cloaking spell that the man had maintained over his form all this time finally faded away. Still inside the apartment, Yoshinori clasped his hands together, and began to mutter under his breath.

"Ye lord. Mask of blood and flesh, disintegrate, you black dog of Rondanini. All creation, flutter of wings, ye who bears the name of Man. On the wall of blue flame, inscribe a twin lotus. Look upon yourself with horror and then claw out your own throat. In the abyss of conflagration, wait at the far heavens."

A twin incantation. The art of Nijū Eishō: The Two-Fold Incantation. Just as soon as the sacred words left his lips, Yoshinori vanished, utilizing Shunpo to rapidly depart the apartment, his body phasing through the solid walls and out into the open once more. It seemed he was done waiting now.

Crossing a considerable distance in an alarmingly short period of time, Yoshinori would flicker back into existence several meters from Zarzil's left flank, maintaining enough distance to be clear from Yael's own offensive. Extending his palms forward, Yoshinori would reveal the true nature of his plan. By uttering the double incantation within the safety of his hiding place, he ensured that his spell casting wouldn't be interrupted. Thus, he could execute two full strength Kido spells without the drawback of overexposure.

His body beginning to emanate red light, Yoshinori would announce his first spell.

"Bakudō #9. Geki."

Rapidly drawing several Kanji symbols through the air, the bright red light that surrounded his body would suddenly grow brighter, before threatening to engulf Zarzil in its oppressive energies. The Kido spell in itself would attempt to induce complete (albeit temporary) paralysis within the Demon Princess, the likes of which would render her immobile. Yet, even if the low level Kido was incapable of rendering that effect upon such a powerful entity, the possibility of it slowing her down was all that the silver haired Shinigami needed to ensure his next attack would connect.

"Hadō #73. Sōren Sōkatsui."

Sealed Ball


Extending both hands outwards fully, with the bottom of the palm pressed closely on top of each other, a bright blue light would emanate from his hands next, before discharging outwards in a devastatingly powerful wave of energy. Directed at an angle, Yoshinori would direct the offensive Kido spell to catch Zarzil fully in the blast while at the same time directing the blast to not collide with any structures nearby. As the last wisps of spiritual energy left his fingertips, Yoshinori let loose a prolonged exhale, a stream of smoke leaving his nostrils.

"If you expect me to take part in this shit-fest completely lucid, you're out of your fucking mind." Yoshinori said aloud, glancing back towards Yael. Seemingly, the odds were not so dire so as to prevent the Eighth Division Third Seat from making a quip in return.

Either way the battle was on, and Yoshinori wasn't prepared to miss a second longer of it.

Post Count: 4 | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Tensai's Heroic Aura grants Yoshinori +20 Reishi and +20% Base Reiatsu increase! Yoshinori's Base RL increases to 198,000!

OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Bonus Action: Yoshinori uses Focus Energy to gain +15 Accuracy on all attacks this turn! Attacks cannot be negated by Guard!
Standard Action: Yoshinori uses Byakurai!
At-Will: Yoshinori uses 1 Construct to add an additional d6 damage dice to Yoshinori's Standard Action Strike!
Standard Action: Yoshinori uses Strike!
At-Will: Yoshinori uses Byakurai At-Will! (2/3 uses remaining).
Potent Passive Active!
Attuned Passive Active! 3 Reishi regained!



Bonus Action: Bakudō #9. Geki (Focus Energy) - Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard. | -9 Reishi (Efficiency Reduced)

At-Will: Combat Focus (Shun Shun Rikkia) - As an at-will action you can activate a max of 2 constructs to add one d6 as a bonus damage die to at least 2 Basic Attacks during your turn. | 1 Construct Spent




Standard Action: Hadō #73. Sōren Sōkatsui (Byakurai) | Target: Zarzil
Acc - XF9oF1uU1d100+70 Nat 100 Critical!
Dmg - 2d12+1 +12 DMG = 24 DMG!
Reishi Cost - 3 Rei (Efficiency Reduced)
Special Effect (Potent) - As a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.
Special Effect (Versatile) - If attack successfully hits, 7 Reishi is drained.

Standard Action: Hadō #73. Sōren Sōkatsui (Strike) | Target: Zarzil
Acc - 1d100+55
Dmg - 1d11
Shun Shun Rikkia Dmg -1d6
Reishi Cost - 0 Rei
Special Effect (Versatile) - If attack successfully hits, 6 Reishi is drained.

At-Will: Hadō #73. Sōren Sōkatsui (Byakurai) | Target: Zarzil
Acc - 1d100+70
Dmg - 2d12+1
Reishi Cost - 3 Rei (Efficiency Reduced)
Special Effect (Potent) - As a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.
Special Effect (Versatile) - If attack successfully hits, 9 Reishi is drained.

Passive: Kido Magician (Attuned) - You regain 3 Reishi at the end of your turn




ACTIVE EFFECTS
Intimidate Uses (0/100 Max Reishi Restored)
20/20 Armor (Immune to Statuses from Attacks)
0/25 Hanki Defense Gained
5/6 Constructs Remaining

RACE

SHINIGAMI: You gain the Resilience Keystone Trait Alacrity and it does not take up a Trait slot or require your Resilience Skill to be 30.

TECHS & SPELLS | STANDARD

BAKUDŌ #21: SEKIENTON: BONUS ACTION | 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 - any bonus damage is still counted. If you take zero damage from an attack this way, it counts as fully avoided. Movement Technique. | -5 Reishi | (1/1 use remaining)
BAKUDŌ #44: SEKISHO: BONUS ACTION | You gain 20 Armor and are immune to status effects inflicted by attacks. | -10 Reishi | (0/1 use remaining)
BAKUDŌ #7: KEIKATSU: AT-WILL | As an at-will action you restore 30 HP to self or a comrade. | -5 Reishi | (Once Per Target)
BAKUDŌ #39: ENKŌSEN: BONUS ACTION | As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.) | -10 Reishi | (2/2 uses remaining)
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK): AT-WILL | 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. | -5 Reishi | (2/2 uses remaining)
SHUN SHUN RIKKIA: BONUS ACTION/ AT-WILL | As a bonus action you create 6 constructs. As an at-will action you can activate a max of 2 constructs to add one d6 as a bonus damage die to at least 2 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. | -10 Reishi | (1/2 uses remaining | 6 Constructs per use)
HANKI: BONUS ACTION | As a bonus action, pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement Technique. | Duration: Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading. | -10 Reishi | (0/1 use remaining)
UTSUSEMI: BONUS ACTION | As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Movement Technique. | -10 Reishi | (1/1 use remaining)

TECHS & SPELLS | ADVANCED
None

TECHS & SPELLS | FORBIDDEN
None

CLASS: CASTER | ADVANCED CLASS: MAGUS

ATTUNED - PASSIVE | As a passive effect, your max Reishi is increased by 50, you regain 3 Reishi at the end of your turn, and all non-basic Kido spells cost -5 less Reishi.

POTENT - PASSIVE | You start with the Enhanced Byakurai Basic Attack Spell. Also, as a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.

VERSATILE - PASSIVE | As a passive effect, any turn where you use both a Kido Spell and a Non-Kido Technique, increase the Accuracy (by +15) and Damage Tier (by +2) of two attacks on that turn. Also, all successful attacks you land on that turn will drain your foe's Reishi as well as their HP/Armor. Total amount of Reishi drained will be equal to the highest rolled damage die from the attack.

RATION - PASSIVE | As a passive effect your Advanced and Forbidden Kido Spells have a 30% chance to inflict the Immobilize or Stagger status effect (Choose one per thread). The max chance to inflict with any effect is 95%. The additional reishi cost is then siphoned to you for the duration.

TRAITS

MOMENTUM - PASSIVE/AT-WILL | 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.

ALACRITY (Racial Perk) - PASSIVE | As a passive effect you have +10 to defense while above half max HP.

BLUR - PASSIVE/AT-WILL | As a passive effect you can use one Movement Tech as an at-will action on your turn. (4/4 uses remaining)

INSTINCT - AT-WILL | As an at-will action, you evade a single basic attack that would have hit you. (3/3 uses remaining)

EFFICIENCY - PASSIVE | Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, Forbidden Techs/Spells cost -3 less Reishi. Does not stack with the Release Enhancement Efficient. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.

CLEVERNESS - PASSIVE | You have a passive +15% bonus to inflict a status effect from any source.

RELEASE

FIRST RELEASE: Bonus Action / At-Will. Boosts your base RL by 2x. | -4 Reishi per turn. | +5 Reflexes
ENHANCEMENT: HEIGHTENED - As a passive effect your defense is increased by +5 against Non-Basic Attacks.
RELEASE ATTACK TECHNIQUE: PHANTOM FIRE - SINGLE | Single attack that rolls 3 damage dice against one target and has the Bashing Major Effect and Cripple Minor Effect. (Bashing: The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.) | -7 Reishi
RELEASE UTILITY TECHNIQUE: ILLUSION - BONUS ACTION | As a bonus action, you have a 60% (75% with Cleverness) chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. | 2 Turn Duration | -15 Reishi




BASE REIATSU: 198,000 | CURRENT REIATSU: 198,000
HP: 90/90 | REISHI: 188/200 | DEF: 100 (110) | DMG DIE: d11 | ACC: +40

1d100+70·2d12+1·1d100+55·1d11·1d6·1d100+70·2d12+1
Last Edit: Jan 18, 2022 3:35:17 GMT -5 by Yoshinori Okamoto

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jan 19, 2022 6:36:19 GMT -5



After their double charge and fire volley, the Demon horde prepared for the defense, stepping back and summoning shields in front of their ranks - however, that did not do them much good. Charging at the horde, Tensai easily dissected through their defenses and tore through the demon ranks, taking down several at once. Miniature Gates of Hell would open one after another, impaling the defeated Demons and dragging them down to the hellish dimension they belong in.

As this was happening, the green haired Shinigami called out the Demons for deserving the fate of being sealed away - and in the middle of this battle, one younger Baron decided to challenge Tensai's philosophy.

"You powerhungry maniacs! You were the ones who wanted to rule the spiritual world all by themselves, and sealed us away because you could not tolerate competition!" he yelled as his sword briefly rammed itself against the Shinigami's Zanpakuto, and exchanged a few blows. "All we wanted to do was to work for balance together, and divide the burden - but you selfishly claimed souls for yourselves and imprisoned us in Hell!"

Before the demon could yell any further, he suddenly found the foundation below his bottom buckling. "What are you-"

Tensai was cleaving through the hell steeds themselves, trying to discover their inner workings. Disappointingly, they were not actually alive, and inside their "flesh" was only a complex web of demonic Reishi. However, throwing demons off their horses helped to damage the integrity of the Horde itself.

After Tensai, Rao launched forth, disappointed by the strength of the horde and showing off his raw power, to the point of shaming the Demons for their poor hellflame control skills. As it turns out, however, his claims were not just bluster - when the Arrancar unleashed his Hellflame Dragon, it tore into the horde, engulfing almost a dozen poor, lesser demons in pure, ferocious destruction. For a few seconds, the battle ceased. Then, from the remaining Demon ranks, a fat, bulbous Baron stepped out and roared:

"So you want a real Hellfire?! Then have a Hellfire! Come forth, True Flames of Samadhi!"

The demon spread out his arms, and suddenly, an enormous stream of blue flames forced out from every hole in his face. Rolling across the battlefield like a tsunami, they sought to wash over everything in their path - and after they came and passed, the Demon host rallied their peers to charge into battle once again, swinging their weapons at every Shinigami, Quincy or Arrancar in sight.

Back on the streets, where Zarzil was duelling with Yael, the Princess widened her eyes when she heard the Quincy announce the reason for his presence - he was here to save his girlfriend. In fact, that was amusing. So amusing, that during the Quincy's counter attack, the demoness was grinning under her breath, even when she was suddenly struck by a brilliant burst of scorching flames, and then struck down to the earth by a powerful sword swing. Crashing to the ground on her knee, hissing under her breath at the pain, Zarzil then grinned again, and laughed.

"So you're telling me she is here, then? In Tendo Shoten?" The princess briefly covered her mouth, to calm down. "My apologies. Just a bout of schadenfreude."

She was about to swing her whip yet again, only to suddenly notice that she... couldn't move? The spell used on her was weak enough that she was sure she could break free, but where did it even come from? The answer came to her in the form of an enormous energy beam.

Crashing down at her, it engulfed her completely and slammed her into the street, with a furious shriek. It was the final member of the Demon contaninment team, Yoshinori, coming to Yael's aid. For a few seconds, nothing but silence came from the smouldering patch where Sōren Sōkatsui had just struck - then, suddenly, a stream of Reishi from both of the fighters got pulled into its center.

It was concentrating in Zarzil's fist - the woman was on one knee, battered somewhat, but still standing, and building up more and more power in her arm. Until suddenly, she yelled:

"RAIOKEN!"

The attack came in the form of a powerful, titanic slam at the ground, unleashing a powerful shockwave directed at the Quincy and the Shinigami, seeking to engulf them and swat them away.






PRINCESS ZARZIL
DEFENSIVE PHASE
Titan Edge II vs all opponents (+10 def, -2 dmg, +2 bonus dmg, +10 acc)

Gain 1 stack of Momentum from missed attacks! 4 damage gained from Resist!

Yael's Haien: hits for 13 dmg and Scorched!
Yael's Byakurai: crits for 8 dmg and Burned!
Total 21 damage reduced by Edge to 19 dmg!

Yoshi's Byakurai I: crits for 24 dmg! 7 Reishi is drained.
Yoshi's Strike: hits for 9 dmg! 6 Reishi is drained.
Yoshi's Byakurai II: hits for 19 dmg! 9 Reishi is drained.
Total 52 damage reduced by Edge to 50 damage!

2 Status damage from Burned!




At-Will: Reiryoku Absorption - Siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. -1 HP from Scorched.
@ yoshi has 30 Reishi Siphoned.
@ yael has 20 Reishi Siphoned.
+50 Reishi.

At-Will: Surge - Add an additional damage die with a value of 2d6 for Non-Basic Attacks and 1d6 for Basic Attacks with each attack you make. -1 HP from Scorched.
At-Will: Rush - Add Rush to one attack during your turn. Rush makes it so if the attack misses, it deals direct damage equal to half of the original damage. A missed attack, in this case, means one that rolled lower than your foe’s defense and missed mechanically. -1 HP from Scorched.

Bonus Action: Power of a Demon Princess (Focus Energy) - +15 accuracy, negates Guard, -10 Reishi

Standard Action: Raioken! (Area and Barrage, Overwhelm/Spread), -25 Reishi @ yael and yoshi
Overwhelm - Each 1 point of damage from this attack takes 2 points of Armor or DR to reduce.
Spread - Has a 50% chance to deal the highest damage die to secondary targets as Direct Damage.
Titan Bashing - The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit.
Accuracy - 8JnScTPV1d100+65
Damage - 4d11+2

Spread - 1d100
50 or less to deal the highest damage die as DD to @ yoshi.

Rush - If this attack fails to beat a target's defense, the target receives 50% of damage as DD.

Standard Action: Raioken! (Area Strike - Titan) @ yael and yoshi
Titan Bashing - The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit.
Accuracy - 1d100+55
Damage - 1d11+2

Standard Action: Raioken! (Area Strike - Titan) @ yael and yoshi
Titan Bashing - The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit.
Accuracy - 1d100+55
Damage - 1d11+2 (Critical - +7 dmg. The +2 is from Edge and not a part of the dice)

(Accuracy modifiers - +10 Edge, +10 Oppr. Reiatsu for Raioken, +15 Focus Energy, -10 Override)



ACTIVE EFFECTS
Boss Battle: +1 Standard Actions.

Unbridled: +12 Reishi per turn.
Oppressive Reiatsu: Up to 9 DR ignored with attacks on a turn when Invigorate is used.

Suppression: +3 Reishi per turn if in 1st Release or less.

Stacks of Momentum: 1

Scorched: 1/3 turns
Burned: 1/4 turns (Yael's Override: -10 acc and -2 Dmg tier)

CLASS
Prodigy
- Adept: Your natural Skill cap of 50 is increased to 70 and you start with +5 to two Skills of your choice. You also gain a +35 bonus to every Initiative Roll.
- Genius: Start with the Enhanced Basic Techniques/Spells; Focus Energy, Invigorate, Sense, and Suppression. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.
Titan
- Unbridled: The standard Reishi cap is lifted. Also, you gain +3 Reishi at the end of each turn per each foe you are fighting. Also, as a passive effect, as long as you remain at 50% HP or above, you gain the advantages of EDGE 2 against all foes, regardless of Reiatsu Levels.
(If you already have EDGE advantage (above EDGE 2) while above 50% HP, that advantage is now doubled)
- Oppressive Reiatsu: As a passive effect, your basic Strikes become area attacks and add the Bashing Major Effect. All other area attacks gain +10 accuracy and the Bashing Major Effect as well. Additionally, on a turn in which you use Invigorate, your Techs/Spells ignore 3 of their target’s DR; increase the amount of DR ignored by +3 per opponent in your current thread beyond the first.

TRAITS
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. (0/2)
Surge: As an at-will action, you add an additional damage die with a value of 2d6 for Non-Basic Attacks and 1d6 for Basic Attacks with each attack you make. (1/3)
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.
Grit: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +10, Defense by +10, Damage Tier by +2, and DR by +2.
Rush: As an at-will action, you add Rush to one attack during your turn. Rush makes it so if the attack misses, it deals direct damage equal to half of the original damage. A missed attack, in this case, means one that rolled lower than your foe’s defense and missed mechanically. (1/4)

TECHNIQUES
Enhanced Basic
Sense - Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Suppression - You regain 3 Reishi at the end of your turn if you are suppressed to 50% of your Base Reiatsu Level or less. After unlocking your 2nd Release, this goes into effect so long as you remain in 1st Release or below.
Invigorate - Now whenever you use Invigorate, your allies and teammates also regain 25 Reishi.
Focus Energy - If used with an Attack Spell, that spell now has an additional +15% chance to inflict Status Effects on the turn. If used with a Physical Attack, any additional uses on the same turn stack +1 additional bonus damage per attack on that turn.

Defensive
Speed Clones - As a bonus action, you avoid all direct damage that would have been dealt to you during your turn., -5 Reishi (0/2)

Utility
Sklaverei - As a bonus action you have a 60% 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., -10 Reishi (1/1)
Reiryoku Absorption - As an at-will action, siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (1/2)

Advanced
Raioken (Thunder King Fist) - As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect. Treat this Barrage like an area attack that also deals the Spread major effect., -25 Reishi (1/2)

Forbidden
Oni Dekopin (Demon Headpoke) - As a standard action, you make a single attack with 3 dmg dice that deals the Slashing major effect and automatically inflicts one stack of the Blind status effect if successful. This attack cannot be Guarded against or avoided with Rapid Movement., -15 Reishi (0/2)

SPELLS
Defensive
Bakudo #8 - 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 - As a bonus action, you avoid all but the highest rolled natural damage die from one non-critical attack that hit you. You deal the highest natural damage die back to the attacker as direct damage. If the attack would inflict a non-special status, you instead inflict that status back onto your opponent. No roll necessary., -10 Reishi (0/2)

Advanced
Hado #33: Sokatsui - As a standard action, you make a single attack with 3 dmg dice that deals the Charging major effect and Burn minor 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., -15 Reishi (0/2)
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., -15 Reishi (0/1)

RELEASE
- Partial Seal Removal (First Release):
-- Takes an At-Will Action. x2 RL, Vicious, +5 Fighting, -0 Reishi per turn.
- Partial Seal Removal (Second Release):
-- Takes a Bonus Action. x4 RL. Vicious, Meticulous. +10 Fighting, -4 Reishi per turn.
- Partial Seal Removal (Final Release):
-- Takes a Standard Action. x6 RL. Vicious, Meticulous, Malicious. +15 Fighting, -6 Reishi per turn. (Disabled for this event)

Techniques:

1st Release:
- Firewall, -20 Reishi (0/1)
- Death Sign: Obliteration, Area/Slashing, -12 Reishi (Unlimited)
2nd Release:
- Regenerate, -20 Reishi (0/1)
- Death Sign: Conquest of Souls, Area/Spread, -13 Reishi (0/2)
3rd Release:
- Illusion, -15 Reishi (0/2)
- Death Sign: Inferno, Single/Bashing/Burn, -9 Reishi (0/2)

REIATSU: 250,000
HP: 162/250 | REISHI: 138/– | DEF: 60 | DMG DIE: d12+1 | ACC: +40


THE DEMON HOST
DEFENSIVE PHASE
Edge II vs Yoshi, Rao and Tensai (+10 def, -2 dmg, +2 bonus dmg, +10 acc)
Edge I vs Yael (+5 def, -1 dmg, +1 bonus dmg, +5 acc)

4 Direct Damage by Tensai's Reverse Fate!

Tensai's Strike 1: crits for 28 dmg!
Tensai's Strike 2: hits for 16 dmg!
Tensai's Strike 3: hits for 14 dmg!
Total dmg reduced to 56 dmg by Edge! Reduced by DR to 46 dmg!

Rao's strike 1: hits for 8 dmg!
Rao's Hellflame Dragon: hits for 17 dmg!
Total dmg reduced to 23 dmg by Edge! Reduced by DR to 13 dmg!




Bonus Action: Missile Shields (Guard - 10 Damage Reduction)

Standard Action: The Flames of Samadhi (Area Byakurai - Horde) @ yoshi, rao and tensai

Accuracy - 1d100+40
Damage - 4d12
(+2 dmg and +10 acc to Rao, Yoshi and Tensai)

Standard Action: Demon Horde Charge (Area Strike - Horde) @ yoshi, rao and tensai

Accuracy - 1d100+40
Damage - 3d12
(+2 dmg and +10 acc to Rao, Yoshi and Tensai)

Standard Action: Demon Horde Charge (Area Strike - Horde) @ yael, rao and tensai

Accuracy - 1d100+40
Damage - 3d12
(+2 dmg and +10 acc to Rao and Tensai, +1 dmg and +5 acc to Yael)



ACTIVE EFFECTS
Boss Battle: +1 Standard Actions.

Horde Boss: Composed of a horde of weak enemies rather than a single, powerful one, and thus operates under different mechanics:
- Hordes cannot use Releases and do not have any Standard, Advanced or Forbidden Techs.
- Hordes cannot be healed by allies and cannot heal allies.
- Hordes do not have Classes - their Class is Horde.
- Hordes do not have any Traits.
- All Horde Basic Attacks are Area Attacks which can target all enemies, and deal an additional 2 damage dice.
- Hordes do not use Reishi for their attacks, they can use any available technique as if they have the Reishi for it. They cannot be Exhausted and they cannot have their Reishi drained or siphoned.
- Hordes cannot be afflicted with non-special status effects. All status effect rolls on Hordes have a -30 chance to hit.

CLASS
Horde
- See Horde Boss mechanics above.

TRAITS
Horde Enemies do not have Traits.

TECHNIQUES
Horde Enemies do not have Standard, Advanced or Forbidden Techs.

SPELLS
Enhanced Basic
Hado #4: Byakurai - 3 times per battle, you may use Byakurai as an At-Will Action.

Horde Enemies do not have Standard, Advanced or Forbidden Kido Spells.

RELEASE
Horde Enemies do not have Releases.

REIATSU: 400,000
HP: 159/250 | REISHI: –/– | DEF: 50 | DMG DIE: d12 | ACC: +40


Surge rolls:
2d6 for Raioken
1d6 for first strike
1d6 for second strike
1d100·1d100+50·1d12+3·1d100+50·1d12+3·1d100+50·1d12+3·1d100+40·3d12·1d100+40·4d12·1d100+40·3d12·2d6·1d6·1d6
Last Edit: Jan 19, 2022 7:16:32 GMT -5 by Hibano

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Jan 20, 2022 21:00:17 GMT -5

He then blocked and parried with the sword of the young Baron who sought to debate with Tensai.

"We are the power-hungry maniacs? Before you came to be Hell was not but a place where Sinner's only torment was being hunted by the Kushanāda until the first Demons were born they changed the landscape into the realm of eternal torment it is now. Neither of our organizations is without fault even I admit that. Yet instead of trying to acquire peace, you seek war, and unfortunately, we don't plan on losing," Tensai said.

Tensai was disappointed to see that the demonic horses are only made out of Reishi and do not have any internal organs to examine, yet at the same time, he is impressed to see them create living beings out of Reishi in such a fashion. Something that he is sure not even the Quincy are capable of as far as he is aware.

"Impressive, your abilities to manipulate Reishi might even surpass the Quincies. It's such a shame things had to turn out this way,"
Tensai said.

He was intrigued to see that the Arrancar unleash a technique utilizing hell flames, probably from the Hell Reiatsu that is emanating from him that he must have absorbed somehow. Something to study for another time. Thankfully their possibly temporary Quincy ally seems to be of assistance and seems to be here wanting to find someone in particular who is within the shop and is very determined to do so if the damage they caused to the Princess is anything to go by. Hopefully, they can end this quickly so he can succeed with whoever he is trying to say. And now Yoshinori has finally entered the fold and has also unleashed a devastating attack on the Princess.

"Lucid or not your help is invaluable Yoshinori, for now, thanks to that ruse it seems my new experimental drug is kicking in," Tensai said.

Suddenly his Reiatsu begins to rise as his veins are flowing with a glowing green which Yoshinori would recognize as when he uses his Shikai to augment himself.

"I managed to use the liquid Reiatsu from my Shikai and make a pill-based form to give me the benefits of it before I even release my Zanpakuto. Speaking of which, surpass them all, Shinka Rasen!"
Tensai said.

And then his knife-like Zanpakuto turned into a syringe through his power didn't get any higher he managed to release it much quicker than it used to take him. He also seems to have gotten a little faster than he was before.

Utilizing another Utsusemi he managed to dodge the onslaughts of Flames and most of their charge, while also parrying the Demon's weapons. Switching to using his enhanced strength to attempt to punch a few of the Demons off their steeds and into the Hell portals. While also trying to ignore the voice in his head.

"You have indeed improved with how you use me, but yet you still haven't unlocked your full potential. How sad." the voice said.

COMBAT TRACKER
SUMMARY
Demon Host vs. Tensai
Attack 1 - The Flames of Samahadi - 136 acc vs. 100 Def -Dodged with Utsusemi

Attack 2 - Demon Horde Fire Volley - 87 acc vs. 100 Def - Missed.

Attack 3 - Demon Horde Charge -128 acc vs. 100 Def - Dodged with Utsusemi.



Passive: Heroic Aura - Gain +15 accuracy with all non-area attack techs/spells and whenever one of these attacks hit and reduce your foe’s HP, you and your allies gain +10 Reishi and +10% base Reiatsu Level.

Bonus Action: UTSUSEMI (CICADA SHELL) - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. | -10 Reishi

At-Will: 1rst Release Shinka Rasen - +5 Reflexes, Calculating, -2 Reishi per turn, +5% chance to status effects, X2 RL

Standard Action 1: Zanpakuto Slash (Strike) - Effects | -0 reishi cost @the Demon Host
Acc - 576DR8A81d100+65
Dmg - 1d12+3
Status Chance (00%) - *Roll Here

Standard Action 2: Surgical Precision (Strike) - Effects | -0 reishi cost @the Demon Host
Acc - 1d100+65
Dmg - 1d12+3
Status Chance (00%) - *Roll Here




ACTIVE EFFECTS

20/20 Armor

1rst Release Shinka Rasen - +5 Reflexes, Calculating +5% chance to status effects, X2 RL | -2 Reishi per turn

CLASS
Prodigy

Adept - Your natural Skill cap of 50 is increased to 70 and you start with +5 to two Skills of your choice. You also gain a +35 bonus to every Initiative Roll.

Genius - Start with the Enhanced Basic Techniques/Spells; Focus Energy, Invigorate, Sense, and Suppression. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.

Paragon

UNRIVALED
Your max HP cap is increased by +20 and also you naturally negate -2 damage from every attack that hits you. Also, as a passive effect, if you drop below 25% HP, you become immune to the effects of EDGE, regardless of Reiatsu Levels. Alternatively, if you already have EDGE advantage when you drop below 25% HP, that advantage is now doubled.

HEROIC AURA
As a passive effect, you gain +10 accuracy with all non-area attack techs/spells and whenever one of these attacks hit and reduce your foe’s HP, you and your allies gain +5 Reishi and +5% base Reiatsu Level. (Capped at 200%) If your foe is an NPC Event Boss, you instead gain +15 accuracy with all non-area attack techs/spells and whenever one of these attacks hit and reduce your foe’s HP, you and your allies gain +10 Reishi and +10% base Reiatsu Level.

TRAITS
Blitz - As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. Twice per battle. 1/2 uses

Momentum - As a Passive effect, whenever one of your attacks fails to hit its 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.

Indomitable - Increase your DR by +3 against all Attacks.

Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. Four times per battle. 4/4 uses.

Talented - As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs.Once per battle. 0/1 use.

Alacrity - As a passive effect you have +10 to defense while above half max HP.

TECHNIQUES
Enhanced Basic
Sense - Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Suppression - You regain 3 Reishi at the end of your turn if you are suppressed to 50% of your Base Reiatsu Level or less. After unlocking your 2nd Release, this goes into effect so long as you remain in 1st Release or below.
Invigorate - Now whenever you use Invigorate, your allies and teammates also regain 25 Reishi.
Focus Energy - If used with an Attack Spell, that spell now has an additional +15% chance to inflict Status Effects on the turn. If used with a Physical Attack, any additional uses on the same turn stack +1 additional bonus damage per attack on that turn.

UTSUSEMI As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. 0/2 uses

TSUKIYUBI (THRUST FINGERS) As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2. 1/2 uses


SPELLS
BAKUDŌ #44: SEKISHO You gain 20 Armor and are immune to status effects inflicted by attacks. 0/1 uses

BAKUDŌ #41: KYŌMON As a bonus action, you avoid all but the highest rolled damage die from one non-critical attack that hit you. You deal the highest damage die back to the attacker as direct damage. If the attack would inflict a non-special status, you instead inflict that status back onto your opponent.

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.)

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. Do not remove status effects you have been previously afflicted with.

BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) As an at-will action you restore 20 HP to self or a comrade.

BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER) As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.
RELEASE
Shikai/1st Release Shinka Rasen: Takes an At-Will action, +5 Reflexes, Calculating, -2 Reishi per turn, +5% chance to status effects
Tamashī Hakai Uirusu | SINGLE | Major Effect: VERSATILE | Minor Effect: POISON | 3d12+9 | -7 Reishi cost

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. You cannot copy a single technique multiple times. Gamble is immune to Mimic."


Bankai/2nd Release ???: Takes an At-Will action, +5 Reflexes, Calculating, Heightened, -2 Reishi per turn, +10% chance to status effects +10 Defense against Non-Basic Attacks


REIATSU: 316,000 (158,000)
HP: 100/100 | REISHI: 103/150 | DEF: 105(90) | DMG DIE: d12+3 | ACC: +50


Post Count: 5 | Tags: , , ,
1d100+65·1d12+3·1d100+65·1d12+3

PLAYER

Shot to the heart

Viktor Yakov ad Rosenfeld Avatar

Viktor Yakov ad Rosenfeld

Post by Viktor Yakov ad Rosenfeld on Jan 25, 2022 3:56:47 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan




If genies exist, they might look like someone with silver hair and tanned skin, as the shinigami who was with the ruby-eyed death god answered his complaint, appearing a few meters to his side, making his own offenses.

The princess was suddenly caught off guard, paralyzed by the shinigami’s spell and engulfed by a torrent of blue energy right after. The asphalt cracked as she slammed onto the ground, leaving a shallow mark of the powerful kido spell on the street.

"Tch. You're late," the blonde quincy quipped back, dismissing whatever he was saying, or even to whom it was addressed.

Unfazed by the assault, Zazil went back to her feet, albeit down on one knee. Yael felt a surge in her reiatsu. The leftover reishi particles floating in the air was siphoned into her fist, as she prepared an answer to their attacks.

A powerful slam to the ground, releasing a swift blast of shockwave to the surrounding area. The wave caused the walls of nearby houses and buildings to crack, while lamp posts smacked to the ground. Surprisingly, Tendo’s shop still stood erect and unharmed; not a single brick fell off, even the signboard remained unscathed.

Meanwhile, Yael casted a barrier to protect himself, reishi particles aggregating themselves into bricks, forming a wall akin to a medieval castle. The blast would bounce off the fort, the same energy redirecting back to the demoness.

Instead of feeling sorry for the couple, Zarzil chose to laugh at Valentina’s situation, though she apologized immediately, reasoning out that she found it to be rather amusing. Certainly, it was not something to laugh about, and the quincy was ticked off by her behavior despite her apology.

Thus, the walls disintegrated, as if being swallowed by the enormous surge of his spiritual energy far exceeding what the demoness was capable of earlier.

He would have asked for help, but making fun of Valentina was something he couldn’t forgive. Thus, he charged forth, his cape blurring his movements as he closed the distance with the demon again.

Before he could make contact, however, another demon charged forth in his direction, making a swift thrust of his lance to wound him. Yael simply ducked, as he ran towards the eyepatched demoness. There was no stopping him as the princess made an insult of his freedom.

A stab would greet Zarzil while she was still on her knee; though, as the attack connected, it would sting like a barrage of blades piercing through her body.

He had no idea what was going on the other side of the battlefield as the other shinigami and the arrancar dealt with the other demons, but he was busy with the hell denizens’ leader to even care for that matter.

[463]


COMBAT TRACKER
SUMMARY

PRINCESS EYEPATCH
Defense
All dmg redirected back per Breakthrough
Zarzil:25+8+16+7+6+6=68 dmg
All dmg and status effects on Yael nullified


DEMON LORDS
118 vs 125 def= missed!

Offense
Yael activated Release 2| Edge 2 on Zarzil and Demon Lords: +10 acc, +10 def, -2 dmg, +2 bonusd mg
Yael used Sense
Yael used Senmaioroshi @zarzil






At-will Action:Sense| +5 def, +5 acc

Bonus Action: Release 2| 4 rei

Bonus Action: Rapid Movement: +15 def| 10 rei-2 [due to efficieny]= 8

Standard Action:Senmaioroshi|20-3= 17 rei @zarzil
Acc: 1PI6r_HK1d100+65
Dmg: 4d12 +2 [bonus dmg from Edge 2]
Slashing Major Effect: crit on 75 or higher


Total rei: 4+8+17=29 rei


ACTIVE EFFECTS


CLASS
STRATEGIST

OBSERVANT
Three times per battle as a Reactive At-Will Action, you may immediately learn any Non-Basic Technique or Spell (Including Racial Techs / Excluding Release Techs) used by a combatant on their turn, 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.

PREPARED
You start with the Enhanced Sai Basic Kido Spell. Also, at the beginning of each thread, you may select up to 2 Standard Techniques or Spells that you know. You may use each of those techniques or spells one additional time during that thread.
Selecting:
Utsusemi
Seki

OVERRIDE
All non-special status effects tied to your attacks will apply those status effects regardless if the attack hits or not, provided the affliction roll is successful. Also, while an opponent is afflicted with a Non-Special Status Effect caused by you, reduce their Accuracy by -10 and Damage Tier by -2; this is cumulative, applying once per unique non-special status effect (caused by you) active on that opponent.

BREAKTHROUGH
While an opponent is afflicted with a status effect that you caused, you can make them take the damage (and any effects) of all techs and/or spells that targeted you on their turn, once per thread, as a Reactive At-Will action. No roll necessary. Damage redirected to your foe is considered direct damage. You take no damage or suffer any effects. The damage and effects cannot be redirected back to you by any means.

RACIAL PERK:

Efficiency
Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi.

TRAITS

Alacrity: As a passive effect you have +10 to defense while above half max HP.

Cleverness: You have a passive +15% bonus to inflict a status effect from any source

Infuse: As a passive effect your Basic Attacks have a 40% chance to inflict the Burn status.

Resist: As a passive effect when hit with an attack you deal 4 direct damage for Non-Basic Attacks and 2 direct damage for Basic Attacks back at the attacker.

Vitriol: Each time you inflict a non-special status effect you give an additional stack to your target. Does not apply to status effect inflicted via Phantom Pain.



TECHNIQUES AND SPELLS

BAKUDŌ #44: SEKISHO
You create a fast-forming energy wall against fairly strong attacks.
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: You gain 20 Armor and are immune to status effects inflicted by attacks.
Duration: Until the 20 Armor is gone.
Cost: 15 Reishi
Limit: Once per battle.

UTSUSEMI
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Power.
Cost: 10 Reishi
Limit: Once per battle.

BAKUDŌ #27: INEMURI (FORCED SLUMBER)
You quickly hold your hand in front of your enemy’s face as their pupils dilate before they fall unconscious.
Type: Utility - Kido Spell
Activate: Bonus Action
Effect: As a bonus action you have a 60% chance to inflict two stacks of the Blind status on your target. Upon infliction it also deals 1d8 direct damage The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Twice per battle.

BAKUDŌ #39: ENKŌSEN (ROTATING LOCK FAN)
You generate a dull yellow energy, which takes the form of a large spinning disk of condensed Reiatsu, in front of yourself, blocking an opponent's attack.
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.)
Cost: 10 Reishi
Limit: Twice 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 Technique.
Cost: 5 Reishi
Limit: Once per battle.

BAKUDŌ #22: HAKUFUKU (WHITE CRAWL)
You stare down your foe. As the target sees the illusion of purple cherry blossoms falling around them, their vision begins to blur and their consciousness becomes muddled, disoriented, and confused. Shortly thereafter, the target blacks out altogether.
Type: Utility - Kido Spell
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d4 worth of direct damage. The max chance to inflict with any effect is 95%
Cost: 5 Reishi
Limit: Twice per battle.


BAKUDŌ #19: SHIBIREYUBI (NUMBING FINGER)
You place a finger in front of the victim's face, conjuring a ball of white energy that flashes momentarily before the victim's eyes, immediately incapacitating them.
Type: Utility - Kido Spell
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict two stacks of the Stun status on your target. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Twice per battle.

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



ADVANCED TECHS AND SPELLS

SHADOW
The user's shadow expands and becomes a doorway between dimensions, completely masking their Reiatsu.
Type: Defense - Reactive
Action: Bonus Action
Effect: You immediately avoid all attacks and/or techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 20 Reishi
Limit: Once 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: 15 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: 15 Reishi
Limit: Once per battle.

BAKUDŌ #61: RIKUJŌKŌRŌ (SIX-ROD LIGHT PRISON)
Pointing their index finger at the target, the user generates a spark of yellow energy, which summons six thin, wide beams of light that slam into a target's midsection and hold them in place.
Type: Utility
Activate: Bonus Action - Reactive
Effect: 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. The max chance to inflict with any effect is 95%.
Special Effect: If used in conjunction with a previously successful Hainawa cast, the cost of this spell is reduced by half and your opponent also cannot use any bonus actions on the same turn they must break free of Rikujōkōrō. Hainawa must have been cast within 1 turn of Light Prison to count.
Cost: 15 Reishi
Limit: Once per battle.

SENMAIOROSHI (THOUSAND-PAGE WHOLESALE)
In a blur of motion, you make multiple extremely fast slashes that shred your target to pieces.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Slashing major effect.
Special Effect: For an extra cost of 10 Reishi, you may add the Delay major effect to each attack.
Cost: 20 Reishi
Limit: Twice per battle.

RELEASE

Schwerter Jagen (Chasing Swords)
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
BASHING: The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.
BURN: 50% chance to Burn target.


HEILIGER FLUCH (Holy Curse)
A dangerous release ability that seeps into the very essence of your foe and harms them from within.
Type: Utility
Activate: Bonus Action
Effects: As a bonus action you have a 70% chance to inflict two stacks of special status effect Cursed on the target. While Cursed a foe is dealt 3 status damage each time they activate anything that requires a Bonus Action for duration.
Duration: Each stack lasts 3 turns.
Cost: 15 Reishi
Limit: Once per battle.

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
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.
Stage 2: Can now redirect at least two attacks per turn that would have hit you.
Stage 3: Gain Stage 2 upgrade and only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.

FLASH FREEZE
You freeze your enemy in their tracks, making them vulnerable to attack.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 50% chance to inflict the special Frozen status on one target. Under the effects of Frozen, on your foe’s turn, they will be unable to use any movement techniques to avoid attacks. This includes only those techniques or spells that are marked specifically as Movement Techniques.
Special Effect: For an added 10 Reishi, you can target up to 3 people, making this an area effect.
Stage 2: Percent chance increased to 60%.
Stage 3: Gain Stage 2 upgrade and only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.

ENHANCEMENTS:
1st Release: +10 acc on basic attacks
2nd Release: +10 def from basic attacks
3rd Release: +1 stack of non-special status effects

RELEASE BUFF: FOCUS
1st Release: +5, upgrades to d11
2nd Release: +10, upgrades to d12
Final Release: +15, upgrades to d12+1

REIATSU: 222,000>>> 888,000 ARMOR: +5
HP: 100/100 | REISHI: 129/200 | DEF: 85 [115] | DMG DIE: d10 [d12] | ACC: +50 [60]
1d100+65·4d12
Last Edit: Jan 25, 2022 4:13:38 GMT -5 by Viktor Yakov ad Rosenfeld

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on Jan 25, 2022 15:20:28 GMT -5

The surprise attack was a success.

Watching Zarzil engulfed by the immense wave of energy expelled by his Kido Spell, Yoshinori kept his hands outstretched for a moment after the blast was complete, before lowering them. His eyes narrowing slightly, he knew the fight wasn't over. It was simply a moment's respite before the Demon Princess returned for round two. With a stream of concentrated smoke filtering from his lips, the dark skinned Shinigami allowed his attention to drift momentarily towards Yael. Apparently, the Quincy's comment regarding Yoshinori's tardiness hadn't escaped him.

"I took my time. You were looking great out there before I arrived." Yoshinori replied. His attention then flitted to Tensai. Taking note of the mention of an experimental drug taking effect, the Eighth Division Third Seat opened his mouth to answer, but was rudely interrupted by the reappearance of one Demon Princess Zarzil.

Scratched and battered but still very much in the battle, Yoshinori felt a sudden surge of energy leave his body as the Demon siphoned off his energy, the now freed Reishi flying across the battlefield into her waiting fist. Noting the woman's own skyrocketing Reiatsu, it didn't take a miracle for Yoshinori to realize what was happening. Yael was certainly aware of it, as well.

As the Raioken blast surged forward towards the pair, Yoshinori, like Yael, depended on a barrier to see himself through. Slamming his wrists together, his golden armbands connected with each, resulting in an expulsion of sound that sounded quite like the slamming of a Gong. As the shockwave rippled from his form, a yellow-semi transparent barrier began to form, taking the shape of a bubble around the silver haired Kido Specialist.

Sealed Ball


As both Zarzil's attack and the attacks from the Demon Host collided with Yoshinori's barrier, what could be observed was the formation of ripples along the barrier's surface, in similar manner to the ripples sent through still water when one disturbs it with their finger. While the barrier stood strong against the seemingly endless barrage of attacks set up against it, the power of Zarzil's Thunder King Fist proved a bit too formidable against Yoshinori's barrier. Cracks forming along the surface, a section of the barrier shattered, sending a beam of energy tearing past Yoshinori's right shoulder, searing it as it made a glancing blow against him.

Eventually, the dust settled and the barrier was lifted, revealing something quite different about Yoshinori.

Sealed Ball


Yoshinori had released his Zanpakuto. Taking the form of an eight foot long spear, Amonojaku was an impressive weapon. A shaft of metal painted brown, the shaft opened up into a golden ring right before the spearpoint, the center hole bearing two golden rings. Directly above that, a red ruby jewel remained imbedded in the shaft directly below the blade. The pike blade itself was a broad blade that gradually narrowed into a mighty spearpoint.

The red ruby jewel glowing brighter in almost an eerie sense, Yoshinori's eyes never left that of Zarzil.

"Amonojaku...when imagination becomes reality." Yoshinori said, moments before his attack manifested itself.

Conjured from seemingly nowhere, a giant shadow suddenly cast itself upon Zarzil, signifying the appearance of some large being behind her. If Zarzil were to turn around to face whoever was standing behind her, she would immediately notice a flash of bright red armor, moments before a giant warhammer came crashing down upon her with enough force to splinter the ground beneath her.

Sealed Ball


An illusionary visage of Duke Morthos, one of the two demons Yoshinori had the pleasure of fighting in New York. Having remembered his overall appearance, the silver haired Third Seat used Amanojaku to conjure a copy of the Demon Duke for the purpose of both surprise attack and overall irony. The towering behemoth of a demon would last for just a few lingering moments after his mighty offensive before he gradually began to dissipate back into nothingness.

All the while Yoshinori hoisted his spear to rest across his shoulders, observing his devious handiwork.

Post Count: 5 | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Tensai's Heroic Aura grants Yoshinori gains +30 Reishi (-30 Reishi Siphoned by Zarzil) and +30% Base Reiatsu increase (50% total)! Yoshinori's Base RL increases to 235,125! (Bashing Base Reiatsu reduction included)
At-Will Reactive (Blur): Yoshinori uses Rapid Movement to increase Defense by +15 against all attacks this turn! Yoshi's Defense is now 125!
At-Will Reactive: Yoshinori uses Yugure No Manto to become immune to statuses inflicted from attacks + negating critical bonus damage!
Zarzil Standard Action 1: Zarzil misses Yoshinori! Zarzil deals 24 Direct Damage due to Rush + Spread! 20 Dmg absorbed by Armor! Yoshi's Defense increased to 130! (5/25 Hanki)
Zarzil Standard Action 2: Zarzil misses Yoshinori! Yoshi's Defense increased to 135! (10/25 Hanki)
At-Will Reactive: Yoshinori spends 3 Constructs to negate 9 damage from Zarzil Standard Action 3!
Zarzil Standard Action 3: Zarzil hits Yoshinori for 16 damage! Yugure No Manto negates 7 critical bonus damage! Damage reduced to 9! 3 Constructs spent to negate 9 damage! Damage reduced to 0! Yoshi loses 5 Reishi and -5% of their Base Reiatsu Level! Yoshi's Defense increased to 140! (15/25 Hanki)
Host Standard Action 1: Host misses Yoshinori! Yoshi's Defense increased to 145! (20/25 Hanki)
Host Standard Action 2: Host misses Yoshinori! Yoshi's Defense increased to 150! (25/25 Hanki)

OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Bonus Action: Yoshinori activates his First Release! Yoshinori's Base RL increases by x2! Reflexes increased by 5! Gains access to Heightened, Illusion and Phantom Fire! 4 Reishi drain per turn!
Edge:Yoshi has gained Edge 1 against Zarzil (+5 Def, +1 Dmg Reduction, +1 Bonus Damage, +5 Accuracy). Demon Host no longer has Edge over Yoshinori!
Standard Action: Yoshinori uses Byakurai!
Standard Action: Yoshinori uses Phantom Fire!
Potent Passive Active!
Attuned Passive Active! 3 Reishi regained! 4 Reishi drained from First Release!



At-Will Reactive (Blur): Absolute Defense (Rapid Movement) - You gain +15 Defense against all attacks targeting you this turn. Considered a Movement Technique. | -9 Reishi (Efficiency Reduced)

At-Will Reactive: Absolute Defense Shield (Shun Shun Rikkia | Defensive) - 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. | No Reishi Cost | 3 Constructs applied.

At-Will Reactive: Absolute Defense (Yugure No Manto) - 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. | -1 Reishi (Attuned + Efficiency Reduced)

Bonus Action: Shikai: Amonojaku (First Release) - Boosts your base RL by 2x. | -4 Reishi per turn. | +5 Reflexes




Standard Action: Duke Morthos Smash (Byakurai) | Target: Zarzil
Acc - rKjeX15G1d100+60
Dmg - 2d12+2
Reishi Cost - 3 Rei (Efficiency Reduced)
Special Effect (Potent) - As a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.
Special Effect (Versatile) - If attack successfully hits, 12 Reishi is drained.

Standard Action: Duke Morthos Smash (Phantom Fire) | Target: Zarzil
Acc - 1d100+60
Dmg - 3d12+2
Reishi Cost - 4 Rei (Efficiency Reduced)
Bashing Major Effect - The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.
Cripple Minor Effect Chance (65%) - 1d100 Sucess! 1 Stack of Cripple inflicted!
Special Effect (Versatile) - If attack successfully hits, 10 Reishi is drained.

Passive: Kido Magician (Attuned) - You regain 3 Reishi at the end of your turn




ACTIVE EFFECTS
Intimidate Uses (0/100 Max Reishi Restored)
25/25 Hanki Defense Gained (1 turn remaining)
1/6 Constructs Remaining

RACE

SHINIGAMI: You gain the Resilience Keystone Trait Alacrity and it does not take up a Trait slot or require your Resilience Skill to be 30.

TECHS & SPELLS | STANDARD

BAKUDŌ #21: SEKIENTON: BONUS ACTION | 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 - any bonus damage is still counted. If you take zero damage from an attack this way, it counts as fully avoided. Movement Technique. | -5 Reishi | (1/1 use remaining)
BAKUDŌ #44: SEKISHO: BONUS ACTION | You gain 20 Armor and are immune to status effects inflicted by attacks. | -10 Reishi | (0/1 use remaining)
BAKUDŌ #7: KEIKATSU: AT-WILL | As an at-will action you restore 30 HP to self or a comrade. | -5 Reishi | (Once Per Target)
BAKUDŌ #39: ENKŌSEN: BONUS ACTION | As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.) | -10 Reishi | (2/2 uses remaining)
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK): AT-WILL | 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. | -5 Reishi | (1/2 uses remaining)
SHUN SHUN RIKKIA: BONUS ACTION/ AT-WILL | As a bonus action you create 6 constructs. As an at-will action you can activate a max of 2 constructs to add one d6 as a bonus damage die to at least 2 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. | -10 Reishi | (1/2 uses remaining | 6 Constructs per use)
HANKI: BONUS ACTION | As a bonus action, pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement Technique. | Duration: Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading. | -10 Reishi | (0/1 use remaining)
UTSUSEMI: BONUS ACTION | As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Movement Technique. | -10 Reishi | (1/1 use remaining)

TECHS & SPELLS | ADVANCED
None

TECHS & SPELLS | FORBIDDEN
None

CLASS: CASTER | ADVANCED CLASS: MAGUS

ATTUNED - PASSIVE | As a passive effect, your max Reishi is increased by 50, you regain 3 Reishi at the end of your turn, and all non-basic Kido spells cost -5 less Reishi.

POTENT - PASSIVE | You start with the Enhanced Byakurai Basic Attack Spell. Also, as a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.

VERSATILE - PASSIVE | As a passive effect, any turn where you use both a Kido Spell and a Non-Kido Technique, increase the Accuracy (by +15) and Damage Tier (by +2) of two attacks on that turn. Also, all successful attacks you land on that turn will drain your foe's Reishi as well as their HP/Armor. Total amount of Reishi drained will be equal to the highest rolled damage die from the attack.

RATION - PASSIVE | As a passive effect your Advanced and Forbidden Kido Spells have a 30% chance to inflict the Immobilize or Stagger status effect (Choose one per thread). The max chance to inflict with any effect is 95%. The additional reishi cost is then siphoned to you for the duration.

TRAITS

MOMENTUM - PASSIVE/AT-WILL | 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.

ALACRITY (Racial Perk) - PASSIVE | As a passive effect you have +10 to defense while above half max HP.

BLUR - PASSIVE/AT-WILL | As a passive effect you can use one Movement Tech as an at-will action on your turn. (3/4 uses remaining)

INSTINCT - AT-WILL | As an at-will action, you evade a single basic attack that would have hit you. (3/3 uses remaining)

EFFICIENCY - PASSIVE | Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, Forbidden Techs/Spells cost -3 less Reishi. Does not stack with the Release Enhancement Efficient. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.

CLEVERNESS - PASSIVE | You have a passive +15% bonus to inflict a status effect from any source.

RELEASE

FIRST RELEASE: Bonus Action / At-Will. Boosts your base RL by 2x. | -4 Reishi per turn. | +5 Reflexes
ENHANCEMENT: HEIGHTENED - As a passive effect your defense is increased by +5 against Non-Basic Attacks.
RELEASE ATTACK TECHNIQUE: PHANTOM FIRE - SINGLE | Single attack that rolls 3 damage dice against one target and has the Bashing Major Effect and Cripple Minor Effect. (Bashing: The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.) | -7 Reishi
RELEASE UTILITY TECHNIQUE: ILLUSION - BONUS ACTION | As a bonus action, you have a 60% (75% with Cleverness) chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. | 2 Turn Duration | -15 Reishi




BASE REIATSU: 235,125 | CURRENT REIATSU: 470,250
HP: 86/90 | REISHI: 165/200 | DEF: 105 (155) | DMG DIE: d11 | ACC: +40

1d100+60·2d12+2·1d100+60·3d12+2·1d100
Last Edit: Jan 25, 2022 15:22:11 GMT -5 by Yoshinori Okamoto

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Jan 26, 2022 21:34:50 GMT -5

After Rao unleashed his hellflame dragon, it had devastated the enemy when it hit them, killing a lot of lesser demons. One demon, however, came out and yelled that he could produce true hell flames. The fat demon shot out his own hell flames, which were blue and apparently called True Flames of Samadhi, out of his face, followed by the army charging towards him and the others. The fire on its own, he could probably deal with, but the army was starting to get more annoying. Using Pesquisa, he sent out a pulse to sense the enemies and attacks coming towards him, letting him anticipate them a lot more easily. Using sonido, he moved out of the way of the Demon horde's attacks, while sidestepping the blue hellflame attack as well.



Rao looked back at the direction that the fight with the army's leader was taking place. Another Shinigami had appeared, and blasted the Demon Princess, and started lending Yael aid in their fight. The princess, however, recovered, and had launched a counterattack in the form of an energy barrage. Rao wanted to join himself, but the army was annoyingly resilient.


"Tch. They'll be all dead soon enough anyways."  He launched himself towards the horde, with flames coming out of his hand.

"Those were pretty impressive flames," Rao said as a compliment to the wielder of the blue hell flames, "But if thats the best you can do, then your not gonna beat me like that."

And after saying that Rao slowed down, and shot a blast of flames at the Army of demons.



COMBAT TRACKER

SUMMARY

Tensai's Heroic aura grants +30 reishi and +30% RL increase in relation to his hits
Rao used Sense
Rao used Pesquisa
Rao use Sonido (Rapid Movement)
Rao used Byakurai
Flawless strikes are still active

At-Will: 
SENSE
You focus your own Reishi to reach out and feel the spiritual energy of others around you.
Type: Utility
Action: Reactive At-Will
Effect: You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Three times per thread.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.




Bonus Action:
PESQUISA (INQUIRY)
You send out a radiating pulse which reacts to sources of Reiatsu within a certain proximity and helps you anticipate incoming attacks.
Type: Defense - Arrancar Ability
Activate: Bonus Action
Effect: As a bonus action you gain +15 bonus defense for the duration.
Duration: 3 turns
Cost: 10 Reishi
Limit: Once per battle. | -10 reishi cost | -9 with efficiency



Bonus Action:
RAPID MOVEMENT (SHUNPO / SONIDO / HIRENKYAKU / BRINGER LIGHT)
You use your Reishi to enhance your speed and allow yourself to escape attacks easier.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain +15 Defense against all attacks targeting you this turn. Considered a Movement Technique.
Cost: 10 Reishi
Limit: Once per turn.
Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.| -10 reishi cost | -9 with efficiency



Standard Action:
HADŌ #4: BYAKURAI (PALE LIGHTNING)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack - Kido Spell
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: None
Cost: 4 Reishi

Enhanced: 3 times per battle, you may use Byakurai as an At-Will Action. | -4 reishi cost | -3 with efficiency

Acc - WJXrDo3Z1d100+60

Dmg - 2d13

Status Chance (00%) - *Roll Here








ACTIVE EFFECTS

Flawless strikes
Infuse
Efficiency

CLASS

Fighter(Berserker)

TRAITS
TEMPERED
Prerequisite: None
Activate: None (Passive)
Effect: Your 1st Release Stage is always active, meaning it is a passive activation and you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.
Limit: Indefinite

INFUSE
Prerequisite: Focus Skill of 40
Activate: None (Passive)
Effect: As a passive effect your Basic Attacks have a 40% chance to inflict the Burn status.

ASSAULT
Prerequisite: Fighting Skill of 35
Activate: At-Will
Effect: As an at-will action, roll two d100s for each accuracy roll you make with any Non-Basic Attack. Use the better of the two rolls for each.
Limit: Twice per battle.

EFFICIENCY
Prerequisite: Focus Skill of 45
Activate: None (Passive)
Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. Does not stack with the Release Enhancement Efficient. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.

PRECISION
Prerequisite: Fighting Skill of 30
Activate: At-Will
Effect: Accuracy with all Attacks this turn is increased by +20.
Limit: Twice per battle.

Class and Race techs

INDOMITABLE
Prerequisite: Resilience Skill of 40
Activate: None (Passive)
Effect: You gain +3 Damage Reduction (DR) per attack on your turn.

BLITZ
Prerequisite: Fighting Skill of 45
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Limit: Three times per battle.

TECHNIQUES

PESQUISA (INQUIRY)
You send out a radiating pulse which reacts to sources of Reiatsu within a certain proximity and helps you anticipate incoming attacks.
Type: Defense - Arrancar Ability
Activate: Bonus Action
Effect: As a bonus action you gain +15 bonus defense for the duration.
Duration: 3 turns
Cost: 10 Reishi
Limit: Once per battle.

UTSUSEMI (CICADA SHELL)
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi
Limit: Once per battle.

SPEED CLONES
You create several clones of yourself at once using Shunpo. The clones absorb incoming damage while you escape.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn. Considered a Movement Technique.
Cost: 5 Reishi
Limit: Twice per battle.

HANKI (REVERSE DEMON)
A fighting technique that cancels out an opponent's Reishi by hitting it with the same quality and quantity of oppositely spinning Reishi.
Type: Defense - Hohō Art
Activate: Bonus Action
Effect: As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement Technique.
Duration: Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading.
Cost: 10 Reishi
Limit: Once per battle.



SPELLS



RELEASE

First release active

-4 reishi

REIATSU: 89,000(115,000)X2=178,000(230,000)

HP: 95/95 | REISHI: 88/110 | DEF: 90(+15) | DMG DIE: d11(+2) | ACC: +45(+5)
1d100+60·2d13

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jan 27, 2022 14:36:25 GMT -5



One after another, the defenders of Tendo Shoten were tapping into their inner wells of strength, powering up and overwhelming the ordinary demons with their power. As Tensai lunged into the horde and began slicing up and pushing off the demon riders, his weapon having transformed to a syringe, one of the lesser demons cried out:

"We need aid! Bring in the heavy artillery!"

Moments later, he was suddenly struck by fires unleashed by Rao - the Arrancar followed after Tensai, impressed by the Flames of Samadhi, but not so much that it intimidated him. However, in spite of his onslaught, the message was already heard - and so, several demons stepped out from the ranks of the horde, cupping their hands together and releasing their Reiatsu. It seeped into the ground, taking control of the earth and suddenly unleashing it forth as massive slabs of rock emerging from underneath streets and buildings. Cracking the asphalt with ease and rupturing walls as their passed through, these earth arts aimed directly at the Shinigami and the Arrancar, seeking to bury them under rock and dirt.

Zarzil reeled her fist back after shaking the entire city block with Raioken, energy continued pulsing from her body, sheltering her from the knockback and any waves of the attack that might have been reversed her way. It did not protect her from a sudden blow straight into her gut, however - with blistering speed, Yael struck her with his blade. The brute force extracted a pained grunt from her, right before the Princess rolled across the street for several meters.

There was more than just strength behind the Quincy's attack, there was anger, hatred. Zarzil's comment seems to have hit a nerve.

As she pulled herself back from the ground, the demoness noticed a shadow cast upon her from behind, and right as she glanced over her shoulder, an armored fist slammed across her face, forcing her down to the ground. However, that split second of seeing who was behind her was enough for her to tell. It was Duke Morthos.

"You-" Zarzil gushed out, then, faced with a massive warhammer swing, raised her hand towards it. On moment of contact, her entire body suddenly burst with light, pushing back the illusionary weapon with ease, after which the Morthos illusion dissipated into Reishi particles.

The light soon ceased, revealing a much more demon-like Zarzil. The leather dress she was wearing was gone, her skin was now bare across much of her body, and a set of wings sprouted from her back. Her head now bore twisted horns and a second Reishi eye, rotating and burning with flame, atop her eyepatch, and half of her hair had turned white.

The seal which holds back a Demon's power when they are outside of their home dimension... it now only partially contained the seep of power fuelling Zarzil from the Underworld.

"If you resort to using my own underlings against me, then you sure have gotten desperate," the Princess spoke, grinning, her Reishi eye staring at Yoshi. Several Demons detached from the flying horde and landed in front of her - they were the most loyal of the Princess' warriors, her honor guard, and without any further order, they charged at the Quincy and Shinigami who dared lay a blow on their Overlord.

Zarzil herself aimed a finger at Yoshi and drew a cross sign across the air with it - and following her incantation, a sudden Reiatsu pull would seek to twist and contort the Shinigami into a cross stance, keeping him pinned for as long as possible. Zarzil then turned her attention to Yael.

In response to his powerful sword thrust, she raised her hand and flicked her finger - unleashing a sudden, focused burst of Reishi, aimed at the Quincy's eyes.

Above the surface of Tokyo, the earthbender attacks ceased, and continuing their offensive, the demons of Zarzil's host summoned hellish bows in their arms, firing off several volleys of flaming arrows at everyone in their sights, blotting out the sun with their bolts.






PRINCESS ZARZIL
DEFENSIVE PHASE

Gain 2 stack of Momentum from missed attacks!

68 Direct Damage from Yael's Breakthrough avoided with Speed Clones!
Yael's Senmaioroshi: hits for 30 dmg!
Reduced to 28 damage with DR!

Yoshi's Byakurai I: hits for 15 dmg! 12 Reishi is drained.
Yoshi's Byakurai II: avoided with Sense!
Reduced to 14 dmg with DR!

2 Status damage from Burned!




Bonus Action: Reiatsu Aura (Speed Clones) - As a bonus action, you avoid all direct damage that would have been dealt to you during your turn., -5 Reishi

At-Will: Ongoing Transformation (Sense) - You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Enhanced - also gain 2 DR and +2 damage with all attacks this turn.. -1 HP from Scorched.

At-Will: Invigorate (Genius) - +25 Reishi, -1 HP from Scorched.

Standard Action: Partial Seal Removal (Second Release)
Effects: x4 RL, +10 to Fighting, Basic Crit range is reduced to 80+, +10 to accuracy with Release Attack Techs.
-4 Reishi per turn.
Gain Edge 2 over Yoshi, Edge 3 over Tensai, Edge 4 over Rao.

Standard Action: Cross Sign (Bakudo #61: Rikujokoro), -15 Reishi @ yoshi
Need to roll 60 or less to inflict Pinned on Yoshi next turn - O26t4OXT1d100

At-Will: Rush - Add Rush to one attack during your turn. Rush makes it so if the attack misses, it deals direct damage equal to half of the original damage. A missed attack, in this case, means one that rolled lower than your foe’s defense and missed mechanically. -1 HP from Scorched.

Standard Action: Oni Dekopin (Demon Headpoke), -15 Reishi @ yael
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.
Accuracy - 1d100+45
Damage - 3d11+2
This attack cannot be guarded against or avoided with Rapid Movement.
If this attack hits, it automatically inflicts one stack of Blind.

(Accuracy modifiers - +10 Release, -10 Override, +5 Sense)

Rush - If this attack fails to beat a target's defense, the target receives 50% of damage as DD.



ACTIVE EFFECTS
Boss Battle: +1 Standard Actions.

Second Release:
Partial Seal Removal (Second Release)
Effects: x4 RL, +10 to Fighting, Basic Crit range is reduced to 80+, +10 to accuracy with Release Attack Techs.
-4 Reishi per turn.

Unbridled: +12 Reishi per turn.
Oppressive Reiatsu: Up to 9 DR ignored with attacks on a turn when Invigorate is used.

Suppression: +3 Reishi per turn if in 1st Release or less.

Stacks of Momentum: 3

Scorched: 2/3 turns
Burned: 2/4 turns (Yael's Override: -10 acc and -2 Dmg tier)

CLASS
Prodigy
- Adept: Your natural Skill cap of 50 is increased to 70 and you start with +5 to two Skills of your choice. You also gain a +35 bonus to every Initiative Roll.
- Genius: Start with the Enhanced Basic Techniques/Spells; Focus Energy, Invigorate, Sense, and Suppression. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.
Titan
- Unbridled: The standard Reishi cap is lifted. Also, you gain +3 Reishi at the end of each turn per each foe you are fighting. Also, as a passive effect, as long as you remain at 50% HP or above, you gain the advantages of EDGE 2 against all foes, regardless of Reiatsu Levels.
(If you already have EDGE advantage (above EDGE 2) while above 50% HP, that advantage is now doubled)
- Oppressive Reiatsu: As a passive effect, your basic Strikes become area attacks and add the Bashing Major Effect. All other area attacks gain +10 accuracy and the Bashing Major Effect as well. Additionally, on a turn in which you use Invigorate, your Techs/Spells ignore 3 of their target’s DR; increase the amount of DR ignored by +3 per opponent in your current thread beyond the first.

TRAITS
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. (0/2)
Surge: As an at-will action, you add an additional damage die with a value of 2d6 for Non-Basic Attacks and 1d6 for Basic Attacks with each attack you make. (1/3)
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.
Grit: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +10, Defense by +10, Damage Tier by +2, and DR by +2.
Rush: As an at-will action, you add Rush to one attack during your turn. Rush makes it so if the attack misses, it deals direct damage equal to half of the original damage. A missed attack, in this case, means one that rolled lower than your foe’s defense and missed mechanically. (1/4)

TECHNIQUES
Enhanced Basic
Sense - Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Suppression - You regain 3 Reishi at the end of your turn if you are suppressed to 50% of your Base Reiatsu Level or less. After unlocking your 2nd Release, this goes into effect so long as you remain in 1st Release or below.
Invigorate - Now whenever you use Invigorate, your allies and teammates also regain 25 Reishi.
Focus Energy - If used with an Attack Spell, that spell now has an additional +15% chance to inflict Status Effects on the turn. If used with a Physical Attack, any additional uses on the same turn stack +1 additional bonus damage per attack on that turn.

Defensive
Speed Clones - As a bonus action, you avoid all direct damage that would have been dealt to you during your turn., -5 Reishi (1/2)

Utility
Sklaverei - As a bonus action you have a 60% 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., -10 Reishi (1/1)
Reiryoku Absorption - As an at-will action, siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (1/2)

Advanced
Raioken (Thunder King Fist) - As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect. Treat this Barrage like an area attack that also deals the Spread major effect., -25 Reishi (1/2)

Forbidden
Oni Dekopin (Demon Headpoke) - As a standard action, you make a single attack with 3 dmg dice that deals the Slashing major effect and automatically inflicts one stack of the Blind status effect if successful. This attack cannot be Guarded against or avoided with Rapid Movement., -15 Reishi (1/2)

SPELLS
Defensive
Bakudo #8 - 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 - As a bonus action, you avoid all but the highest rolled natural damage die from one non-critical attack that hit you. You deal the highest natural damage die back to the attacker as direct damage. If the attack would inflict a non-special status, you instead inflict that status back onto your opponent. No roll necessary., -10 Reishi (0/2)

Advanced
Hado #33: Sokatsui - As a standard action, you make a single attack with 3 dmg dice that deals the Charging major effect and Burn minor 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., -15 Reishi (0/2)
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., -15 Reishi (0/1)

RELEASE
- Partial Seal Removal (First Release):
-- Takes an At-Will Action. x2 RL, Vicious, +5 Fighting, -0 Reishi per turn.
- Partial Seal Removal (Second Release):
-- Takes a Bonus Action. x4 RL. Vicious, Meticulous. +10 Fighting, -4 Reishi per turn.
- Partial Seal Removal (Final Release):
-- Takes a Standard Action. x6 RL. Vicious, Meticulous, Malicious. +15 Fighting, -6 Reishi per turn. (Disabled for this event)

Techniques:

1st Release:
- Firewall, -20 Reishi (0/1)
- Death Sign: Obliteration, Area/Slashing, -12 Reishi (Unlimited)
2nd Release:
- Regenerate, -20 Reishi (0/1)
- Death Sign: Conquest of Souls, Area/Spread, -13 Reishi (0/2)
3rd Release:
- Illusion, -15 Reishi (0/2)
- Death Sign: Inferno, Single/Bashing/Burn, -9 Reishi (0/2)

REIATSU: 250,000 -> 1,000,000
HP: 115/250 | REISHI: 124/– | DEF: 60 | DMG DIE: d12+1 | ACC: +40


THE DEMON HOST
DEFENSIVE PHASE

Tensai's Strike 1: hits for 4 dmg!
Tensai's Strike 2: hits for 13 dmg!
Total damage reduced to 7 dmg by Damage Reduction!

Rao's Byakurai: hits for 15 dmg!
Total damage reduced to 5 dmg by Damage Reduction!




Bonus Action: Missile Shields (Guard - 10 Damage Reduction)

Standard Action: Earthmancers (Area Byakurai - Horde) @ yoshi, rao and tensai

Accuracy - 1d100+40
Damage - 4d12

Standard Action: Attack of the Princess Honor Guard (Area Strike - Horde) @ yael and yoshi

Accuracy - 1d100+40
Damage - 3d12

Standard Action: Flurry of Demon Arrows (Area Strike - Horde) @ yael, rao and tensai

Accuracy - 1d100+40
Damage - 3d12



ACTIVE EFFECTS
Boss Battle: +1 Standard Actions.

Horde Boss: Composed of a horde of weak enemies rather than a single, powerful one, and thus operates under different mechanics:
- Hordes cannot use Releases and do not have any Standard, Advanced or Forbidden Techs.
- Hordes cannot be healed by allies and cannot heal allies.
- Hordes do not have Classes - their Class is Horde.
- Hordes do not have any Traits.
- All Horde Basic Attacks are Area Attacks which can target all enemies, and deal an additional 2 damage dice.
- Hordes do not use Reishi for their attacks, they can use any available technique as if they have the Reishi for it. They cannot be Exhausted and they cannot have their Reishi drained or siphoned.
- Hordes cannot be afflicted with non-special status effects. All status effect rolls on Hordes have a -30 chance to hit.

CLASS
Horde
- See Horde Boss mechanics above.

TRAITS
Horde Enemies do not have Traits.

TECHNIQUES
Horde Enemies do not have Standard, Advanced or Forbidden Techs.

SPELLS
Enhanced Basic
Hado #4: Byakurai - 3 times per battle, you may use Byakurai as an At-Will Action.

Horde Enemies do not have Standard, Advanced or Forbidden Kido Spells.

RELEASE
Horde Enemies do not have Releases.

REIATSU: 400,000
HP: 145/250 | REISHI: –/– | DEF: 50 | DMG DIE: d12 | ACC: +40
1d100·1d100+45·3d11+2·1d100+40·4d12·1d100+40·3d12·1d100+40·3d12

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Jan 29, 2022 19:30:01 GMT -5

It seems the Arrancar managed to dodge the onslaught and is still incredibly cocky that it can handle the Demons. Then Tensai looked over to the extremely pissed-off Quincy that's currently fighting Zarzil. As he becomes extremely powerful to the point that it eclipses everyone else here. It's a good thing he doesn't seem to have anything against Shinigami. Better to have him as an ally than an enemy.

Then he witnesses Yoshinori releases his Shikai, which is incredibly different then what he remembered. From what he recalls it was a poison type and even the name sounds different. Yet now it seems to create illusions that can do harm to his opponents. How did he change power in that?

"It's all in the name," the voice of that strange insectoid said in his head.

Before he could stop to ask Yoshinori or dwell on this more, is when Zarzil revealed her true power. Which is releasing part of the seal on her that prevents them from using her true form in the realms outside of Hell. And if this is just her using a sliver of her true power then they need more preparation if they ever hope of facing her and the rest of her kind in Hell in the future with a slim chance of surviving. Also, they need to get rid of her back up quickly before she sheds anymore of her false human form.

Tensai was able to dodge the bending of the earth with ease by using the rubble as literal stepping stones. As well as dodging all of the attacks from the volley of arrows and the princesses' honor guard. What everyone paying attention to would notice is that he is not even using Shunpo to move this fast but rather it appears to be thanks to the effect his Shikai is having on him that made his reflexes even more superhuman. As more spiked green kido energy tendrils attack the demons that tried to hit Tensai with earth based spells.

It was then that he was beginning to replenish his energy but then the rest of his team would feel that they too are also getting a share of that.

"Just another handy side effect of my patented "Spiritual Energy Synchronization" drug, able to share my reserves with any allies in my vicinity. I save the best inventions for myself,"
Tensai said.

He then fires two Byakurai at some of the Princesses' honor guards hoping to blast them into the Hell Gates.

COMBAT TRACKER
SUMMARY
Demon Host vs. Tensai
Attack 1 - Earthmancers - 97 acc vs. 100 Def - Missed. 7 direct damage sent to the Demon Host with Reverse Fate.

Attack 2 - Demon Horde Fire Volley - 67 acc vs. 100 Def - Missed.

Attack 3 - Demon Horde Charge -69 acc vs. 100 Def - Missed.



Passive: Heroic Aura - Gain +15 accuracy with all non-area attack techs/spells and whenever one of these attacks hit and reduce your foe’s HP, you and your allies gain +10 Reishi and +10% base Reiatsu Level.

Bonus Action: Enhanced Invigorate - You regain 25 Reishi. Now whenever you use Invigorate, your allies and teammates also regain 25 Reishi.


At-Will: BAKUDŌ #32: GYAKU UNMEI (REVERSE FATE)- As an at-will action choose one attack that missed you (or you avoided) and deal its lowest natural damage die value as direct damage back at the attacker. Considered a Movement Technique. You can use this with the Blur trait to send back the lowest natural damage die from a second attack that missed you (or was avoided.) This is counted as a use of Blur during your turn. | -5 Reishi

Standard Action 1: Byakurai - Effects | -4 reishi cost @the Demon Host
Acc - V5DdH9wa1d100+65
Dmg - 2d12+6
Status Chance (00%) - *Roll Here

Standard Action 2: Byakurai - Effects | -4 reishi cost @the Demon Host
Acc - 1d100+65
Dmg - 1d12+3
Status Chance (00%) - *Roll Here
(Forgot the other 1d12+3 for the second Byakurai, add the result to the damage roll): 1d12+3



ACTIVE EFFECTS

20/20 Armor

1rst Release Shinka Rasen - +5 Reflexes, Calculating +5% chance to status effects, X2 RL | -2 Reishi per turn

CLASS
Prodigy

Adept - Your natural Skill cap of 50 is increased to 70 and you start with +5 to two Skills of your choice. You also gain a +35 bonus to every Initiative Roll.

Genius - Start with the Enhanced Basic Techniques/Spells; Focus Energy, Invigorate, Sense, and Suppression. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.

Paragon

UNRIVALED
Your max HP cap is increased by +20 and also you naturally negate -2 damage from every attack that hits you. Also, as a passive effect, if you drop below 25% HP, you become immune to the effects of EDGE, regardless of Reiatsu Levels. Alternatively, if you already have EDGE advantage when you drop below 25% HP, that advantage is now doubled.

HEROIC AURA
As a passive effect, you gain +10 accuracy with all non-area attack techs/spells and whenever one of these attacks hit and reduce your foe’s HP, you and your allies gain +5 Reishi and +5% base Reiatsu Level. (Capped at 200%) If your foe is an NPC Event Boss, you instead gain +15 accuracy with all non-area attack techs/spells and whenever one of these attacks hit and reduce your foe’s HP, you and your allies gain +10 Reishi and +10% base Reiatsu Level.

TRAITS
Blitz - As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn. Twice per battle. 1/2 uses

Momentum - As a Passive effect, whenever one of your attacks fails to hit its 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.

Indomitable - Increase your DR by +3 against all Attacks.

Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. Four times per battle. 3/4 uses.

Talented - As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs.Once per battle. 0/1 use.

Alacrity - As a passive effect you have +10 to defense while above half max HP.

TECHNIQUES
Enhanced Basic
Sense - Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Suppression - You regain 3 Reishi at the end of your turn if you are suppressed to 50% of your Base Reiatsu Level or less. After unlocking your 2nd Release, this goes into effect so long as you remain in 1st Release or below.
Invigorate - Now whenever you use Invigorate, your allies and teammates also regain 25 Reishi.
Focus Energy - If used with an Attack Spell, that spell now has an additional +15% chance to inflict Status Effects on the turn. If used with a Physical Attack, any additional uses on the same turn stack +1 additional bonus damage per attack on that turn.

UTSUSEMI As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. 0/2 uses

TSUKIYUBI (THRUST FINGERS) As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2. 1/2 uses


SPELLS
BAKUDŌ #44: SEKISHO You gain 20 Armor and are immune to status effects inflicted by attacks. 0/1 uses

BAKUDŌ #41: KYŌMON As a bonus action, you avoid all but the highest rolled damage die from one non-critical attack that hit you. You deal the highest damage die back to the attacker as direct damage. If the attack would inflict a non-special status, you instead inflict that status back onto your opponent.

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.

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. Do not remove status effects you have been previously afflicted with.

BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) As an at-will action you restore 20 HP to self or a comrade.

BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER) As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.
RELEASE
Shikai/1st Release Shinka Rasen: Takes an At-Will action, +5 Reflexes, Calculating, -2 Reishi per turn, +5% chance to status effects
Tamashī Hakai Uirusu | SINGLE | Major Effect: VERSATILE | Minor Effect: POISON | 3d12+9 | -7 Reishi cost

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. You cannot copy a single technique multiple times. Gamble is immune to Mimic."


Bankai/2nd Release ???: Takes an At-Will action, +5 Reflexes, Calculating, Heightened, -2 Reishi per turn, +10% chance to status effects +10 Defense against Non-Basic Attacks


REIATSU: 316,000 (158,000)
HP: 100/100 | REISHI: 103/150 | DEF: 105(90) | DMG DIE: d12+3 | ACC: +50


Post Count: 5 | Tags: , , ,
1d100+65·2d12+6·1d100+65·1d12+3·1d12+3
Last Edit: Jan 29, 2022 19:31:44 GMT -5 by tensai toshiaki

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Feb 1, 2022 10:39:17 GMT -5

As Rao had shot his blast of flame reishi, the Demon who got hit with it shouted for reinforcements just before he perished. The other demons heard his call, and multiple demons began charging reishi up for a group attack. While they did that, Rao felt the lead demon's reishi go up in power. He looked in that direction, and saw that she was in a state akin to a Resurreccion.

While he glanced at her, the Demon vanguard imbued their reishi into the ground, bending the earth to their will. It shot towards Rao and Tensai, which Rao's Pesquisa picked up on. He was able to anticipate and dodge the wave of earthbending by using sonido to move just enough out of the way that the attacks would not hit him, with Pesquisa helping him dodge some rocks that he couldn't see.

When the onslaught finished, Rao felt some of his energy being restored. The shinigami fighting alongside said something about a patented energy sharing device that let allies get some of the reishi he gets as well. 

"I'm not sure what it is, but I do know that it's more Reishi for us"Rao said.

Rao rushed towards the horde as they shot their projectiles. He moved swiftly, dodging almost all of them, slashing at a few of them as well. He landed in the middle of the dwindling horde, and ran forward, aiming to cut a swath of demons down with a barrage of slashes. He then jumped up higher, and shot a blast of energy at the army, intending to kill a lot of them. And to finish it, he charged up his Resurreccion's special attack as the horde charged at him..

"Hellflame Dragon!"

If it landed, it would devastate the army, bringing it to it's last legs.


COMBAT TRACKER

SUMMARY

Rao dodged all the enemy attacks
Rao used blitz
Rao used Focus
Rao used used Enhanced Strike
Rao used Hellfire Blast(Byakurai)
Rao used Hellflame Dragon
Previous turns of Heroic Aura (all together +50 reishi and +50% RL) add to this turns +20 reishi and +20% Rl to become
+70 reishi & +70% RL

At-Will: Technique
BLITZ
Prerequisite: Fighting Skill of 45
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Limit: Three times per battle.


Bonus Action:
FOCUS ENERGY
You infuse extra reishi into an attack, boosting its potency right before you strike.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard.
Cost: 10 Reishi
Limit: None

Enhanced: If used with an Attack Spell, that spell now has an additional +15% chance to inflict Status Effects on the turn. If used with a Physical Attack, any additional uses on the same turn stack +1 additional bonus damage per attack on that turn.| -10 reishi cost | -9 with efficiency


Standard Action:
STRIKE
You unleash a single powerful physical attack or a flurry of quick strikes.
Type: Basic Attack - Physical
Action: Standard Action
Damage: Roll 1 damage dice.
Effects: None
Cost: None
Enhanced: Upgrades to two damage dice. | -0 reishi cost | Blitz
Acc - 63HKM4bc1d100+75
Dmg - 2d13
Status Chance (00%) - *Roll Here

Standard Action:
HADŌ #4: BYAKURAI (PALE LIGHTNING)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack - Kido Spell
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: None
Cost: 4 Reishi
Enhanced: 3 times per battle, you may use Byakurai as an At-Will Action. | -4 reishi cost | -3 with efficiency

Acc - 1d100+75

Dmg - 2d13

Status Chance (00%) - *Roll Here




Standard Action:
Hellflame Dragon
Rao gathers together all the energy from his Hellflames, and releases it in the shape of a dragon towards the target.
SINGLE: Standard Action. Rolls 3 damage dice against one target and has a chance to inflict a minor effect. Costs 7 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.
BURN: 50% chance to Burn target. | -7 reishi cost | -4 with efficiency
Acc - 1d100+85
Dmg - 3d13
Status Chance (00%) - *Roll Here








ACTIVE EFFECTS
Tempered
Infuse
Efficiency
Indomitable

Release Active

CLASS
Fighter(Berserker)


TRAITS

TEMPERED
Prerequisite: None
Activate: None (Passive)
Effect: Your 1st Release Stage is always active, meaning it is a passive activation and you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.
Limit: Indefinite

INFUSE
Prerequisite: Focus Skill of 40
Activate: None (Passive)
Effect: As a passive effect your Basic Attacks have a 40% chance to inflict the Burn status.

ASSAULT
Prerequisite: Fighting Skill of 35
Activate: At-Will
Effect: As an at-will action, roll two d100s for each accuracy roll you make with any Non-Basic Attack. Use the better of the two rolls for each.
Limit: Twice per battle.

EFFICIENCY
Prerequisite: Focus Skill of 45
Activate: None (Passive)
Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. Does not stack with the Release Enhancement Efficient. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.


PRECISION
Prerequisite: Fighting Skill of 30
Activate: At-Will
Effect: Accuracy with all Attacks this turn is increased by +20.
Limit: Twice per battle.

Class & Race Traits

INDOMITABLE
Prerequisite: Resilience Skill of 40
Activate: None (Passive)
Effect: You gain +3 Damage Reduction (DR) per attack on your turn.

BLITZ
Prerequisite: Fighting Skill of 45
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Limit: Three times per battle.


TECHNIQUES

PESQUISA (INQUIRY)
You send out a radiating pulse which reacts to sources of Reiatsu within a certain proximity and helps you anticipate incoming attacks.
Type: Defense - Arrancar Ability
Activate: Bonus Action
Effect: As a bonus action you gain +15 bonus defense for the duration.
Duration: 3 turns
Cost: 10 Reishi
Limit: Once per battle.

UTSUSEMI (CICADA SHELL)
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi
Limit: Once per battle.

SPEED CLONES
You create several clones of yourself at once using Shunpo. The clones absorb incoming damage while you escape.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn. Considered a Movement Technique.
Cost: 5 Reishi
Limit: Twice per battle.

SPELLS



RELEASE

Hellflame Dragon

Rao gathers together all the energy from his Hellflames, and releases it in the shape of a dragon towards the target.

SINGLE: Standard Action. Rolls 3 damage dice against one target and has a chance to inflict a minor effect. Costs 7 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.

BURN: 50% chance to Burn target.

-4 reishi gone this turn for release


REIATSU: 89,000(151,000)X2 = 178,000(302,000)

HP: 74/95 | REISHI: 99/110 | DEF: 90(+15)| DMG DIE: d11 | ACC: +50(45)

1d100+75·2d13·1d100+75·2d13·1d100+85·3d13
Last Edit: Feb 1, 2022 10:50:15 GMT -5 by Rao Fugard

PLAYER

Shot to the heart

Viktor Yakov ad Rosenfeld Avatar

Viktor Yakov ad Rosenfeld

Post by Viktor Yakov ad Rosenfeld on Feb 1, 2022 15:35:49 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan





Of course, it was not surprising that Zarzil can hold the wave of energy for much longer that the vollied attacks that were supposed to hit her back were merely eaten by the pulsating flow of the shockwave.

Hitting her with the sword landed successfully, though, and perhaps caused a sharp pain, that she got interrupted while casting a burst of reishi that was probably meant to blind him yet didn’t manifest, as she was for the nth time, rolled across the asphalt several meters away from him.

In the back of his mind, he wondered if something was amiss. The first time they met, he knew he would not fare well with the demoness; that was just basically how strong she was despite her humanoid form. Seeing her like this… well, should a human even pity a demon?

Or maybe he was just looking for a more challenging battle. Completing a training somewhere in the dark forest of Poland somehow helped him discover an ancient relic the quincies once used, which was thought to have been lost in time. Apparently, his companion taught him this secret technique and given the slower time on that boundary, he was able to master it, albeit not perfectly but good enough to work in pressing times such as this. The House of Schwarzwald was not a pathetic lineage afterall. It must even be the reason why some of the nobles easily accused them of being traitors.

“Is that all you've got?!” The blonde teen challenged the princess as he walked towards her confidently swinging his sword.

He came to a halt however, noticing a shadow appeared behind her forming a strange gigantic figure clad in red armor. Another demon? Surprisingly, he attacked the princess instead and it was only at this point that he realized, it was merely an illusion casted by his shinigami ally.

The answer to his question caught him off guard however; as the demoness gradually transformed into something more… horrifying. Portion of her hair turned white while a concentrate of red reishi laid afloat on top of her eyepatch which was akin to an eye. Large horns also suddenly grew out of her head, her teeth became sharper and most importantly, her reiatsu surged to a considerable amount that exceeded his current power.

“I take it, you’ve finally shown your true colors, princess.”

Instead of cowering in fear, Yael looked more thrilled by such a display of power. Perhaps the same kind of ecstasy the girlfriend felt every single time she threw one foot on the grave dealing with creatures more powerful than her.

His spiritual pressure increased in response, and while unaware of what was going on behind him, with the shinigami and arrancar fighting the horde, he felt a surge of reishi flowing through him which was probably coming from the green-haired death god.

As he moved closer towards Zarzil, some of the demons hovered over and joined their battle, protecting the princess.

One of the honor guards charged forth in his direction, but he immediately vanished from his sight, completely ignoring him. He had no time to deal with the smaller fish when he’s already batting an eye on the larger one in front of him.

The quincy pointed his fingers towards the princess. A blue light glowed out of it casting a glowing chain if it came into contact which would lock her in her current position, preventing her from dodging what was about to come her way.

Another tidal wave of blue flames was casted in her direction to engulf her for the second time, and just to make use of the immense reishi he just received from the shinigami, his newly discovered technique.

Yael would pierce his sword on the ground, allowing a surge of reishi flow out of it gradually swallowing it and reshaping into a gigantic creature that was akin to a weird combination of species known to man. It had horns like that of an antler, its face almost unrecognizable as a face of a rabbit, while its teeth was like that of a sabertooth, but one could barely make sense of it since the creature was purely reishi. The wings, which seemingly were like that of an angel or a large bird, were obvious though as it spanned across a great width gloriously.

It would run towards the demoness to consume her whole, disintegrating after only to get back to its owner’s leash. It would leave a burning sensation, however, pretty much similar to how sinners felt being tormented in hell.

[764]

COMBAT TRACKER
SUMMARY

Previous turns of Heroic Aura (all together +50 reishi and +50% RL) add to this turn +45 reishi and +20% Rl to become
+95 reishi & +70% RL

PRINCESS EYEPATCH
Defense
53 acc vs 105 def= missed!
Rushed attack: -50% of dmg: 28/2=14-2 dmg (from Edge)- 5 Armor= 7 dmg


DEMON LORDS
77 acc vs 105 def= missed!
69 vs 105 def= missed!

Offense
Yael activated Release 3| Edge 2 on Zarzil and Demon Lords: +10 acc, +10 def, -2 dmg, +2 bonusd mg
Yael used Pale Fire Crash @zarzil
Yael used Volpertinger [Vollstandig] @zarzil





At-will Action:Release 3| 6 rei

Bonus Action: Rikujokoro| 15-3= 12 rei
Pin Chance [75%]= bQtRTiw|1d100


Standard Action:Pale Fire Crash|15-3= 12 rei @zarzil
Acc: 1d100+60
Dmg: 3d12+3 +2 [bonus dmg from Edge 2]
Charging Major Effect: N/A
Burn Minor Effect[65%]: 1d100

Standard Action:Volpertinger [Release Attack]|9-3= 6 rei @zarzil
Acc: 1d100+60
Dmg: 5d12+5 +2 [bonus dmg from Edge 2]
Bashing Major Effect: Target lose -5 rei, 5% RL on hit
Burn Minor Effect[65%]: 1d100


Total rei: 6+12+12+6=36 rei- [+95 rei]= +59 rei


ACTIVE EFFECTS


CLASS
STRATEGIST

OBSERVANT
Three times per battle as a Reactive At-Will Action, you may immediately learn any Non-Basic Technique or Spell (Including Racial Techs / Excluding Release Techs) used by a combatant on their turn, 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.

PREPARED
You start with the Enhanced Sai Basic Kido Spell. Also, at the beginning of each thread, you may select up to 2 Standard Techniques or Spells that you know. You may use each of those techniques or spells one additional time during that thread.
Selecting:
Utsusemi
Seki

OVERRIDE
All non-special status effects tied to your attacks will apply those status effects regardless if the attack hits or not, provided the affliction roll is successful. Also, while an opponent is afflicted with a Non-Special Status Effect caused by you, reduce their Accuracy by -10 and Damage Tier by -2; this is cumulative, applying once per unique non-special status effect (caused by you) active on that opponent.

BREAKTHROUGH
While an opponent is afflicted with a status effect that you caused, you can make them take the damage (and any effects) of all techs and/or spells that targeted you on their turn, once per thread, as a Reactive At-Will action. No roll necessary. Damage redirected to your foe is considered direct damage. You take no damage or suffer any effects. The damage and effects cannot be redirected back to you by any means.

RACIAL PERK:

Efficiency
Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi.

TRAITS

Alacrity: As a passive effect you have +10 to defense while above half max HP.

Cleverness: You have a passive +15% bonus to inflict a status effect from any source

Infuse: As a passive effect your Basic Attacks have a 40% chance to inflict the Burn status.

Resist: As a passive effect when hit with an attack you deal 4 direct damage for Non-Basic Attacks and 2 direct damage for Basic Attacks back at the attacker.

Vitriol: Each time you inflict a non-special status effect you give an additional stack to your target. Does not apply to status effect inflicted via Phantom Pain.



TECHNIQUES AND SPELLS

BAKUDŌ #44: SEKISHO
You create a fast-forming energy wall against fairly strong attacks.
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: You gain 20 Armor and are immune to status effects inflicted by attacks.
Duration: Until the 20 Armor is gone.
Cost: 15 Reishi
Limit: Once per battle.

UTSUSEMI
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Power.
Cost: 10 Reishi
Limit: Once per battle.

BAKUDŌ #27: INEMURI (FORCED SLUMBER)
You quickly hold your hand in front of your enemy’s face as their pupils dilate before they fall unconscious.
Type: Utility - Kido Spell
Activate: Bonus Action
Effect: As a bonus action you have a 60% chance to inflict two stacks of the Blind status on your target. Upon infliction it also deals 1d8 direct damage The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Twice per battle.

BAKUDŌ #39: ENKŌSEN (ROTATING LOCK FAN)
You generate a dull yellow energy, which takes the form of a large spinning disk of condensed Reiatsu, in front of yourself, blocking an opponent's attack.
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.)
Cost: 10 Reishi
Limit: Twice 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 Technique.
Cost: 5 Reishi
Limit: Once per battle.

BAKUDŌ #22: HAKUFUKU (WHITE CRAWL)
You stare down your foe. As the target sees the illusion of purple cherry blossoms falling around them, their vision begins to blur and their consciousness becomes muddled, disoriented, and confused. Shortly thereafter, the target blacks out altogether.
Type: Utility - Kido Spell
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d4 worth of direct damage. The max chance to inflict with any effect is 95%
Cost: 5 Reishi
Limit: Twice per battle.


BAKUDŌ #19: SHIBIREYUBI (NUMBING FINGER)
You place a finger in front of the victim's face, conjuring a ball of white energy that flashes momentarily before the victim's eyes, immediately incapacitating them.
Type: Utility - Kido Spell
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict two stacks of the Stun status on your target. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Twice per battle.

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



ADVANCED TECHS AND SPELLS

SHADOW
The user's shadow expands and becomes a doorway between dimensions, completely masking their Reiatsu.
Type: Defense - Reactive
Action: Bonus Action
Effect: You immediately avoid all attacks and/or techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread.
Cost: 20 Reishi
Limit: Once 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: 15 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: 15 Reishi
Limit: Once per battle.

BAKUDŌ #61: RIKUJŌKŌRŌ (SIX-ROD LIGHT PRISON)
Pointing their index finger at the target, the user generates a spark of yellow energy, which summons six thin, wide beams of light that slam into a target's midsection and hold them in place.
Type: Utility
Activate: Bonus Action - Reactive
Effect: 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. The max chance to inflict with any effect is 95%.
Special Effect: If used in conjunction with a previously successful Hainawa cast, the cost of this spell is reduced by half and your opponent also cannot use any bonus actions on the same turn they must break free of Rikujōkōrō. Hainawa must have been cast within 1 turn of Light Prison to count.
Cost: 15 Reishi
Limit: Once per battle.

SENMAIOROSHI (THOUSAND-PAGE WHOLESALE)
In a blur of motion, you make multiple extremely fast slashes that shred your target to pieces.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Slashing major effect.
Special Effect: For an extra cost of 10 Reishi, you may add the Delay major effect to each attack.
Cost: 20 Reishi
Limit: Twice per battle.

RELEASE

Schwerter Jagen (Chasing Swords)
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
BASHING: The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.
BURN: 50% chance to Burn target.


HEILIGER FLUCH (Holy Curse)
A dangerous release ability that seeps into the very essence of your foe and harms them from within.
Type: Utility
Activate: Bonus Action
Effects: As a bonus action you have a 70% chance to inflict two stacks of special status effect Cursed on the target. While Cursed a foe is dealt 3 status damage each time they activate anything that requires a Bonus Action for duration.
Duration: Each stack lasts 3 turns.
Cost: 15 Reishi
Limit: Once per battle.

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
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.
Stage 2: Can now redirect at least two attacks per turn that would have hit you.
Stage 3: Gain Stage 2 upgrade and only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.

FLASH FREEZE
You freeze your enemy in their tracks, making them vulnerable to attack.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 50% chance to inflict the special Frozen status on one target. Under the effects of Frozen, on your foe’s turn, they will be unable to use any movement techniques to avoid attacks. This includes only those techniques or spells that are marked specifically as Movement Techniques.
Special Effect: For an added 10 Reishi, you can target up to 3 people, making this an area effect.
Stage 2: Percent chance increased to 60%.
Stage 3: Gain Stage 2 upgrade and only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.

ENHANCEMENTS:
1st Release: +10 acc on basic attacks
2nd Release: +10 def from basic attacks
3rd Release: +1 stack of non-special status effects

RELEASE BUFF: FOCUS
1st Release: +5, upgrades to d11
2nd Release: +10, upgrades to d12
Final Release: +15, upgrades to d12+1

REIATSU: 222,000>>> 377,400>>>2,264,400 ARMOR: 0
HP: 93/100 | REISHI: 188/200 | DEF: 85 [105] | DMG DIE: d10 [d12+1] | ACC: +50 [60]

1d100·1d100+60·3d12+3·1d100·1d100+60·5d12+5·1d100
Last Edit: Feb 3, 2022 7:51:10 GMT -5 by Viktor Yakov ad Rosenfeld

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on Feb 1, 2022 18:04:48 GMT -5

His plan went just as intended. With Yael's frontal assault capturing the majority of the Demon Princess's attention, the sudden appearance of Duke Morthos behind the woman brought momentary confusion and hesitation, which only ensured the attack would be a direct hit.

However, an unexpected variable complicated matters. Severely.

In a burst of light, the illusionary Morthos was repelled, his body dispersing with the cessation of Yoshinori's concentrated efforts in maintaining it. Throwing a free arm to shield his eyes from the expulsion of energy that coursed from the woman's form, both Shinigami and Quincy bore witness to the Demoness's transformation. The unveiling of her true form.

"How annoying..." Yoshinori muttered under his breath. Such oppressive Reiatsu as Zarzil's was one that the Third Seat had only been faced with once before: Against Muimina Hyakuji. While Yoshinori found comfort in the knowledge that Muimina wouldn't kill him in their bout, there was no such safety net against Zarzil. Was it time to...?

No. Not yet. But it was time to up the ante.

"Desperation, huh? I suppose everyone is entitled to their own truth." Yoshinori observed, his eyes narrowing as he focused on Zarzil's true form. Yet before he could spring forward to launch his offensive, several new players entered the game: That of Zarzil's Honor Guard. As if to make matters worse, Zarzil began to utter an incantation of her own, drawing a cross symbol through the air to concentrate her energies. Between Zarzil's offensive and that of the Honor Guard, whatever was Yoshinori to do to ensure his own success?

"Seventh Seal: Kai."

As if suddenly gaining new life, Yoshinori's pet serpent, Hanzō, would raise its head. Directly underneath its head, a seal, which now grew red with energy began to dissipate, moments before the golden snake opened its maw. As the stored energy from Yoshinori's pre-prepared seal began to rush from Hanzō's body outward, a powerful shockwave shot forth from the snake, not only repelling the spell cast his way, but serving as a deterrent for the Honor Guard to continue their charge towards him.

While Hanzō served as his defense, Yoshinori seemed to be preparing his offense. Directing his spear outwards, red energy began to emanate from the spear shaft as the red ruby jewel glowed ever brighter. His Reiatsu continuing to climb, his spiritual presence began to take visible form. As a result, the ground beneath him began to turn red, and dark purple wisps of energy would begin to swirl around the man, forming what seemed to be a bubble.

Sealed Ball


"Instigate wickedness, Amanojaku. Ōmagatoki."

The effect, at least to Zarzil, would be considered instantaneous. If Yoshinori was successful in performing one of his most powerful illusions upon the Demon Princess, she would finally find her world reduced to absolute darkness. An unnatural darkness. A darkness in which any and all light was snuffed out completely, as if one were rendered completely and utterly blind. The sounds of battle around her would recede rapidly to absolute silence. A forced blindness and deafness, to where even one's footsteps would produce no sound.

Sealed Ball


If the illusion was successful in its cast, Zarzil's new reality would be one to which only she could experience. For all other participants, friend or foe, their surroundings would proceed as normal. Yet, Yoshinori wasn't done yet.

"Reflections."

Sealed Ball


Conjured from seemingly nowhere, semi-transparent creatures began to manifest around Yoshinori. Taking the form of fish-like ghostly creatures with long, flowing tails, the Shinigami's "Reflections" appeared rather tranquil, almost mesmerizing in their intentionally slow, graceful movements as their glided through air. However, as Yoshinori directed his spear forward, several Reflections would break off from formation with almost surprising speed, gliding towards Zarzil's form. Beginning to bloat outwards, by the time the Reflections closed in upon Zarzil they would explode outwards, releasing explosive semi-transparent flame upon the demoness, the likes of which threatened to engulf her in its destructive outward force.

"Ōmagatoki and the Reflections. Both abilities inspired from fighting Muimina Hyakuji. Zarzil, can you tell me whether or not I am still desperate?" The silver haired Shinigami challenged, his tone soft yet clear. Yet, if all went according to his plans, the demoness wouldn't be able to hear him anyway.

Post Count: 6 | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Tensai's Heroic Aura grants Yoshinori gains +20 Reishi +25 Reishi Invigorate and +20% Base Reiatsu increase (70% total)! Yoshinori's Base RL increases to 266,475!
Zarzil's Edge II reduced to Edge I!
Zarzil Bonus Action 1: Zarzil fails Rikojoukoro attempt!
Host Standard Action 1: Host misses Yoshinori!
Host Standard Action 2: Host misses Yoshinori!

OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Bonus Action: Yoshinori uses Illusion on Zarzil!
At-Will: Yoshinori spends 1 stack of Momentum to gain +5 Accuracy on all attacks this round!
At-Will: Yoshinori uses Sense to gain +5 Defense | +5 Accuracy this round!
At-Will: Yoshinori uses 1 Construct to add an additional d6 damage dice to Yoshinori's Standard Action Byakurai!
Standard Action: Yoshinori uses Byakurai!
Standard Action: Yoshinori uses Phantom Fire!
At-Will: Yoshinori uses Enhanced Byakurai (1/3 uses remaining)
Potent Passive Active!
Attuned Passive Active! 3 Reishi regained! 4 Reishi drained from First Release!




Bonus Action: Ōmagatoki (Illusion) - As a bonus action, you have a 60% (75% with Cleverness) chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. | 2 Turn Duration | -12 Reishi (Efficiency Reduced)

Must Roll a 75 Or Below to Inflict Deceived - 2glC7gnd1d100 Success! Deceived inflicted for 2 turns!

At-Will: Illusion Mastery (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. | No Reishi Cost | Yoshinori uses 1 stack to increase accuracy by +5.

At-Will: Illusion Mastery (Shun Shun Rikkia) - As an at-will action you can activate a max of 2 constructs to add one d6 as a bonus damage die to at least 2 Basic Attacks during your turn. | 1 Construct Spent

At-Will: Illusion Mastery (Sense) - You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. | No Reishi Cost (2/3 Uses Remaining)





Standard Action: Illusionary Reflections (Byakurai) | Target: Zarzil
Acc - 1d100+65 Critical!
Dmg - 2d12+2 +10 = 25 DMG!
Reishi Cost - 3 Rei (Efficiency Reduced)
Special Effect (Potent) - As a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.
Special Effect (Versatile) - If attack successfully hits, 10 Reishi is drained.

Standard Action: Illusionary Reflections (Phantom Fire) | Target: Zarzil
Acc - 1d100+65
Dmg - 3d12+2
Reishi Cost - 4 Rei (Efficiency Reduced)
Bashing Major Effect - The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.
Cripple Minor Effect Chance (65%) - 1d100 Sucess! 1 Stack of Cripple inflicted!
Special Effect (Versatile) - If attack successfully hits, 11 Reishi is drained.

At-Will Action: Illusionary Reflections (Byakurai) | Target: Zarzil
Acc - 1d100+50
Dmg - 2d11
Shun Shun Damage - 1d6
Reishi Cost - 3 Rei (Efficiency Reduced)
Special Effect (Potent) - As a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.
Special Effect (Versatile) - If attack successfully hits, 5 Reishi is drained.

Passive: Kido Magician (Attuned) - You regain 3 Reishi at the end of your turn




ACTIVE EFFECTS
Intimidate Uses (0/100 Max Reishi Restored)
25/25 Hanki Defense Gained (0 turns remaining)

RACE

SHINIGAMI: You gain the Resilience Keystone Trait Alacrity and it does not take up a Trait slot or require your Resilience Skill to be 30.

TECHS & SPELLS | STANDARD

BAKUDŌ #21: SEKIENTON: BONUS ACTION | 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 - any bonus damage is still counted. If you take zero damage from an attack this way, it counts as fully avoided. Movement Technique. | -5 Reishi | (1/1 use remaining)
BAKUDŌ #44: SEKISHO: BONUS ACTION | You gain 20 Armor and are immune to status effects inflicted by attacks. | -10 Reishi | (0/1 use remaining)
BAKUDŌ #7: KEIKATSU: AT-WILL | As an at-will action you restore 30 HP to self or a comrade. | -5 Reishi | (Once Per Target)
BAKUDŌ #39: ENKŌSEN: BONUS ACTION | As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.) | -10 Reishi | (2/2 uses remaining)
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK): AT-WILL | 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. | -5 Reishi | (1/2 uses remaining)
SHUN SHUN RIKKIA: BONUS ACTION/ AT-WILL | As a bonus action you create 6 constructs. As an at-will action you can activate a max of 2 constructs to add one d6 as a bonus damage die to at least 2 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. | -10 Reishi | (1/2 uses remaining | 6 Constructs per use)
HANKI: BONUS ACTION | As a bonus action, pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement Technique. | Duration: Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading. | -10 Reishi | (0/1 use remaining)
UTSUSEMI: BONUS ACTION | As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Movement Technique. | -10 Reishi | (1/1 use remaining)

TECHS & SPELLS | ADVANCED
None

TECHS & SPELLS | FORBIDDEN
None

CLASS: CASTER | ADVANCED CLASS: MAGUS

ATTUNED - PASSIVE | As a passive effect, your max Reishi is increased by 50, you regain 3 Reishi at the end of your turn, and all non-basic Kido spells cost -5 less Reishi.

POTENT - PASSIVE | You start with the Enhanced Byakurai Basic Attack Spell. Also, as a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.

VERSATILE - PASSIVE | As a passive effect, any turn where you use both a Kido Spell and a Non-Kido Technique, increase the Accuracy (by +15) and Damage Tier (by +2) of two attacks on that turn. Also, all successful attacks you land on that turn will drain your foe's Reishi as well as their HP/Armor. Total amount of Reishi drained will be equal to the highest rolled damage die from the attack.

RATION - PASSIVE | As a passive effect your Advanced and Forbidden Kido Spells have a 30% chance to inflict the Immobilize or Stagger status effect (Choose one per thread). The max chance to inflict with any effect is 95%. The additional reishi cost is then siphoned to you for the duration.

TRAITS

MOMENTUM - PASSIVE/AT-WILL | 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.

ALACRITY (Racial Perk) - PASSIVE | As a passive effect you have +10 to defense while above half max HP.

BLUR - PASSIVE/AT-WILL | As a passive effect you can use one Movement Tech as an at-will action on your turn. (3/4 uses remaining)

INSTINCT - AT-WILL | As an at-will action, you evade a single basic attack that would have hit you. (3/3 uses remaining)

EFFICIENCY - PASSIVE | Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, Forbidden Techs/Spells cost -3 less Reishi. Does not stack with the Release Enhancement Efficient. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.

CLEVERNESS - PASSIVE | You have a passive +15% bonus to inflict a status effect from any source.

RELEASE

FIRST RELEASE: Bonus Action / At-Will. Boosts your base RL by 2x. | -4 Reishi per turn. | +5 Reflexes
ENHANCEMENT: HEIGHTENED - As a passive effect your defense is increased by +5 against Non-Basic Attacks.
RELEASE ATTACK TECHNIQUE: PHANTOM FIRE - SINGLE | Single attack that rolls 3 damage dice against one target and has the Bashing Major Effect and Cripple Minor Effect. (Bashing: The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.) | -7 Reishi
RELEASE UTILITY TECHNIQUE: ILLUSION - BONUS ACTION | As a bonus action, you have a 60% (75% with Cleverness) chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. | 2 Turn Duration | -15 Reishi




BASE REIATSU: 266,950 | CURRENT REIATSU: 532,950
HP: 86/90 | REISHI: 187/200 | DEF: 105 (155) | DMG DIE: d11 | ACC: +40

1d100·1d100+65·2d12+2·1d100+65·3d12+2·1d100·1d100+50·2d11·1d6
Last Edit: Feb 1, 2022 18:09:53 GMT -5 by Yoshinori Okamoto

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Feb 3, 2022 9:28:24 GMT -5



Princess Zarzil's malevolent looking transformation did not deter neither the Quincy nor the Shinigami. If anything, its immense power, intimidating visage and the Demon Princess' confidence appeared to make them more thrilled for the battle. This time, they brought truly potent techniques to display.

Almost instantly, Zarzil was targeted by two techniques aiming to restrain her. A set of chains materialized on her arms and legs, snapping tight and locking them with a powerful grip. Before she could make a yelp in reaction, everything around her began to turn dim, dark, and eventually pitch black. It was as if the entire world had just vanished before her eyes. Of course, that couldn't have possibly happened in reality - and knowing that Yoshinori was in the middle of speaking an incantation when her vision turned black, it must have been one of the Shinigami's numerous spells that cast an illusion of blindness on her.

For a brief second, Zarzil glanced from side to side, the burning of the flame around her construct "eye" being the only source of sound in her illusionary dimension, then, she cast a spell herself:

"Death Sign: Hundred Devil Arms."

Suddenly, with a burst of Reishi, dozens of floating arms materialized into existence behind her back, like a second pair of wings. Each one was partially transparent, tinted blue, and flickering with energy - what mattered most, however, was that they operated autonomously from their caster, and so could react to any attacks coming her way without being affected by the illusion on Zarzil's senses.

Two of the floating construct arms suddenly grabbed the chimera-like creature summoned by Yael in the midst of its charge, stopping it in its tracks and lifting it up from the ground. After several seconds of struggle, the Quincy's technique desperately pushing onwards, yet unable to reach the blinded and restrained Demon Princess, it was finally crushed by the arms and dissipated into a Reishi mist.

A similar fate befell Yoshi's Reflections - the slithering Reishi tendrils he sent forth were faced with Zarzil's Hundred Devil Arms - and while several managed to slip through regardless, and struck the demoness, others were caught in their charge by the arms and slammed to the ground, where they detonated without making any harm to her.

Unfortunately, while Zarzil's technique mostly protected her from danger, it did not save the guards and other demons whom she had brought alongside her. The Princess Honor Guard, having arrived down to the surface to protect their overlord from the Quincy and Shinigami who were threatening her, found themselves alone, as the Princess they were protecting suddenly froze in place, as if she could no longer see them, and thus abandoned them to their devices while they were being peltered from all sides. Tensai, having been fighting the demon horde this entire time, swooped down and opened fire upon the Honor Guards, dealing devastating damage. One after another, they were thrown off their steeds and consumed by the technique, their seals shattering and bodies instantly dragged back to the Underworld.

Rao was covering for his teammate against the majority of the horde itself, and with deadly efficiency - the second Hellflame Dragon, fired off from his arms, unleashed complete annihilation onto a significant portion of the horde. Several dozen demons, unfortunate enough to end up in the technique's path, had their mortal forms incinerated and were thus all dragged back to the Underworld. Deep within the horde, two demons were cowering from the destruction, and one whined:

"What do we do?! What do we do?! Princess got frozen and these mortals are blasting us to smithereens!.."

The other, giving it some thought, suddenly answered with resolve. "I got an idea." He rose from his hiding spot and suddenly announced:

"Have a taste of this!" He pulled out a perfect replica of a stationary machinegun and suddenly opened fire with an enormous volley of Reishi blasts, flooding the entire battlefield. The assault motivated the remaining Demons - and there were not many of them left at this point - to rise forth and do one more charge at the four defenders yet again, brandishing all the weaponry they still had with them.

Zarzil looked down at the chains on her arms, and clenched them tightly. She still couldn't tell what was going on beyond her immediate vision, but she got struck by something explosive not too long ago, so presumably her opponents were still paying attention on her.

"Fine then," she gushed out, then suddenly pulled her hands to opposite directions, snapping the chains and tossing them to the ground, where they dissolved into Reishi particles. "It doesn't seem like I'll get you children off my hair, so I might as well be honest with you. Sadaharu Tendo, the former Captain of the 12th Division and the owner of that shop behind me, is the creator of the Hogyoku - and as we speak, he is constructing a second, even more powerful one."

Briefly, her cool snapped, and Zarzil yelled. "And no matter what you throw at me, I'm not going to let this chance slip from my fingers! All of Demonkind needs the Hogyoku! It's the only way! And I will bring that salvation to the entire Underworld!"






PRINCESS ZARZIL
DEFENSIVE PHASE

Gain 1 stack of Momentum from missed attacks!

Pinned by Yael's Rikokojoro!
Yael's Senmaioroshi: avoided with Bakudo #8!
Yael's Volpertinger: avoided with Bakudo #8!

Yoshi's Byakurai I: crits for 25 dmg! 10 Reishi is drained.
Yoshi's Phantom Fire: avoided with Bakudo #8!
Yoshi's Byakurai II: hits for 9 dmg! 5 Reishi is drained.
Total damage reduced to 30 dmg by Damage Reduction!

3 Status damage from Burned!




Bonus Action: Hundred Devil Arms (Sense) - You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Enhanced - also gain 2 DR and +2 damage with all attacks this turn.

Standard Action: Hundred Devil Arms (Bakudo #8 - As a bonus action you cannot be hit by any attacks that roll a natural (unmodified) 65 or lower on their accuracy.), -5 Reishi

Standard Action: Spent on removing Pinned

Standard Action: Spent on removing Pinned



ACTIVE EFFECTS
Boss Battle: +1 Standard Actions.

Second Release:
Partial Seal Removal (Second Release)
Effects: x4 RL, +10 to Fighting, Basic Crit range is reduced to 80+, +10 to accuracy with Release Attack Techs.
-4 Reishi per turn.

Unbridled: +12 Reishi per turn.
Oppressive Reiatsu: Up to 9 DR ignored with attacks on a turn when Invigorate is used.

Suppression: +3 Reishi per turn if in 1st Release or less.

Stacks of Momentum: 4

Scorched: 3/3 turns
Burned: 3/4 turns (Yael's Override: -10 acc and -2 Dmg tier)

Grit: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +10, Defense by +10, Damage Tier by +2, and DR by +2.

Illusion: 1/2 turns
At-Will -> Bonus, Bonus -> Standard

CLASS
Prodigy
- Adept: Your natural Skill cap of 50 is increased to 70 and you start with +5 to two Skills of your choice. You also gain a +35 bonus to every Initiative Roll.
- Genius: Start with the Enhanced Basic Techniques/Spells; Focus Energy, Invigorate, Sense, and Suppression. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.
Titan
- Unbridled: The standard Reishi cap is lifted. Also, you gain +3 Reishi at the end of each turn per each foe you are fighting. Also, as a passive effect, as long as you remain at 50% HP or above, you gain the advantages of EDGE 2 against all foes, regardless of Reiatsu Levels.
(If you already have EDGE advantage (above EDGE 2) while above 50% HP, that advantage is now doubled)
- Oppressive Reiatsu: As a passive effect, your basic Strikes become area attacks and add the Bashing Major Effect. All other area attacks gain +10 accuracy and the Bashing Major Effect as well. Additionally, on a turn in which you use Invigorate, your Techs/Spells ignore 3 of their target’s DR; increase the amount of DR ignored by +3 per opponent in your current thread beyond the first.

TRAITS
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. (0/2)
Surge: As an at-will action, you add an additional damage die with a value of 2d6 for Non-Basic Attacks and 1d6 for Basic Attacks with each attack you make. (1/3)
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.
Grit: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +10, Defense by +10, Damage Tier by +2, and DR by +2.
Rush: As an at-will action, you add Rush to one attack during your turn. Rush makes it so if the attack misses, it deals direct damage equal to half of the original damage. A missed attack, in this case, means one that rolled lower than your foe’s defense and missed mechanically. (1/4)

TECHNIQUES
Enhanced Basic
Sense - Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Suppression - You regain 3 Reishi at the end of your turn if you are suppressed to 50% of your Base Reiatsu Level or less. After unlocking your 2nd Release, this goes into effect so long as you remain in 1st Release or below.
Invigorate - Now whenever you use Invigorate, your allies and teammates also regain 25 Reishi.
Focus Energy - If used with an Attack Spell, that spell now has an additional +15% chance to inflict Status Effects on the turn. If used with a Physical Attack, any additional uses on the same turn stack +1 additional bonus damage per attack on that turn.

Defensive
Speed Clones - As a bonus action, you avoid all direct damage that would have been dealt to you during your turn., -5 Reishi (1/2)

Utility
Sklaverei - As a bonus action you have a 60% 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., -10 Reishi (1/1)
Reiryoku Absorption - As an at-will action, siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (1/2)

Advanced
Raioken (Thunder King Fist) - As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect. Treat this Barrage like an area attack that also deals the Spread major effect., -25 Reishi (1/2)

Forbidden
Oni Dekopin (Demon Headpoke) - As a standard action, you make a single attack with 3 dmg dice that deals the Slashing major effect and automatically inflicts one stack of the Blind status effect if successful. This attack cannot be Guarded against or avoided with Rapid Movement., -15 Reishi (1/2)

SPELLS
Defensive
Bakudo #8 - As a bonus action you cannot be hit by any attacks that roll a natural (unmodified) 65 or lower on their accuracy., -5 Reishi (1/1)
Bakudo #41 - As a bonus action, you avoid all but the highest rolled natural damage die from one non-critical attack that hit you. You deal the highest natural damage die back to the attacker as direct damage. If the attack would inflict a non-special status, you instead inflict that status back onto your opponent. No roll necessary., -10 Reishi (0/2)

Advanced
Hado #33: Sokatsui - As a standard action, you make a single attack with 3 dmg dice that deals the Charging major effect and Burn minor 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., -15 Reishi (0/2)
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., -15 Reishi (0/1)

RELEASE
- Partial Seal Removal (First Release):
-- Takes an At-Will Action. x2 RL, Vicious, +5 Fighting, -0 Reishi per turn.
- Partial Seal Removal (Second Release):
-- Takes a Bonus Action. x4 RL. Vicious, Meticulous. +10 Fighting, -4 Reishi per turn.
- Partial Seal Removal (Final Release):
-- Takes a Standard Action. x6 RL. Vicious, Meticulous, Malicious. +15 Fighting, -6 Reishi per turn. (Disabled for this event)

Techniques:

1st Release:
- Firewall, -20 Reishi (0/1)
- Death Sign: Obliteration, Area/Slashing, -12 Reishi (Unlimited)
2nd Release:
- Regenerate, -20 Reishi (0/1)
- Death Sign: Conquest of Souls, Area/Spread, -13 Reishi (0/2)
3rd Release:
- Illusion, -15 Reishi (0/2)
- Death Sign: Inferno, Single/Bashing/Burn, -9 Reishi (0/2)

REIATSU: 250,000 -> 1,000,000
HP: 82/250 | REISHI: 117/– | DEF: 60 | DMG DIE: d12+1 | ACC: +40


THE DEMON HOST
DEFENSIVE PHASE

Tensai's Byakurai 1: hits for 13 dmg!
Tensai's Byakurai 2: hits for 23 dmg!
Total damage reduced to 26 dmg by Damage Reduction!

Rao's Strike: hits for 14 dmg!
Rao's Byakurai: hits for 18 dmg!
Rao's Hellflame Dragon: hits for 26 dmg!
Total damage reduced to 48 dmg by Damage Reduction!




Bonus Action: Missile Shields (Guard - 10 Damage Reduction)

At-Will: Machine Gun! (Area Byakurai - Horde) @ yoshi, rao and yoshi

Accuracy - ua4mSyo_1d100+40
Damage - 4d12

Standard Action: Machine Gun! (Area Byakurai - Horde) @ yoshi, rao and tensai

Accuracy - 1d100+40
Damage - 4d12

Standard Action: Desperate Charge (Area Strike - Horde) @ tensai, yael and yoshi

Accuracy - 1d100+40
Damage - 3d12

Standard Action: Flurry of Demon Arrows (Area Strike - Horde) @ yael, rao and tensai

Accuracy - 1d100+40
Damage - 3d12



ACTIVE EFFECTS
Boss Battle: +1 Standard Actions.

Horde Boss: Composed of a horde of weak enemies rather than a single, powerful one, and thus operates under different mechanics:
- Hordes cannot use Releases and do not have any Standard, Advanced or Forbidden Techs.
- Hordes cannot be healed by allies and cannot heal allies.
- Hordes do not have Classes - their Class is Horde.
- Hordes do not have any Traits.
- All Horde Basic Attacks are Area Attacks which can target all enemies, and deal an additional 2 damage dice.
- Hordes do not use Reishi for their attacks, they can use any available technique as if they have the Reishi for it. They cannot be Exhausted and they cannot have their Reishi drained or siphoned.
- Hordes cannot be afflicted with non-special status effects. All status effect rolls on Hordes have a -30 chance to hit.

CLASS
Horde
- See Horde Boss mechanics above.

TRAITS
Horde Enemies do not have Traits.

TECHNIQUES
Horde Enemies do not have Standard, Advanced or Forbidden Techs.

SPELLS
Enhanced Basic
Hado #4: Byakurai - 3 times per battle, you may use Byakurai as an At-Will Action.

Horde Enemies do not have Standard, Advanced or Forbidden Kido Spells.

RELEASE
Horde Enemies do not have Releases.

REIATSU: 400,000
HP: 71/250 | REISHI: –/– | DEF: 50 | DMG DIE: d12 | ACC: +40

1d100+40·4d12·1d100+40·4d12·1d100+40·3d12·1d100+40·3d12