Bleach Hereafter RPG

The Wishmaker

PLAYER

Shot to the heart

Viktor Yakov ad Rosenfeld Avatar

Viktor Yakov ad Rosenfeld

Post by Viktor Yakov ad Rosenfeld on Feb 19, 2022 19:50:53 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan



In the Name of Love

Was I even successful in making you forget? Yael muttered, but only he could hear himself. Every word that came from Valentina’s lips was no longer new to him. It was the same rhetoric she used when she revealed her plans to him before they separated their ways. The speech that convinced him to abandon their future together and allow her to pursue her fantasies without any restraint.

Silence filled the air if only so briefly, until his temporary comrades insisted against his command to leave these things to him. The silver haired shinigami spoke of another loved one of the now-living hogyoku, which surprised him albeit not evident in his expression. Considering that it came from a shinigami, he could tell that this person managed to become like him.

While it slipped from his notice earlier, it was only at this point that he became aware of the presence of a familiar fullbringer. Her protest stung him, reiterating what his beloved had just told. Thus, he turned to her with a glare, "Shut up! You don't know Val the way I do. None of you does!!"

The way he did…

The Val who was free-spirited, and innocent, and cheerful, who had weird quirks and tastes, who can be loud and violent, but was sweet and caring and admirable. The woman who had given him liberty... and made him think that through love, it was possible to change a person.

When was the last time he saw her smile? Like genuinely…Did he even see her genuinely happy? In those times they were together, was she truly content…or was she just trying to conceal, hiding behind the mask of innocence but was actually hurting a lot. Maybe, the reason why she ended up like this was because he really wasn't able to see through those gray eyes, which had for so long dismissed the idea of being able to see colors again.

"This was all my fault. If I had not left her that day… believing that pursuing her dreams was the only thing that could truly satisfy her…if only I tried harder, contending against her quest and chose to stay… She wouldn’t have gone mad as this. I bear this sin upon myself. If you decide to atone for it with me, fine.”

He turned to Valentina again, with the same pained look. Of course, both of them were hurting right now, but between the two of them, he understood that the fullbringer was overcome by her hatred. Hatred for the world, for all the sufferings and injustices it poured out on humanity. Hatred for him, the only person who made her feel loved and according to her, made her doubt her cause.

"I will redeem you, my love. I was wrong to have let you go, and now I will fight to take you back from the world, or die trying. Losing this world is much better than losing you..."

Before he could attack however, the other two shinigami already did. Two lightning bolts got past him and headed towards the direction of the glowing fullbringer; another colored energy wave followed.

As for himself, he reached for his cross which then transformed into a sword and pointed it against Val, slashing across through the air afterwards. The sword would emit an intense light to overwhelm her vision. He would then cast another spell with his free hand; a small blue projectile would come out from his hand and cast a chain once in contact with his target.

It’s about time to tame the mare.

[601]

COMBAT TRACKER
SUMMARY

GLOWING HONEY

DEFENSE


OFFENSE
Yael used Inemuri
Yael used Rikujokoro
Yael used Blight





Bonus Action: Inemuri| 5 rei-1= 4 rei
Status Chance[75%]: jjpaQLOX1d100
Direct Dmg: 1d8 +1 stack due to Vitriol

Bonus Action: Rikujokoro | 15 reishi cost -2 [due to Efficiency]= 13 rei
Status Chance[75%]: 1d100

Standard Action: Blight | 5 reishi cost-1 [due to Efficiency]= 4
Status Chance: Immobilize[80%]: 1d100 +1 stack due to Vitriol, success if rolled successfully regardless if attack missed


Total Rei cost: 4+13+4= 21



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 Blight 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
Keikatsu

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 any attack, you deal direct damage back to the attacker. For Basic Attacks, you deal back direct damage equal to the lowest rolled natural dice of the attack that hit you. For Non-Basic Attacks, you deal back direct damage equal to the highest rolled natural dice of the attack that hit you

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 30 HP to self or a comrade.
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
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 #96: ITTŌ KASŌ (SINGLE BLADE CREMATION)
A forbidden spell that can only be activated by using your own body as a catalyst. You grab your foe and from the point of contact, a huge pillar of fire erupts into the shape of a katana's tip.
Type: Attack - Area (Considered a Forbidden Spell)
Activate: Two Standard Actions
Effect: Using both of your standard actions, you deal 6d12 worth of status damage to up to three foes. (Note: status damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided or mitigated by any means.
Cost: Reduces you to 0 HP and you are Incapacitated.
Limit: Once per battle. (Can only be used in Battles and Deadly Events)

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.



RELEASE

Release 1: Schwerter Jagen (Chasing Swords)| Dice: 3| Rei cost: 7| Limit: Once per turn
Release 2: Cursed Angel| Dice: 4| Rei cost: 8| Limit: Twice per battle
Release 3: Volpertinger| Dice: 5| Rei cost: 9| Limit: 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.


ENTRAP
You spring a hidden trap to catch and weaken an unwary foe.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you create a dome or cage around you and a foe of choice. You may RP the dome as whatever you’d like. For the duration, the trapped foe cannot escape unless they break the dome or defeat you. No one else can enter it or affect those inside with techs/spells while it's activated. While inside the dome you will be cut off from the outside. None of your techs/spells will affect anyone outside of it, this goes for both caster and victim. The dome has 50 HP. The dome has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target. Cannot be used to interrupt or defend against attacks. The dome can be attacked directly to break it. The dome has a natural DR of -5 against all basic attacks.
Special Effect: While trapped, your foe’s Reishi is drained by -5 per turn.
Duration: 4 turns or until the dome is reduced to 0 HP.
Stage 2: Dome now has 70 HP.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 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:

MALICIOUS
Activate: None (Passive)
Effect: As a passive effect your damage tier increases by +1 with Release Attack Techs.
Limit: Indefinite.
Stage 2: Damage tier increases by +2.
Stage 3: Add +10 bonus damage with all Release Attack Techs.

RESENTFUL
Activate: None (Passive)
Effect: As a passive effect your foe takes -1 status damage each time you take damage from their attacks.
Limit: Indefinite.
Stage 2: Your foe now takes -2 status damage.
Stage 3: Now the allies of your foe also take -2 status damage each time your foe hits you.

RESTORING
Activate: None (Passive)
Effect: As a passive effect any attack that hits you siphons -1 HP from the attacker while you are in your Released state.
Limit: Indefinite.
Stage 2: Attacks now siphon -2 HP from the attacker.
Stage 3: Siphoned HP is now distributed to allies as well.


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

REIATSU: 257,000
HP: 100/100 | REISHI: 179/200 | DEF: 85 [95] | DMG DIE: d10 | ACC: +50

1d100·1d8·1d100·1d100
Last Edit: Feb 19, 2022 21:18:19 GMT -5 by Viktor Yakov ad Rosenfeld

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Feb 23, 2022 0:22:44 GMT -5

From what the Fullbringer said, she was resolved to go through with her plan, whether or not it would actually work out for anyone. She even looked confident that she would wipe the floor with all of them, which kind of ticked Rao off. "If it's violence you want" he said, "Then it's a violence you'll get!"

His reiatsu flared up, and its hellish qualities eclipsed the hollowish qualities. He then shouted his release command.

"Burn, El ojos!"

His sword was covered and black and dark green flames, with his mask fragment burned away to reveal his third eye. 

The green haired shinigami advised him and the Human against killing Val, with the implied threat of being chased everywhere by Yoshi, the white haired shinigami, who reprimanded him for that. "If I could kill her that easily, than that means she wasn't that much of a threat." Rao bent his knees, and then sprung towards Val. "Let's put that to the test."

Before he had jumped to attack the Human Hogyoku, the two shinigami went in to attack her, while Yael tried stopping her movements. Rao refined his hell flame sword into a more sword-like shape, and did a flurry of slashes at Val, and ended it with a stronger slash at the end. He then jumped back, and when he landed, jumped at her as soon as he landed, intending to land a bisecting cut on her.


COMBAT TRACKER

SUMMARY

Rao used Focus energy
Rao used Enhanced Strike x2


At-Will: Technique


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

Acc - ZONpPiie1d100+65

Dmg - 2d11

Status Chance (40%) - 1d100 for infuse damage



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 - 1d100+65

Dmg - 2d11

Status Chance (40%) - 1d100 for infuse damage







ACTIVE EFFECTS



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 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

BAKUDŌ #14: SHIMOKU (PURPLE TREE)
Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay.
Type: Utility - Kido Spell
Action: Bonus Action
Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%.
Duration: 5 turns.
Cost: 10 Reishi
Limit: Once per battle.

RELEASE
El Ojos - Active | -4 reishi
Focus energy | -9 reishi
Total| -13 reishi


REIATSU: 110,000

HP: 95/95 | REISHI: 107/120 | DEF: 90 | DMG DIE: d11 | ACC: +45(+50)
1d100+65·2d11·1d100·1d100+65·2d11·1d100

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Feb 23, 2022 7:46:00 GMT -5

Niji gave the green-haired Shinigami a slight glance, and dismissed his threat immediately. "So be it."

If the Shinigami wanted to hunt her down for eliminating a reality-destroying threat, then she would bear that cross if someone had to.  She allowed her reiatsu to flow freely out of her, and anyone familiar with it would feel it was different than it had normally been. There was an sharpness; the not-demon would have felt it for a brief moment when she faced the trio of Hollows attacking Phoenix. Her eyes did not reflect the desires of a peace seeking-woman; she had made the decision the moment she saw who was responsible for this calamity. The edge in her reiatsu was sharpened with her decision that she was going to destroy a soul today.

Or die trying.

Her voice came out cold and harsh, addressing the other would-be saviors, "This woman intends to destroy everything. If you are holding back at all, you will die, and she will succeed."

Then she looked at the would-be destroyer, and spoke a short sentence in a language that managed to be both harsh and guttural as well as flowing and melodious. Val's would hear her own voice echoing in her head, urging her to start her regeneration early, before she could be hit with a full assault.

The full assault began coming immediately, with Niji launching a wave of fire at her, as a great wolf appeared beside her and lunged towards the former fulbringer.

SUMMARY
Attempt to force out high speed regen
Release Attack
Byakurai

Base Defense is 95 vs Val (85 Base + 10 Edge)
Base Offense is +70 vs Val (55 Base + 5 Release + 10 Edge 2)

HP is 75 (75 Base)
Armor is 0
Reishi is 180 (200 Base - 10 (PT) - 12 (RA) - 4 (BK) + 3 (TU) + 3 (ES)

At-Will:

Bonus Action:
Puppet Theater: Voice of Command: Target - High Speed Regeneration
fsEtoJzL1d100 less than 75 for success

Standard Action:
Release Attack: Wave of Flame
1d100+80
3d12+17
Bashing - 5% RL, -5 Reiatsu

Standard Action:
Byakurai: Spirit Wolf
1d100+70
2d12+8


ACTIVE EFFECTS
Buffs

Debuffs



USES
Ningyo Joruri - 1/1
Bakudo 44 - 0/1
Bakudo 41 - 0/2
Bakudo 7 - 0/1 Self, 0/1 Tensai, 0/1 Yoshi, 0/1 Rao, 0/1 Yael
Bakudo 12 - 0/2
Bakudo 39 - 0/2
Utsusemi - 0/1 (Move Tech)
Speed Clones - 0/2 (Move Tech)

Bakudo 40 - 0/1 Self, 0/1 Tensai, 0/1 Yoshi, 0/1 Rao, 0/1 Yael
Rift Gate - 0/1
Bakudo 73 - 0/1 Utility, 0/1 Defense
Raioken: 0/2

Breach - 0/2
Flash Freeze - 0/2
Illusion - 0/1

Genius - 0/3
Talented - 0/1
Assault - 0/2
Rush - 0/4
Blur 0/4

0/100 Invigorate Reishi Regained


CLASS - Prodigy - Titan
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.

UNBRIDLED
The standard Reishi cap is lifted. (You may now gain an unlimited amount of Reishi.) Also, you gain +3 Reishi at the end of each turn per each foe you are fighting. (For example, in a 1v3, you would regain +9 Reishi.) 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. Alternatively, 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. (3 DR ignored 1v1, 6 DR ignored 1v2, 9 DR ignored 1v3, etc)

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

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.

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. This does not apply any status effects from the original attack. (4/thread)

Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. (4/thread)

Tempered - Your 1st Release Stage is always active, meaning 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.

Talented - As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it.

TECHNIQUES
Voice of Command - NINGYŌ JŌRURI (PUPPET THEATER)
Type: Bonus Action
Action: Utility
Effect: As a bonus action you have a 60% chance to inflict the special Manipulated status on your target. The user declares a Standard or Advanced technique/spell (excluding any Forbidden or Release techs/spells) that the target knows and takes no more than a standard or bonus action to use. The target is then forced to use this technique/spell on their next turn. Cannot be used in conjunction with the standard tech Holy Slave on the same turn.
Cost: 10 Reishi.
Limit: Once per target.

Earthen Guard - BAKUDŌ #44: SEKISHO (BARRIER)
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: You gain 30 Armor and are immune to non-special status effects inflicted by attacks.
Duration: Until the 30 Armor is gone.
Cost: 10 Reishi
Limit: Once per battle.

Twisting Wind - BAKUDŌ #41: KYŌMON (MIRROR GATE)
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: 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.
Cost: 10 Reishi
Limit: Twice per battle.

Regrowth - BAKUDŌ #7: KEIKATSU (OPENING REVIVAL)
Type: Utility - Kido Healing Spell
Activate: At-Will
Effect: As an at-will action you restore 30 HP to self or a comrade.
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Once per target.

Wind’s Blessing - BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK)
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with.
Cost: 5 Reishi

Wind Dance - UTSUSEMI - 1/1
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

Spiritual Intercept - SPEED CLONES - 2/2
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.
Cost: 5 Reishi

Firewall - BAKUDŌ #39: ENKŌSEN - 2/2
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

Cleanse - BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER)
Type: Utility - Kido Healing Spell
Activate: Bonus Action
Effect: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.
Cost: 5 Reishi
Limit: Once per target.

Earthwalk - RIFT GATE
Type: Defense
Action: Bonus Action - Reactive
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.

Earthcall - BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. This spell has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.

Kami’s Wrath - RAIŌKEN (THUNDER KING FIST)
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 25 Reishi
Limit: Twice per battle.

Blood Offering - SOUL TRIGGER
Type: Utility (Considered a Forbidden Technique)
Action: Bonus Action - Reactive
Effect: You regain 20 Reishi at the time of use and increase your Base Reiatsu Level by 50%. Additionally, for the duration, increase your Damage Tier with all attacks by +2 and your Defense by +15. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 4 turns
Cost: 10 HP
Limit: Once per battle.

RELEASE
Elemental Onslaught - AREA, SLASHING
Activate: Standard Action
Cost: 12/13/14
Effect: 3/4/5 Damage Dice, crits on 75+, +4 damage on a crit
Titan and Area Attack includes +10 accuracy, 5 reishi drain, and -5% Base RL.

Stage 1 - Locus of Nature
BREACH
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. If your attack is redirected via Breach, you cannot use Breach to then send a Breached attack back at the caster.
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.

MALICIOUS
Activate: None (Passive)
Effect: As a passive effect your damage tier increases by +1 with Release Attack Techs.
Stage 2: Damage tier increases by +2.
Stage 3: Add +10 bonus damage with all Release Attack Techs.

Stage 2 - Natural Disaster
FLASH FREEZE
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% 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 3: Only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.

VICIOUS
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +10 to accuracy with Release Attack Techs.
Stage 3: Accuracy bonus increases to +15.

Stage 3 - Fae Blood
ILLUSION
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% 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.
Duration: 4 turns
Cost: 10 Reishi
Limit: Once per battle.

Devastating
Activate: None (Passive)
Effect: As a passive effect your Release Attacks deal an extra +15 bonus damage when you score a critical hit.
Limit: Indefinite.


REIATSU: 354,00 (eff. 708,000
HP: 75/75 | REISHI: 180/200| DEF: 85 | DMG DIE: 1d12+4 | ACC: +60


1d100·1d100+80·3d12+17·1d100+70·2d12+8
Last Edit: Feb 28, 2022 17:05:52 GMT -5 by Niji

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Feb 23, 2022 15:11:36 GMT -5



After his escape from the depths of his laboratory, Tendo dropped onto the rooftop of a nearby building, going down on one knee and watching the beginning of the fight from a distance. It was too deep down below the surface of Earth for him to see the battle itself, but he could tell all that he needed to know from the pulsating Reiatsu alone.

Suddenly, his thoughts towards the living Hogyoku and the foolish youths who decided to challenge her in battle ceased. Tendo blurbed:

"If you kill me now, you won't ever be able to stop her."

A familiar Shinigami was standing behind him - Rengoku Katsumoto, the Captain-Commander of the First Division. After a second of pause, letting Tendo's words sink into the atmosphere, the old warrior finally spoke:

"You never told me that you would sacrifice an innocent girl for the Hogyoku. You used my good will for an experiment I would have never approved of, had you given me the full details."

"I..." Tendo muttered. For a second, words sank in his throat, before he finally continued. "...yes, I made a mistake. I knew from the beginning that it was an immoral thing to do, but I figured that, if successful, it would make the lives of so many more people better, and so... is a worthwhile trade."

Content with Tendo's apology, Katsumoto stepped forward, stopping next to the former Captain and looking down at the massive hole in the street. His expression was stern and determined.

"I am not here to kill you, don't worry. The Central 46 will decide your fate."

Of course. Their judgment, again.

"Before you do so... allow me to save this whole Universe, at least."

Katsumoto did not even look down at Tendo. "Your help won't be needed."

"So are you going to sacrifice an innocent girl?" the former Captain suddenly gushed out and stood up, the eyes of the two Shinigami met and a brief pause followed. "If you can destroy her. Because, even though Valentina has spent ninety-eight percent of her power to break through the barriers between worlds, the two percent she left herself with is still stronger than all but the strongest Captains. And unlike them, her power will never stop growing. In three minutes, she will be able to match you. In six, she will have surpassed you."

Tendo glanced away and sighed.

"Back in SRDI, I had designed a countermeasure which could erase a Hogyoku's power, in case it fell to the wrong hands, and I'm certain that nobody has touched that safe in six hundred years," he continued explaining. "Only Daisho knows about its existence, and he wouldn't have bothered to touch it. I've never had a chance to try it, of course... but if you can trust that the kids down in the lab to hold their own for a while, that is the only option we have."



Cracking a laugh under her breath, Val braced herself for a lunge forward. None of their words could reach her - she has made her mind, and she could not way to see how her new, godlike powers fare in battle, so much so that her eyes were glittering with excitement. At first glance, it appeared no different from the innocent, childish girl she once was, enamoured with beautiful sights and amazing adventures - but, it was a lot more... twisted. There was a hint of madness behind her glare. The madness of finally turning her words to action, of finally being able to sacrifice her body and soul to her one and only dream.

A sparkle of madness that can only come from someone who would burn the world to fly across infinite skies.

Val charged forward, a powerful aura roaring to life around her, leaving powerful sparks across the air and growing dense, as a shield made from nothing but concentrated, exotic Reiatsu. With this much power behind her, she simply flew through Tensai's Byakurai, the attacks merely flicking off her aura and slamming into the ground. Against the slashes of Yoshi's Zanpakuto, she raised her summoned scythe and spun it - the attacks clashed against her blade, leaving powerful shockwaves across the battlefield and pushing Val back somewhat.

The woman landed on the floor with a slide, and was about to charge forth and attack, she suddenly saw a chain clamp down on her wrist - and as she turned towards its source, she saw Yael on the other side. With a sneer, she grabbed onto the chain with her other hand and ripped it off with a single pull - then suddenly swung it around her. Rao was leaping at her, and Val could tell that the Arrancar's energy signature was approaching from a mile away. The chain blocked his slashes as it swung across the air, while the final bisecting cut met the Hogyoku's finger. A powerful shockwave came from the blow - but in spite of all the power behind it, the swing could not push past the finger.

Val giggled under her breath, but her attention was taken away yet again. Something was whispering in her mind, it sounded like her own voice, telling her to activate her regeneration. From the very beginning, however, it appeared suspicious - and Val's suspicions proved correct, as the telepathic voice was soon followed by a combination of attacks from Niji. A burst of fire, followed by a ferocious wolf, lunged at her, slamming her away from Rao and towards a nearby wall.

A barrage of slashes from Val's scythe cut through both the fire and the wolf, breaking both of them apart and giving the woman a moment of reprieve.

If Niji wants to play with telepathy, then so will she. Val's eyes briefly lit up and she replicated the Fullbringer's technique - Niji's own voice would begin speaking in her mind, telling her that she should take a moment of reprieve and bide her time.

"I barely felt any of that..." the living Hogyoku gushed out under her breath and raised her hand. One after another, additional scythes began materializing around her, floating in the air and pointed towards her opponents. And indeed, in spite of all the attacks thrown her way, none of them left much of a mark on her. "I doubt you will be able to say the same."

With the wave of her hand, Val's additional scythes flew forward, spinning in the air and thus turning into disks of pure destruction. They rolled across the floor, tearing across the stone fondation as if it were nothing, and zoomed around the battlefield, aiming to slice and dice her opponents if any of them got in the way.

Val herself walked forward, casually, admiring the destruction with a smile on her face - then, suddenly, she aimed her hand towards Yael, firing off a blast of Reishi just for him.






VALENTINA TOKAREVA
DEFENSIVE PHASE
Edge IV against Rao, Tensai and Yoshi - +20 defense, reduce damage by 6, +6 bonus damage, +20 accuracy
Edge III against Yael - +15 defense, reduce damage by 4, +4 bonus damage, +15 accuracy

Tensai’s Byakurai #1: vs 100 def - misses!
Tensai’s Byakurai #2: vs 100 def - misses!

Yoshi’s Byakurai #1: vs 100 def - hits for 15 dmg! 2 HP is siphoned! 2 Resist dmg!
Yoshi’s Byakurai #2: vs 100 def - hits for 17 dmg! 2 HP is siphoned! 7 Resist dmg!
Total damage reduced to 26 dmg with Edge!
Val is drained of 21 Reishi!

Yael inflicts Pinned! +10 HP!

Rao’s Strike #1: vs 100 def - misses!
Rao’s Strike #2: vs 100 def - misses!

Niji’s Wave of Flame - vs 80 def - hits for 31 dmg! 2 HP is siphoned! 12 Resist dmg!
Niji’s Byakurai - vs 80 def - hits for 21 dmg! 2 HP is siphoned! 4 Resist dmg!
Total 52 dmg! -5 Reishi and -5% RL from Bashing!

30 Armor is summoned by Sekisho and is removed by opponent damage!
Total 8 HP is siphoned from opponents with Restoring! 15 HP healed with Purity of Soul!




At-Will - Reactive (Boundless Creation): Aura Pressure (Bakudo #44: Sekisho) - +30 Armor, immune to statuses inflicted by attacks, -10 Reishi

Passive: Dream Destruction - Reiatsu Level increases by +25%. Gain Edge IV on Yael! (+20 defense, reduce damage by 6, +6 bonus damage, +20 accuracy)

Bonus Action: Aura Shields (Bakudo #96: Soten Kisshun), -25 Reishi

At-Will: Use Soten Kisshun to remove Pinned special status effect.

Standard Action: Matter Soul Manipulation - Activate boon HATE: As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit. -25 Reishi

At-Will: Gamble - Roll two 1d27's and choose the preferred result.
hJFYR2Ru1d27
1d27 (Choose Firewall)

Standard Action: Voice of Command (Bakudo #9: Geki), -5 Reishi @ niji

Need 85 or less to inflict Enthralled on Niji - 1d100

At-Will: Activate Hate boon

Standard Action: Scythe Swings (Area Enhanced Strike) @ all opponents

Accuracy - 1d100+60
Damage - 2d12+4
(Edge gives +20 accuracy and +6 damage for all opponents except Niji)
Siphons 5 Reishi on hit.

At-Will: Aura Burst (Enhanced Byakurai), -4 Reishi @ yael

Accuracy - 1d100+60
Damage - 2d12+4
(+20 accuracy and +6 damage from Edge)
Siphons 5 Reishi on hit.

Standard Action: Destruction Orchestra (Release Area Attack), -12 Reishi @ all opponents
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.
Release Enhancements - +15 Release Attack accuracy, +2 damage tier and +10 bonus damage
Strength of Heart - Release Attacks roll one additional dmg die.

Accuracy - 1d100+75
Damage - 4d12+26
(Edge gives +20 accuracy and +6 damage for all opponents except Niji)

Purity of Soul: Purchase an additional use of Sekisho. -5 HP



ACTIVE EFFECTS
Living Hogyoku: This character is a living Hogyoku, a partially transformed fusion between a person and the ultimate spiritual technology, capable of granting one’s wishes and desires. This character’s Class has been replaced with the Event Boss Class “Living Hogyoku”.

Boss Battle: +2 Standard Actions.

Greatly Outnumbered Boss: All Area attacks target all opponents at once, rather than just up to 3 opponents. All Strikes are Area attacks which target all opponents. Gains access to more technique slots.

Purity of Soul: +15 HP per turn.

Bakudo #96 uses:
- Remove non-special status: 0/1
- Heal 20 HP: 0/1
- Use Reishi to reduce a crit’s damage: 0/1
- Remove special status: 1/1

Matter Soul Manipulation: HATE - As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit

Bashed: -5% RL

CLASS
Living Hogyoku
- Strength of Heart: You have access to all Enhanced Basic Techniques. At the start of each turn, you have Damage Reduction equal to the number of damage dice you rolled as part of attacks in the previous turn. All of your Release Attack techniques roll one more damage die than their rank allows.
- Purity of Soul: During battle, you may spend HP to gain additional uses of techniques and traits you own. The cost is 3 HP for Traits, 5 HP for Standard Techniques and 7 HP for Advanced and Forbidden Techniques. You recover 10 HP every time you are afflicted with a status effect, and passively recover 3 HP per turn (this passive recovery is increased by 3 HP for every opponent you are fighting in the battle after the first one).
You cannot use Purity of Soul to purchase additional uses of Bakudo #7 or Willpower.
Wishmaker
- Boundless Creation: If your opponent uses a Standard, Advanced or Release Technique that you have yourself, you are able to cast it on the next turn as an At-Will Action. Techniques cast this way cost Reishi and take up Technique uses the same way they do normally.
- Dream Destruction: You are not able to activate your Releases. Rather, your RL passively grows by +25% each turn, indefinitely. You have access to all of your Release Techniques and Enhancements, at Final Release level, from the start of the battle.

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)
Cleverness: You have a passive +15% bonus to inflict a status effect from any source.
Willpower: Allows your HP to drop past 0, into negative numbers, for one turn. You MUST heal to bring your HP back up to at least 1 HP otherwise you are automatically KO'd on your next turn.
(0/1)
Resist: As a passive effect when hit with any attack, you deal direct damage back to the attacker. For Basic Attacks, you deal back direct damage equal to the lowest rolled natural dice of the attack that hit you. For Non-Basic Attacks, you deal back direct damage equal to the highest rolled natural dice of the attack that hit you.
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.

TECHNIQUES
Enhanced Basic
Strike - Upgrades to two damage dice.
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.
(0/3)
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.
Rapid Movement - 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.
Guard - If you completely nullify the damage from an attack through Guard, you deal 2 direct damage back to your opponent(s) per attack.

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

Utility
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.
(0/3)
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
(0/1)

Advanced
Matter Soul Manipulation - As a bonus action, you choose one of the following soul manipulations. You can only use one per battle. See list in Advanced Techs section. -25 Reishi
(1/1)
High-Speed Regeneration - For the duration of this technique (3 turns), at the end of your turn, regain 10 HP and remove one non-special status effect. -15 Reishi
(0/1)

Forbidden
Soul Trigger - You regain 20 Reishi at the time of use and increase your Base Reiatsu Level by 50%. Additionally, for the duration, increase your Damage Tier with all attacks by +2 and your Defense by +15. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn. -10 HP
(0/1)

SPELLS
Enhanced Basic
Byakurai - 3 times per battle, you may use Byakurai as an At-Will Action.
(1/3)
Kare - The probability to apply any status effect increases to 65%

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. Considered a Movement Technique. -5 Reishi
(0/1)
Bakudo #39 - As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.), -10 Reishi
(0/2)
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)
Bakudo #44 - You gain 30 Armor and are immune to non-special status effects inflicted by attacks. -10 Reishi
(1/2)

Utility
Bakudo #7 - As an at-will action you restore 30 HP to self or a comrade. You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. -5 Reishi
(0/1)
Bakudo #9 - As a bonus action you have a 70% chance to inflict the special Enthralled status on your target. Enthralled targets have one of their Standard Actions reduced to a Bonus Action for the duration. -5 Reishi
(1/2)

Advanced
Bakudo #61 - As a bonus action, you have a 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)

Forbidden
Bakudo #96 - Sōten Kisshun is activated as a Bonus Action. You get a single at-will use of each of the 4 effects listed below. You may use multiple unique at-will effects in a given turn. Once you’ve used all 4 effects, the technique ends. See technique description for list of effects. -25 Reishi
(1/1)

RELEASE
- Dream Destruction: Releases locked, all Techniques and Enhancements accessible without Releasing.

Enhancements:
- Restoring (First Release): As a passive effect any attack that hits you siphons -2 HP from the attacker.
- Malicious (Second Release): As a passive effect your damage tier increases by +2 with Release Attack Techs and they gain +10 bonus damage.
- Vicious (Final Release): As a passive effect you gain a bonus +15 to accuracy with Release Attack Techs.

Techniques:

1st Release:
- Gamble, -0 Reishi
- Destruction Orchestra, Area/Slashing, -12 Reishi (Unlimited)
2nd Release:
- Reality Breach, Area/Spread, -13 Reishi (0/2)
3rd Release:
- Spacial Rend, Barrage/Slashing, -14 Reishi (0/2)

REIATSU: 1,250,000 -> 1,187,500
HP: 430/450 | REISHI: 293/400 | DEF: 80 | DMG DIE: d12+2 | ACC: +60


1d27·1d27·1d100·1d100+60·2d12+4·1d100+60·2d12+4·1d100+75·4d12+26
Last Edit: Feb 24, 2022 15:18:57 GMT -5 by Hibano

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Feb 23, 2022 19:27:15 GMT -5

It seems most of what they said was ignored, especially the ones about them knowing someone who cares about her. Still, perhaps the old her is in there still. Although it seems his warning towards the Arrancar and Fullbringer got misconstrued by threats as Yoshinori chastized him and the other Fullbringer made peace with that fact.

"It was a warning, not a threat. I am not in control of your actions, the Quincy's, or even Maria's. I can't imagine what she would feel if anything happened to Valentina." Tensai said.

He of course said this out loud and gauged any sort of reaction from Valentina. To throw her off in some matter perhaps even start having regrets. Anything to see what she remembers about Maria whatever their relationship was. As spinning scythes filled the air they cut through an afterimage of Tensai as the scythes she conjured began to be covered in green spiky tendrils made by Kido which begin to be spinning towards her as well as her own scythe. And that is when Fullbringer shouted the obvious about Valentina.

"Thank you but it's not as simple as using our full power as quickly as you or the Arrancar when your sword has a literal mind of its own. We'll knock her out and turn her back to normal, get rid of her spiritual powers if we must as well so she can live a normal life, anything to prevent her from falling down this path again." Tensai said.

While Valentina has become a Hogyoku and is extremely powerful Tensai is no fool and has caught on to something about her ever since she created that hole in the sky that he is unsure if the others noticed.

"She used most of her power just for that flashy beam to create the hole in the barrier between worlds, I have no idea how much she used but she seems weaker after doing so. Though it seems she might be replenishing that energy slowly but steadily. If we don't stop her now I doubt anyone can."
Tensai thought.

He then tried to use his highspeed incantation double Byakurai attack again, but this time, he aims for Val's arms. To prevent her from keep swinging her scythe around.

COMBAT TRACKER
SUMMARY
Valentina Attack #1: Scythe Swings - Acc 126 vs. Def 100 - Dodged with Utsusemi. 7 Direct Damage with Reverse Fate

Valentina Attack #2: Orchestra of Destruction - Acc 168 vs. Def 100 - Dodged with Utsusemi. 1 direct Damage with Reverse Fate + use of Blur.

At-Will: Enhanced Focus Energy - Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard. | -10 Reishi

At-Will: 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

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

Standard Action 1: HADŌ #4: BYAKURAI (PALE LIGHTNING) - Effects | -4 reishi cost
Acc - j5C5kpem1d100+75
Dmg - 2d12+6
Status Chance (00%) - *Roll Here

Standard Action 2: HADŌ #4: BYAKURAI (PALE LIGHTNING) - Effects | -4 reishi cost
Acc - 1d100+75
Dmg - 2d12+6
Status Chance (00%) - *Roll Here




ACTIVE EFFECTS
30/30 Armor

Momentum Stacks: 2

CLASS

PRODIGY

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.

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.

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

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

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

Momentum - As a Passive effect, whenever one of your attacks fails to hit their target, you gain 1 stack of Momentum. As an At-Will action, spend a number of Momentum Stacks to increase your Accuracy (with all attacks on the same turn) by +5 per stack spent. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.

Indomitable - You gain +3 Damage Reduction (DR) per attack on your turn.

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 an 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.

TECHNIQUES

UTSUSEMI - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. -10 Reishi 0/1 use

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 2/2 uses

SPELLS

BAKUDŌ #44: SEKISHO - You gain 30 Armor and are immune to non-special status effects inflicted by attacks. -10 Reishi 0/1 use

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 3/4 uses

BAKUDŌ #41: KYŌMON - 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 2/2 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. Does not remove status effects you have been previously afflicted with. -5 Reishi 2/2 uses

BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) - As an at-will action you restore 30 HP to self or a comrade. You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%. One per target -5 Reishi

BAKUDŌ #6: KIYOMERU (CLEANSE) - As a bonus action remove all stacks of a single non-special status effect on yourself or an ally. -5 Reishi per stack.

GREEN PAPER TELEPORT - 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. -20 Reishi. 1/1 use.


RELEASE

Shinka Rasen 1rst Release/Shikai - As an at-will action, you enter your 1st Release state. You may drop out at any time by using an at-will action. This Release boosts your base RL by 2x. +5 Reflexes. Calculatating: Stage 1 - As a passive effect you have a +5% chance to inflict statuses with Release Attack Techs. -2 Reishi per turn.

Shinka Kira Rsen 2nd Release/Bankai - Using up 1 Standard Action, you enter your 2nd Release state. If you are already in your 1st Release, you may move into your 2nd Release as an At-Will action (this cannot be done on the same turn you activated your 1st Release). You may drop out at any time by using an at-will action. This Release boosts your base RL by 4x. +10 Reflexes. Calculating Stage 2: +10% chance to inflict statuses with Release Attack Techs. Heightened Stage 2: Defense increases by +10 against non-basic attacks.


Tamashī Hakai Uirusu
SINGLE
VERSATILE
POISON
Release 1 Attack


Yūdokuna shippo matsuge (Toxic Tail Lashes)
Barrage
Slashing
Release 2 Attack






Mimic - Stage 1. 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. Stage 2. You gain 1 slot to store a single learned Release Tech that can be used in other threads. You may only store a single tech at a time but can exchange one stored tech for a new one at-will.





REIATSU: 166,000
HP: 120/120 | REISHI: 99/160 | DEF: 100(90) | DMG DIE: d12+3 | ACC: +50


Post Count: 4

Tags: , , , ,
1d100+75·2d12+6·1d100+75·2d12+6

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on Feb 23, 2022 21:18:39 GMT -5

Much to Yoshinori's chagrin, Valentina proved just as powerful as he had expected her to be. No. More powerful.

As the Third Seat Shinigami returned his Zanpakuto to its scabbard, he was able to bear witness to the fact that his attack, much like many others, were rendered mostly harmless by the sheer power of Valentina's Scythe. The weapon was one Yoshinori recognized. She used it in very much the same way all that time ago, in Kagemino City. Then, Valentina was simply a mortal Fullbringer, using her abilities to transform the weapon into a giant mech that was able to ovepower Yoshinori's then feeble defense. Here there was no giant mech to contend with. This was another level of power entirely. And it just kept climbing.

Niji was right. If he didn't give everything within his power, he was going to die. And she wouldn't pull any punches on him.

"Roppō Fūjin." Yoshinori uttered, slamming his hands together, as if about to initiate prayer.

As the multiple Scythes began to tear across the battlefield, a bright teal aura would spawn forth from Yoshinori's position as he called into action his next Kido showcase. Teal colored energy quickly began to grow around him in the form of geometric shapes. Condensing upon themselves into walls of hardened Reishi, in a matter of moments Yoshinori would conjure a sizable three dimensional barrier of rectangular shapes, intersecting each other in the shape of a cross.

Sealed Ball


In the center of the Kido structure, the powerful blades would smash against it to no avail. His golden armbands reverberating with concentrated energy, the Kido Specialist would make several hand motions, adding layers of condensed Reishi to the weakened points as Valentina's immense destructive energy collided against it. From an outside perspective, Yoshinori was handling himself well against the immense pressure.

Outwardly, at least.

In actuality, Yoshinori felt more pressured than he ever had in his life. Valentina possessed enough raw power to force his hand into a high level barrier upon the first attack. All while taking his with ease. How many more times would he be able to handle such destructive force? How long would she be able to handle his attacks?

Grimacing from inside his cocoon, Yoshinori extended his palms slowly outward. Taking a deep breath, the Third Seat closed his eyes, and began to chant from the safety of his barrier.

"Sprinkled on the bones of the beast. Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle."

Suddenly, the teal colored barrier would begin to break down and move inwards, almost as if it were being sucked in upon itself. Yet, it wasn't. The energy was being redirected into Yoshinori's palms, the color shifting to a bright yellow hue. Crackling electricity ran up Yoshinori's arms as a concentrated ball of Reishi formed. Resting within his hands, his arms were outstretched directly towards Valentina.

"Hadō #63. Raikōhō."

Sealed Ball


Shooting forth from Yoshinori's palms, a fully powered Raikōhō would shoot across the lab, its volatile lightning seeking to claim Valentina in its destructive wake. Yellow ambient light would bathe the room, even in the case that the attack was executed to no avail against the Living Hogyoku.

All the while, Yoshinori would finally reply to Tensai,"You talk too much."

Post Count: 4 | | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Passive: Valentina uses Resist to send 9 Direct Damage back to Yoshinori! Yoshi spends 9 Armor! (21/30 Armor remaining)
At-Will Reactive (Blur): Yoshi uses Utsusemi to dodge both Enemy Standards 2 & 3 (2/4 Blur uses remaining)
Enemy Standard Action 2: Yoshinori dodges Valentina's Scythe Swings! Yoshinori's defense is now 115!
Enemy Standard Action 3: Yoshinori dodges Valentina's Destruction Orchestra! Yoshinori's defense is now 120!

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!
At-Will: Yoshinori uses Sense! Defense increased by 5 this turn! Accuracy increased by 5 this turn! (2/3 Uses remaining)
Standard Action: Yoshinori uses Byakurai!
Standard Action: Yoshinori uses Byakurai!.
Potent Passive Active!
Attuned Passive Active! 3 Reishi regained!





At-Will Reactive (Blur): Roppō Fūjin (Utsusemi) - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Movement Technique| -8 Reishi (Efficiency Reduced)

Bonus Action: Kido Mastery (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: Kido 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




Standard Action: Hadō #63. Raikōhō (Byakurai)
Acc - hcQIpxVb1d100+75
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, 6 Reishi is drained.

At-Will: Hadō #63. Raikōhō (Byakurai)
Acc - 1d100+75
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, 11 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)
10/25 Hanki Defense
21/30 Armor + Immune to Attack Inflicted Statuses


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 30 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. You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. | -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)
BAKUDŌ #33: SŌEIGEKI: BONUS ACTION | As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. Frostbite drains for 5 Reishi per turn and lasts for two more turns after Cripple is removed. | -10 Reishi | (2/2 uses remaining)
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 | (0/1 use remaining)

TECHS & SPELLS | ADVANCED

BAKUDŌ #61: RIKUJŌKŌRŌ: BONUS ACTION | As a bonus action, you have a 60% (75% with Cleverness) 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 | (1/1 use remaining)
BAKUDŌ #73: TOZANSHŌ: BONUS ACTION | As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. | -20 Reishi | (1/1 Defensive Use | 1/1 Offensive Use)

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. (2/4 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: At-Will. Boosts your base RL by 2x. | -2 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

SECOND RELEASE: Standard Action / At-Will. Boosts your base RL by 4x. | -6 Reishi per turn. | +10 Reflexes
ENHANCEMENT: HEIGHTENED - As a passive effect your defense is increased by +10 against Non-Basic Attacks.
ENHANCEMENT: INSTINCTIVE - As a passive effect your defense is increased by +10 against Basic Attacks.
RELEASE ATTACK TECHNIQUE: PHANTOM FIRE - SINGLE | Single attack that rolls 4 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%.) | -8 Reishi | 2/2 Uses
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. | 4 Turn Duration | -15 Reishi
RELEASE UTILITY TECHNIQUE: ETHEREAL - BONUS ACTION | As a bonus action you become ethereal. For the duration your target rolls two d100s and takes the lesser of the rolls for accuracy against you. If it is an area attack and targets others, they only count the lesser of the two rolls for you alone. | 3 Turn Duration | -20 Reishi




BASE REIATSU: 224,000 | CURRENT REIATSU: 224,000
HP: 90/90 | REISHI: 177/220 | DEF: 100 (120) | DMG DIE: d11 | ACC: +40

1d100+75·2d12+1·1d100+75·2d12+1
Last Edit: Feb 23, 2022 21:25:31 GMT -5 by Yoshinori Okamoto

PLAYER

Shot to the heart

Viktor Yakov ad Rosenfeld Avatar

Viktor Yakov ad Rosenfeld

Post by Viktor Yakov ad Rosenfeld on Feb 24, 2022 3:04:30 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan




Thus, her rage begins…

That maniacal laugh was the same laughter he’d heard during the time they fought for a single cookie. Only this time, it was more eerie and creepy, but it was not enough to send chills down to her knight’s spine. Nothing could be more fearful than losing the one he loved… or not being able to spend the remainder of his time in her arms. To live or to die… it didn’t matter anymore. So long as it was with her, no matter how fleeting the moments were, it should be enough.

While it pains him to see her— err… being ganged up by the shinigami, the arrancar and the fullbringer, he knew she was more than powerful enough to defeat them all. Thus he decided to just enjoy this time. It could probably be their last dance, the last orchestra he’s going to witness. Their last play… the final encore to a short-lived blissful romance that would most likely end up in a tragedy. Hopefully, it does not.


Every attempt of the anti-heroes seemed futile, as Valentina easily dodged or made her way through. His chains were dismissed as if with just a shrug without any effort, and even the deadliest attacks from the gingerhead just looked like a piece of cake. While it hit her and sent her down to a nearby wall, it barely scratched her and prevented her from fighting back.

The blonde quincy braced himself for the counter offense of the living hogyoku. Just an outburst of her reiatsu was enough to weaken his knees, and perhaps, even those of his comrades. It had always been like that. Despite assuming the title of a knight in this relationship, his power was more akin to a princess if compared with the cookie monster. That didn’t prevent him from jumping into danger just to save her each and every time, and it was no more different than today.

Few more weapons materialized around her and lunged forth the allies, tearing through the floor or anything they came across with. One swung past him, barely reaching his left arm as he dodged to the side, another surprised him as he turned his gaze forward, casting an illusory shadows, he ran across the laboratory as he continued dodging a few more scythes coming his way.

While he wasn’t looking, a blast of reishi hit him, crushing him to the ground. It was searing pain, his white uniform somewhat burnt in the area around his chest. Yael struggled a bit, that part still hurt from the numb feeling of being stomped upon. Well, it was showing how much she hated him. But hey, at least he was still her favorite.

With his eyes being covered by the messy locks of his blonde hair, he chuckled, albeit briefly. It might feel like a sneer or an insult to the raging cookie monster. But he couldn’t help being smitten by her violence, still.

Glad to be here

Rising to his feet again, he’d smile at her. Not with a mocking intent, rather, with showing her how he truly felt in this fight. It was not a battle for his survival, but a grapple to win her back after all.

Again, he’d move, running around in speed as he tried to distract her, fading and reappearing from almost all directions. Finally surprising her by showing up closer, he'd aim with a small blue energy at point blank. He’d leap away right after, and cast a wave of fiery tidal waves.

Feel the heat of my love, dear.

[604]

COMBAT TRACKER
SUMMARY

GLOWING HONEY
Honey has Edge 4 over me You edgelord cookie monster you


DEFENSE
126 acc vs 95= hit! 21dmg
148 acc vs 95= hit! 24dmg dmg avoided by Utsusemi
168 acc vs 95= hit! 44dmg dmg avoided by Utsusemi
Yael used Utsusemi for defense
Yael deals 7+10+11= 28 direct dmg due to Resist

OFFENSE
Yael used Haien
Yael used Shiberuyubi



Standard Action: Haien| 15 rei-3= 12 rei
Acc: 2JuWdOTt1d100+50
Dmg: 3dd10
Special Status Chance[65%]: 1d100+1 stack due to Vitriol
Slashing Major Effect: Crit on a roll of 75 higher, +4 damage

Bonus Action: Shiberuyubi | 5 reishi cost-2 [due to Efficiency]= 3
Status Chance: Stun[95%]: 1d100 -2 dmg tier, +1 stack due to Vitriol(total of 3 stacks or 3 turns)

Bonus Action: Utsusemi | 10 reishi cost -2 [due to Efficiency]= 8 rei





Total Rei cost: 12+3+8= 23 +10 siphoned Reishi= 33



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 Blight 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
Keikatsu

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 any attack, you deal direct damage back to the attacker. For Basic Attacks, you deal back direct damage equal to the lowest rolled natural dice of the attack that hit you. For Non-Basic Attacks, you deal back direct damage equal to the highest rolled natural dice of the attack that hit you

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 30 HP to self or a comrade.
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
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 #96: ITTŌ KASŌ (SINGLE BLADE CREMATION)
A forbidden spell that can only be activated by using your own body as a catalyst. You grab your foe and from the point of contact, a huge pillar of fire erupts into the shape of a katana's tip.
Type: Attack - Area (Considered a Forbidden Spell)
Activate: Two Standard Actions
Effect: Using both of your standard actions, you deal 6d12 worth of status damage to up to three foes. (Note: status damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided or mitigated by any means.
Cost: Reduces you to 0 HP and you are Incapacitated.
Limit: Once per battle. (Can only be used in Battles and Deadly Events)

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.




RELEASE

Release 1: Schwerter Jagen (Chasing Swords)| Dice: 3| Rei cost: 7| Limit: Once per turn
Release 2: Cursed Angel| Dice: 4| Rei cost: 8| Limit: Twice per battle
Release 3: Volpertinger| Dice: 5| Rei cost: 9| Limit: 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.


ENTRAP
You spring a hidden trap to catch and weaken an unwary foe.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you create a dome or cage around you and a foe of choice. You may RP the dome as whatever you’d like. For the duration, the trapped foe cannot escape unless they break the dome or defeat you. No one else can enter it or affect those inside with techs/spells while it's activated. While inside the dome you will be cut off from the outside. None of your techs/spells will affect anyone outside of it, this goes for both caster and victim. The dome has 50 HP. The dome has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target. Cannot be used to interrupt or defend against attacks. The dome can be attacked directly to break it. The dome has a natural DR of -5 against all basic attacks.
Special Effect: While trapped, your foe’s Reishi is drained by -5 per turn.
Duration: 4 turns or until the dome is reduced to 0 HP.
Stage 2: Dome now has 70 HP.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 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:

MALICIOUS
Activate: None (Passive)
Effect: As a passive effect your damage tier increases by +1 with Release Attack Techs.
Limit: Indefinite.
Stage 2: Damage tier increases by +2.
Stage 3: Add +10 bonus damage with all Release Attack Techs.

RESENTFUL
Activate: None (Passive)
Effect: As a passive effect your foe takes -1 status damage each time you take damage from their attacks.
Limit: Indefinite.
Stage 2: Your foe now takes -2 status damage.
Stage 3: Now the allies of your foe also take -2 status damage each time your foe hits you.

RESTORING
Activate: None (Passive)
Effect: As a passive effect any attack that hits you siphons -1 HP from the attacker while you are in your Released state.
Limit: Indefinite.
Stage 2: Attacks now siphon -2 HP from the attacker.
Stage 3: Siphoned HP is now distributed to allies as well.


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

REIATSU: 257,000
HP: 79/100 | REISHI: 149/200 | DEF: 85 [95] | DMG DIE: d10 | ACC: +50
1d100+50·3dd10·1d100·1d100
Last Edit: Feb 24, 2022 4:48:29 GMT -5 by Viktor Yakov ad Rosenfeld

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Feb 28, 2022 0:04:35 GMT -5

All of Rao's slashes were blocked by the chain that was intended to bind Val, which was repurposed rather quickly. When he went for a bisecting cut, she was able to stop his sword with just a finger. Even with a lot of his power put into it, she barely needed to do much to stop it. The other attacks didn't much, with only a few even managing to slow her down temporarily. 

He tried moving it past her finger, to no avail. Rao thought he heard her giggling, but before he could be sure, a wall of flames, followed by a wolf, came barreling at them. Rao jumped back to avoid the attack, while it knocked back the Hogyoku. He landed a few feet back. Before he could yell at her for almost hitting him however, the Human Hogyoku stood back up from the wall, gushing at how much more powerful she had become, and summoned replica's of her own weapon, all of which started spinning, and aimed for everyone. 

The scythes were a lot faster than Rao thought they would be. He was barely able dodge, and used sonido to leave an afterimage to take the hit, leaving his cloak with the afterimage to get cut, leaving only with a blue undershirt and black pants with two white belts from underneath it. "Damn, she's a lot tougher than she looks." he said. "I'll have to step it up a bit then."

Rao launched at Val yet again, this time augumenting his sword with more reishi. He slashed at her with a powerful swing, and kicked off her backwards into the air. He then shot a blast of hell flames at her from his sword.


COMBAT TRACKER

SUMMARY
Piercing Blows gives +4 Status damage this turn, along with the +2 from last turn, which will be the Burn status

Rao used Blitz

Rao used Focus energy

Rao used Utsusemi

Rao used Enhanced Strike

Rao used Byakurai (Hellflame Blast)

At-Will: 
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:
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.

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

Acc - 39|0|n3D1d100+65

Dmg - 2d11

Status Chance (40%) - 1d100 for infuse damage

Standard Action(Blitz 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+65

Dmg - 2d11

Status Chance (40%) - 1d100 for infuse damage








ACTIVE EFFECTS

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 and 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 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.

TSUKIYUBI (THRUST FINGERS)
A technique that allows the user to greatly increase the damage of normally weak attacks.
Type: Utility - Hakuda Art
Activate: At-Will
Effect: As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2.
Cost: 10 Reishi
Limit: Twice per battle.

SPELLS


BAKUDŌ #14: SHIMOKU (PURPLE TREE)
Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay.
Type: Utility - Kido Spell
Action: Bonus Action
Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%.
Duration: 5 turns.
Cost: 10 Reishi
Limit: Once per battle.



RELEASE

El Ojos - Active | -4 reishi

Focus energy | -9 reishi

Byakurai | -3
Total| -16 reishi





REIATSU: 110,000x2=220,000
HP:95/95 | REISHI: 91/120 | DEF:90 | DMG DIE: d11 | ACC:+45(+50)


1d100+65·2d11·1d100·1d100+65·2d11·1d100
Last Edit: Feb 28, 2022 0:10:48 GMT -5 by Rao Fugard

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Feb 28, 2022 16:58:19 GMT -5

Even as she called upon the kami of the wind to pull her through the air to dodge her attacks, Niji was doing her best to analyze how this creature attacked and defended. The thing that used to be Val seemed to have taken a page out of Janus's book, and she felt recoil even as her own attacks connected with their foe. Only a bit, though; it was not nearly as dangerous as her diviner friend's techniques. Judging by the impact on her allies, the reflective effect was only if they were successful (which, she noted with dismay, most seemed not to be). So focus on big hits, then.

A voice in her head she recognized as not her own was telling her to bide her time, and despite recognizing the effect as a mirror of her own, it was not a bad idea. She took a deep breath, put her hands together in front of her, and began to speak rapidly in the strange, unknown language again, her voice rising to a crescendo in a wordless yell as she was engulfed by a column of flame.

Blood Offering

As the flame cleared, the fullbringer's reiatsu would wash over her allies in a wave, further pushing them onwards to fight; her own minor wounds from the blowback seemed to have healed, and several nondescript orbs of earth circled behind her.  She adopted a ready stance, and took another deep breath.

SUMMARY
Dodge with Blurred-Utsusemi
Buffing Phase.
25 Reishi to Everyone


Base Defense is 110 vs Val (85 Base + 10 Edge + 15 Soul Trigger)
Base Offense is +70 vs Val (55 Base + 5 Release + 10 Edge 2)

HP is 75 (75 Base - 16 resist - 4 restoring - 10 soul trigger + 30 Bakudo 7)
Armor is 30 (+30 Sekisho)
Reishi is 201(180 - 10 (U) - 10 (7) - 10 (44) + 20 (ST) + 3 (TU) + 3 (ES) + 25 (EI))

At-Will:
Blur - Utsusemi
Enhanced Invigorate

Bonus Action:
Soul Trigger

Standard Action:
Bakudo 7

Standard Action:
Sekisho


ACTIVE EFFECTS
Buffs
Blood Offering: +2 Damage Tier, +15 Defense, +50% Base RL - 1/4
Attack-Inflicted Status Immunity - (Until Armor Lost)

Debuffs



USES
Ningyo Joruri - 1/1
Bakudo 44 - 1/1
Bakudo 41 - 0/2
Bakudo 7 - 1/1 Self, 0/1 Tensai, 0/1 Yoshi, 0/1 Rao, 0/1 Yael
Bakudo 12 - 0/2
Bakudo 39 - 0/2
Utsusemi - 1/1 (Move Tech)
Speed Clones - 0/2 (Move Tech)

Bakudo 40 - 0/1 Self, 0/1 Tensai, 0/1 Yoshi, 0/1 Rao, 0/1 Yael
Rift Gate - 0/1
Bakudo 73 - 0/1 Utility, 0/1 Defense
Raioken: 0/2

Breach - 0/2
Flash Freeze - 0/2
Illusion - 0/1

Genius - 1/3
Talented - 0/1
Assault - 0/2
Rush - 0/4
Blur 1/4

25/100 Invigorate Reishi Regained


CLASS - Prodigy - Titan
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.

UNBRIDLED
The standard Reishi cap is lifted. (You may now gain an unlimited amount of Reishi.) Also, you gain +3 Reishi at the end of each turn per each foe you are fighting. (For example, in a 1v3, you would regain +9 Reishi.) 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. Alternatively, 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. (3 DR ignored 1v1, 6 DR ignored 1v2, 9 DR ignored 1v3, etc)

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

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.

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. This does not apply any status effects from the original attack. (4/thread)

Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. (4/thread)

Tempered - Your 1st Release Stage is always active, meaning 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.

Talented - As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it.

TECHNIQUES
Voice of Command - NINGYŌ JŌRURI (PUPPET THEATER)
Type: Bonus Action
Action: Utility
Effect: As a bonus action you have a 60% chance to inflict the special Manipulated status on your target. The user declares a Standard or Advanced technique/spell (excluding any Forbidden or Release techs/spells) that the target knows and takes no more than a standard or bonus action to use. The target is then forced to use this technique/spell on their next turn. Cannot be used in conjunction with the standard tech Holy Slave on the same turn.
Cost: 10 Reishi.
Limit: Once per target.

Earthen Guard - BAKUDŌ #44: SEKISHO (BARRIER)
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: You gain 30 Armor and are immune to non-special status effects inflicted by attacks.
Duration: Until the 30 Armor is gone.
Cost: 10 Reishi
Limit: Once per battle.

Twisting Wind - BAKUDŌ #41: KYŌMON (MIRROR GATE)
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: 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.
Cost: 10 Reishi
Limit: Twice per battle.

Regrowth - BAKUDŌ #7: KEIKATSU (OPENING REVIVAL)
Type: Utility - Kido Healing Spell
Activate: At-Will
Effect: As an at-will action you restore 30 HP to self or a comrade.
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Once per target.

Wind’s Blessing - BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK)
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with.
Cost: 5 Reishi

Wind Dance - UTSUSEMI - 1/1
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

Spiritual Intercept - SPEED CLONES - 2/2
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.
Cost: 5 Reishi

Firewall - BAKUDŌ #39: ENKŌSEN - 2/2
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

Cleanse - BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER)
Type: Utility - Kido Healing Spell
Activate: Bonus Action
Effect: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.
Cost: 5 Reishi
Limit: Once per target.

Earthwalk - RIFT GATE
Type: Defense
Action: Bonus Action - Reactive
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.

Earthcall - BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. This spell has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.

Kami’s Wrath - RAIŌKEN (THUNDER KING FIST)
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 25 Reishi
Limit: Twice per battle.

Blood Offering - SOUL TRIGGER
Type: Utility (Considered a Forbidden Technique)
Action: Bonus Action - Reactive
Effect: You regain 20 Reishi at the time of use and increase your Base Reiatsu Level by 50%. Additionally, for the duration, increase your Damage Tier with all attacks by +2 and your Defense by +15. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 4 turns
Cost: 10 HP
Limit: Once per battle.

RELEASE
Elemental Onslaught - AREA, SLASHING
Activate: Standard Action
Cost: 12/13/14
Effect: 3/4/5 Damage Dice, crits on 75+, +4 damage on a crit
Titan and Area Attack includes +10 accuracy, 5 reishi drain, and -5% Base RL.

Stage 1 - Locus of Nature
BREACH
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. If your attack is redirected via Breach, you cannot use Breach to then send a Breached attack back at the caster.
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.

MALICIOUS
Activate: None (Passive)
Effect: As a passive effect your damage tier increases by +1 with Release Attack Techs.
Stage 2: Damage tier increases by +2.
Stage 3: Add +10 bonus damage with all Release Attack Techs.

Stage 2 - Natural Disaster
FLASH FREEZE
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% 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 3: Only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.

VICIOUS
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +10 to accuracy with Release Attack Techs.
Stage 3: Accuracy bonus increases to +15.

Stage 3 - Fae Blood
ILLUSION
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% 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.
Duration: 4 turns
Cost: 10 Reishi
Limit: Once per battle.

Devastating
Activate: None (Passive)
Effect: As a passive effect your Release Attacks deal an extra +15 bonus damage when you score a critical hit.
Limit: Indefinite.

REIATSU: 354,000 (eff. 1,062,000)
HP: 75(30 Armor)/75 | REISHI: 201/200| DEF: 100 | DMG DIE: 1d12+6 | ACC: +60





Edit Added Later:
Release 3 Illusion Roll for Next Post
helyI3|v1d100 less than 75 for success
1d100
Last Edit: Feb 28, 2022 22:01:42 GMT -5 by Niji

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Feb 28, 2022 18:11:26 GMT -5



One after another, the defenders of reality tapped into whatever powers they could to avoid Val's onslaught. Dodging, Kido spells which could block the crash of her scythe blades. One after another, they met their end either against the walls of the laboratory or the blocky constructs of Yoshi's technique, floating in the heat of battle. It was fine, she could always build more anyway. By now, the woman was starting to get a hang of how her powers worked. They were not limitless, but close enough - all she needed to do was put her mind to it, and she could summon the constructs she wanted.

Having realized that they could not simply talk Val out of what she was about to do, the defenders were mostly silent, and talked more between each other than with her. Val did not particularly mind, but something stuck to her during the fight.

"Back to normal..."

Tensai had made a point to try to "redeem" Valentina, one way or another. Mention people she holds dear to her, defeat her and free her of the Hogyoku powers she now carries, put an end to her destructive desires and... bring her back to normal. She had heard him before, but now she had a few moments to think about it, too.

Flying across the sky, Val powered through the Shinigami's Byakurai, and then, the pole of her scythe rammed itself against his Zanpakuto, leaving them locked in a clash of pressure.

"I’ve never had a normal to return to, hehe... Not a normal that you would prefer, at least. It has been so long since my heart stopped yearning for anything other than the destruction of all."

The last of the spinning autonomous scythes had died down, and for a second, the battlefield went to silence, only the former Fullbringer's words now echoing across the hall. After a sudden shove to the side, Val broke free from the weapon clash and made a step back, her scythe spinning in her hand.

"What Niji says is correct. I am destined to bring the end of everything. Bring down the balance of souls, destabilize the world and destroy the barriers between them, merging all back to one primordial entity, taking down all laws of reality in their path. I’ve acted as a member of Red Lotus, as an ally to other Fullbringers, to Quincies... but I’ve always had my dream and my dream alone to guide me towards the stars. And now... transformed to a Hogyoku, I’ve finally received the tools I needed to make it real."

Even as she spoke, letting the last of her inhibitions, the last of her masks fall off, Val was not ignorant of her surroundings. At the end of her final sentence, she glanced over her shoulder, grinning, and glared at Yoshi right as he was about to fire off an another, powerful Hado spell. Against the crackling, ferocious orb, she raised her palm, smacking the technique away with ease - it landed on the other side from her, crashing down and exploding in a brilliant show of gold. Standing before the explosion, Val glanced down at her audience, and continued speaking.

"Perhaps... with this ceaseless power in my fingertips, there could be another path. When the laws of physics crumble, when we are freed from all of those shackles - of society, of reality and all - someone as powerful as me could... bring the collapse to a halt. And create... a paradise. Where nothing inhibits no one. Where all are free to live with the dreams we've achieved, but..."

Leaving her words hang, she giggled, her eyes turning to Yael. His smile was genuine, seemingly still unyielding and determined to win her over - while Val's was contorted by the bottomless well of newfound power twisting her psyche. She grabbed the blue sphere aimed to stun her with ease and smashed it with her fingers behind her back, then pushed herself forward against his wall of flames. The powerful aura around her body pushed the flames aside, leaving her unharmed and allowing her to appear right before her love.

"But then, what will I strive for? What will we strive for?" Val yelled, her scythe briefly clashing against Yael's blade, before the living Hogyoku retreated with a slide. "For years, I have delved into the dreams of everyone I’ve met. Asked them for whether there is something they truly seek. Not the mundanity of everyday life. Not the conformism they experience. To hear what is deep in their heart, and see if there is any spark left within."

Suddenly, Val moved her weapon behind her back, blocking Rao's slash with the pole of her weapon. Then, she turned around, and stomped her foot down onto the ground in the face of the Arrancar's fiery blow. A spray of magma from the depths of Earth burst out before her, shielding her from the strike, before receding back to where it belonged.

"...Dreams are what make us human. It’s what separates us from animals, or Hollows. To have no dream behind your life, no goal, no ambition, to refuse to act with the power you have to change the world... it makes you no more than a blob of grey matter. You’re still walking, but you are spiritually dead."

The counterattack appears to have settled down. For a second, Val glanced towards Niji, but quickly noticed that the ginger Fullbringer was biding her time instead. Of the hastily assembled team, she was perhaps the most physically powerful, and she appeared to have a plan, too. "So why should I leave a world full of people dead inside? Why should I leave myself lost, directionless after surviving my destiny? Why fear our demise? It’s a fine ending, giving everyone a second of liberty to strive for their dreams... and then putting an end to it all."

Val raised her hands. Above each one, a razor blade materialized with a flash of light - circular metallic, almost black in appearance, and spinning rapidly. Leaving the heroes with a final giggle, she tossed them forth, sending thema cross the air, cutting through anything in their path.

Not to make their lives too easy, she stomped her foot on the ground again, shaking the foundation of the laboratory itself, sending trembles across the floor and opening enormous cracks, from which magma and volcanic rock began spewing forth. It sought to consume everything in their path, be it man or the numerous machines across the lab.

First watching the results of her attack with a smile, Val suddenly glanced to the side, towards Niji. With a mere thought, two constructs began to materialize around the Fullbringer - robotic clones of Val, much like the ones she'd sometimes create before, but blue, glowing and crystal-like much like their master. They each tried to grab Niji by each arm and pin her in place, while Val herself flew at her opponent and fired off a burst of energy at her gut.

VALENTINA TOKAREVA
DEFENSIVE PHASE
Edge IV against Yael, Rao, Tensai and Yoshi - +20 defense, reduce damage by 6, +6 bonus damage, +20 accuracy

Gain 8 Damage Reduction via Strength of Heart!

8 Direct Damage from Tensai!
5 Reishi siphoned from Yael (Hate)!

Tensai’s Byakurai #1: vs 100 def - misses!
Tensai’s Byakurai #2: vs 100 def - hits for 19 dmg! 2 HP is siphoned! 3 Resist dmg!
Total damage reduced to 13 dmg by Edge and to 5 dmg by Damage Reduction!

Yoshi’s Byakurai #1: vs 100 def - misses!
Yoshi’s Byakurai #2: vs 100 def - misses!

7 Direct Damage from Yael!
Yael’s Haien: vs 100 def - misses!
Total 7 damage reduced to 0 damage by Damage Reduction!

Rao’s Strike #1: vs 100 def - misses!
Rao’s Strike #2: vs 100 def - misses!

Total 2 HP is siphoned from opponents with Restoring! 15 HP healed with Purity of Soul!




Passive: Dream Destruction - Reiatsu Level increases by +25%.

Bonus Action: Volcanic Eruption (Gamble - Firewall), -10 Reishi (reduced by 5 by Gamble)

Gain +15 Armor and +4 Damage Reduction for 4 turns.

At-Will: Gamble - Roll two 1d27's and choose the preferred result.
Kh7_7rFe1d27
1d27 (Rewind)

Standard Action: Caressing Clones (Bakudo #61), -15 Reishi @ niji

Need 75 or less to inflict Pinned - 1d100

At-Will: Activate Hate boon

Standard Action: Volcanic Eruptions (Area Enhanced Strike) @ all opponents

Accuracy - 1d100+60
Damage - 2d12+4
(Edge gives +20 accuracy and +6 damage for all opponents except Niji)
Siphons 5 Reishi on hit.

Standard Action: Razor Blades (Area Enhanced Strike) @ all opponents

Accuracy - 1d100+60
Damage - 2d12+4
(Edge gives +20 accuracy and +6 damage for all opponents except Niji)
Siphons 5 Reishi on hit.

At-Will: Aura Shock (Enhanced Byakurai), -4 Reishi @ niji

Accuracy - 1d100+60
Damage - 2d12+4


Standard Action: Destruction Orchestra (Release Area Attack), -12 Reishi @ all opponents
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.
Release Enhancements - +15 Release Attack accuracy and +10 bonus damage
Strength of Heart - Release Attacks roll one additional dmg die.

Accuracy - 1d100+75
Damage - 4d12+18
(Edge gives +20 accuracy and +6 damage for all opponents except Niji)



ACTIVE EFFECTS
Living Hogyoku: This character is a living Hogyoku, a partially transformed fusion between a person and the ultimate spiritual technology, capable of granting one’s wishes and desires. This character’s Class has been replaced with the Event Boss Class “Living Hogyoku”.

Boss Battle: +2 Standard Actions.

Greatly Outnumbered Boss: All Area attacks target all opponents at once, rather than just up to 3 opponents. All Strikes are Area attacks which target all opponents. Gains access to more technique slots.

Purity of Soul: +15 HP per turn.

Bakudo #96 uses:
- Remove non-special status: 0/1
- Heal 20 HP: 0/1
- Use Reishi to reduce a crit’s damage: 0/1
- Remove special status: 1/1

Matter Soul Manipulation: HATE - As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit

Firewall: +4 DR, (1/4 turns)

Bashed: -5% RL

CLASS
Living Hogyoku
- Strength of Heart: You have access to all Enhanced Basic Techniques. At the start of each turn, you have Damage Reduction equal to the number of damage dice you rolled as part of attacks in the previous turn. All of your Release Attack techniques roll one more damage die than their rank allows.
- Purity of Soul: During battle, you may spend HP to gain additional uses of techniques and traits you own. The cost is 3 HP for Traits, 5 HP for Standard Techniques and 7 HP for Advanced and Forbidden Techniques. You recover 10 HP every time you are afflicted with a status effect, and passively recover 3 HP per turn (this passive recovery is increased by 3 HP for every opponent you are fighting in the battle after the first one).
You cannot use Purity of Soul to purchase additional uses of Bakudo #7 or Willpower.
Wishmaker
- Boundless Creation: If your opponent uses a Standard, Advanced or Release Technique that you have yourself, you are able to cast it on the next turn as an At-Will Action. Techniques cast this way cost Reishi and take up Technique uses the same way they do normally.
- Dream Destruction: You are not able to activate your Releases. Rather, your RL passively grows by +25% each turn, indefinitely. You have access to all of your Release Techniques and Enhancements, at Final Release level, from the start of the battle.

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)
Cleverness: You have a passive +15% bonus to inflict a status effect from any source.
Willpower: Allows your HP to drop past 0, into negative numbers, for one turn. You MUST heal to bring your HP back up to at least 1 HP otherwise you are automatically KO'd on your next turn.
(0/1)
Resist: As a passive effect when hit with any attack, you deal direct damage back to the attacker. For Basic Attacks, you deal back direct damage equal to the lowest rolled natural dice of the attack that hit you. For Non-Basic Attacks, you deal back direct damage equal to the highest rolled natural dice of the attack that hit you.
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.

TECHNIQUES
Enhanced Basic
Strike - Upgrades to two damage dice.
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.
(0/3)
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.
Rapid Movement - 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.
Guard - If you completely nullify the damage from an attack through Guard, you deal 2 direct damage back to your opponent(s) per attack.

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

Utility
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.
(0/3)
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
(0/1)

Advanced
Matter Soul Manipulation - As a bonus action, you choose one of the following soul manipulations. You can only use one per battle. See list in Advanced Techs section. -25 Reishi
(1/1)
High-Speed Regeneration - For the duration of this technique (3 turns), at the end of your turn, regain 10 HP and remove one non-special status effect. -15 Reishi
(0/1)

Forbidden
Soul Trigger - You regain 20 Reishi at the time of use and increase your Base Reiatsu Level by 50%. Additionally, for the duration, increase your Damage Tier with all attacks by +2 and your Defense by +15. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn. -10 HP
(0/1)

SPELLS
Enhanced Basic
Byakurai - 3 times per battle, you may use Byakurai as an At-Will Action.
(2/3)
Kare - The probability to apply any status effect increases to 65%

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. Considered a Movement Technique. -5 Reishi
(0/1)
Bakudo #39 - As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.), -10 Reishi
(0/2)
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)
Bakudo #44 - You gain 30 Armor and are immune to non-special status effects inflicted by attacks. -10 Reishi
(1/2)

Utility
Bakudo #7 - As an at-will action you restore 30 HP to self or a comrade. You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. -5 Reishi
(0/1)
Bakudo #9 - As a bonus action you have a 70% chance to inflict the special Enthralled status on your target. Enthralled targets have one of their Standard Actions reduced to a Bonus Action for the duration. -5 Reishi
(1/2)

Advanced
Bakudo #61 - As a bonus action, you have a 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
(1/1)

Forbidden
Bakudo #96 - Sōten Kisshun is activated as a Bonus Action. You get a single at-will use of each of the 4 effects listed below. You may use multiple unique at-will effects in a given turn. Once you’ve used all 4 effects, the technique ends. See technique description for list of effects. -25 Reishi
(1/1)

RELEASE
- Dream Destruction: Releases locked, all Techniques and Enhancements accessible without Releasing.

Enhancements:
- Restoring (First Release): As a passive effect any attack that hits you siphons -2 HP from the attacker.
- Malicious (Second Release): As a passive effect your damage tier increases by +2 with Release Attack Techs and they gain +10 bonus damage.
- Vicious (Final Release): As a passive effect you gain a bonus +15 to accuracy with Release Attack Techs.

Techniques:

1st Release:
- Gamble, -0 Reishi
- Destruction Orchestra, Area/Slashing, -12 Reishi (Unlimited)
2nd Release:
- Reality Breach, Area/Spread, -13 Reishi (0/2)
3rd Release:
- Spacial Rend, Barrage/Slashing, -14 Reishi (0/2)

REIATSU: 1,526,500 -> 1,484,375
HP: 434/450 | ARMOR: 15 | REISHI: 242/400 | DEF: 80 | DMG DIE: d12+2 | ACC: +60

1d27·1d27·1d100·1d100+60·2d12+4·1d100+60·2d12+4·1d100+60·2d12+4·1d100+75·4d12+18
Last Edit: Mar 1, 2022 11:10:33 GMT -5 by Hibano

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Feb 28, 2022 23:00:43 GMT -5

Tensai was glad that he managed to get at least one hit this time. Though he did not appreciate how Yoshinori told him he talked too much. Though it seems she ignored him mentioning Maria and how she does not want to be fixed. Explaining her reasoning of why she wants to destroy everything with flawed logic. It made him pity her even more.

"Surpass them all! Shinkarasen!" he yelled out.

As he activated his Shikai replacing his knife with a syringe, his power went up and increased his reflexes he was still unable to dodge the volcanic eruption as his Kido shield had to block most of the damage. As the razor blades came in he summoned a Kido mirror as the blades cut him and Val would find identical cuts appear on her body. As the massive destruction, she made finally broke through his barrier and he took some damage as he was beginning to bleed. He then started to laugh.

"You really think people's dreams and ambitions die that easily? People strive their whole lives chasing their dreams and even when they do achieve that goal they continue living it or make a new dream to chase. Though I suppose it's logical that perfection would create a boring world," Tensai said.

He then looked up towards the sky as he contemplated. His Reiatsu flared as some of his Reryoku was beginning to be absorbed into his current allies. Because of the drug he made that he took earlier when fighting Zarzil.

"I used to be a perfectionist and thought of myself as one of the best until I met people who taught me otherwise, there will be always someone better to push you to reach greater heights. That does not just go for power or skill in combat but everyone is better than someone at something. Perfection is a pipe dream, yet the allure of it causes us to want to try to see what it is like even if there would be no more room to grow. So in that case I agree with you there." Tensai said.

He then looked towards Val with a glare and pointed at her.

"But you, talking about how everything should be gone because of things being terrible yet also going on how perfection would be boring. A hypocrite such as yourself has no right to decide the fate of reality. Especially an ignorant angry child lashing out at a world that forsaken her. Even with all that godly power, you're pathetic," Tensai said.

While still pointing at her he would attempt to fire another Byakurai at her and run past it, attempting to stab her with his syringe with a special virus that hopefully will be able to weaken her.

COMBAT TRACKER
SUMMARY
Valentina Attack #1: Volcanic Eruption - Acc 160 vs. Def 100 - Hit. 16 damage -3 DR and 2 negated with Unrivaled = 11. 11 damage absorbed by 11 armor. -5 Reishi from Soul of Hate

Valentin Attack #2: Razor Blades - Acc 117 vs. Def 100 - Acc 126 vs. Def 100 - 27 damage -3 DR and 2 negated for 22 damage. 19 damage absorbed by Armor. 3 damage taken. -5 Reishi from Soul of Hate


Valentina Attack #3: Orchestra of Destruction - Hit. Used Kyomon to reduce damage to 6 and reflect 6 direct damage back at Val.

-2 HP siphoned by Val. 11 damage taken overall. 25 Reishi gained from Niji's Enhanced Invigorate.

Reactive At-Will: 1rst Release: As an at-will action, you enter your 1st Release state. You may drop out at any time by using an at-will action. This Release boosts your base RL by 2x. +5 Reflexes. Calculatating: Stage 1 - As a passive effect you have a +5% chance to inflict statuses with Release Attack Techs. -2 Reishi per turn.

At-Will 1: Spend 3 Momentum Stacks for +15 Accuracy to all attacks this turn.

At-Will 2: Talented - Gain an extra use of Green Paper Teleport.

At-Will 3: Enhanced Invigorate - You regain 25 Reishi. Now whenever you use Invigorate, your allies and teammates also regain 25 Reishi.

Bonus Action: BAKUDŌ #41: KYŌMON (MIRROR GATE) - 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 cost

Standard Action 1: HADŌ #4: BYAKURAI (PALE LIGHTNING) - Effects | -4 reishi cost
Acc - e1VSoeu_1d100+75
Dmg - 2d12+6
Status Chance (00%) - *Roll Here

Standard Action 2: Tamashī Hakai Uirusu - Major Effect: Versatile - Minor Effect: Stun| -7 reishi cost
Acc - 1d100+80
Dmg - 3d12+9
Stun Chance (55%) - 1d100




ACTIVE EFFECTS
0/30 Armor

1rst Release/Shikai: This Release boosts your base RL by 2x. +5 Reflexes. Calculatating: Stage 1 - As a passive effect you have a +5% chance to inflict statuses with Release Attack Techs. -2 Reishi per turn.

Momentum Stacks: 0

CLASS

PRODIGY

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.

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.

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

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

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

Momentum - As a Passive effect, whenever one of your attacks fails to hit their target, you gain 1 stack of Momentum. As an At-Will action, spend a number of Momentum Stacks to increase your Accuracy (with all attacks on the same turn) by +5 per stack spent. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.

Indomitable - You gain +3 Damage Reduction (DR) per attack on your turn.

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 an 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 uses.

TECHNIQUES

UTSUSEMI - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. -10 Reishi 0/1 use

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 2/2 uses

SPELLS

BAKUDŌ #44: SEKISHO - You gain 30 Armor and are immune to non-special status effects inflicted by attacks. -10 Reishi 0/1 use

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 3/4 uses

BAKUDŌ #41: KYŌMON - 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 1/2 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. Does not remove status effects you have been previously afflicted with. -5 Reishi 2/2 uses

BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) - As an at-will action you restore 30 HP to self or a comrade. You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%. One per target -5 Reishi

BAKUDŌ #6: KIYOMERU (CLEANSE) - As a bonus action remove all stacks of a single non-special status effect on yourself or an ally. -5 Reishi per stack.

GREEN PAPER TELEPORT - 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. -20 Reishi. 2/2 uses.


RELEASE

Shinka Rasen 1rst Release/Shikai - As an at-will action, you enter your 1st Release state. You may drop out at any time by using an at-will action. This Release boosts your base RL by 2x. +5 Reflexes. Calculatating: Stage 1 - As a passive effect you have a +5% chance to inflict statuses with Release Attack Techs. -2 Reishi per turn.

Shinka Kira Rsen 2nd Release/Bankai - Using up 1 Standard Action, you enter your 2nd Release state. If you are already in your 1st Release, you may move into your 2nd Release as an At-Will action (this cannot be done on the same turn you activated your 1st Release). You may drop out at any time by using an at-will action. This Release boosts your base RL by 4x. +10 Reflexes. Calculating Stage 2: +10% chance to inflict statuses with Release Attack Techs. Heightened Stage 2: Defense increases by +10 against non-basic attacks.


Tamashī Hakai Uirusu
SINGLE
VERSATILE
POISON
Release 1 Attack


Yūdokuna shippo matsuge (Toxic Tail Lashes)
Barrage
Slashing
Release 2 Attack






Mimic - Stage 1. 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. Stage 2. You gain 1 slot to store a single learned Release Tech that can be used in other threads. You may only store a single tech at a time but can exchange one stored tech for a new one at-will.





REIATSU: 332,000(166,000)
HP: 109/120 | REISHI: 116/160 | DEF: 105(95) | DMG DIE: d12+3 | ACC: +50


Post Count: 5

Tags: , , , ,
1d100+75·2d12+6·1d100+80·3d12+9·1d100
Last Edit: Mar 5, 2022 16:34:02 GMT -5 by tensai toshiaki

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on Mar 1, 2022 1:18:21 GMT -5

Power unlike any he'd ever seen. This was power beyond belief. The ability to manipulate reality as she saw fit, to manifest her wishes into the realm of the living with just a thought. The power of the Hogyoku was unbelievable. Inconceivable. She just kept getting stronger.

As the last vestiges of his barrier broke down into nothingness, Yoshinori could do little but grit his teeth in surprised annoyance as Valentina dispelled his high powered Hado technique with nothing more than a wave of her hand. In fact, that seemed to be the common thread amongst all their attacks. One by one, the ghastly apparition of Valentina Tokareva swatted aside the blows of his fellows as if they were nothing more than annoying gnats grating at her senses. At this rate, with her spiritual presence continuing to climb, it was only a matter of time until they were all overwhelmed by her oppressive energy.

Unless...

His right hand moving towards his Zanpakuto, the tremors sent through the ground nearly sent Yoshinori tumbling to the ground as he freed the blade from its scabbard, the bejeweled cutlass resting within his right palm. It was a gamble, that much he knew. Not enough time had passed for him to master the power in which he now had access to. But what choice was there?

The tremors got worse. The ground underneath them began to splinter, ushering in hot magma. He could feel in a surge in her energy as she once more prepared to attack. He had mere seconds before she launched her offensive. If he couldn't pull it off here, he was sure to be flattened.

"Bankai." Yoshinori uttered, holding his blade parallel to his body.

Yoshinori's Reiatsu would suddenly explode outward as his power dramatically increased. Brilliant teal light engulfed his body entirely, shrouding him from view as a shockwave rippled through the battlefield, deflecting the razors that were heading his way. Wind currents expelled from his form as his transformation completed itself, Yoshinori's aura would gradually die down as his Zanpakuto's true form was unveiled.

Sealed Ball


"Makaiō Amonojaku. When reality becomes an illusion." Yoshinori uttered, his mantra inversed from what usually accompanied his Shikai's release.

Boasting an impressive length of ten feet, Yoshinori's scythe was a sight to see. Sporting a shaft that was black in color, the weapon was seemingly marked with several strange characters painted in red. As one moved further up the shaft and closer to the blade, the Scythe exhibited additional several embellishments, chief amongst them being a small skull. Finally, a long curved blade finished off the weapon, extending for several feet. As Yoshinori raised the giant blade over his head, the skull suddenly opened its maw and released a blood chilling screech, similar to that of a Banshee's cry.

Dramatic release aside, however, the immediate threat wasn't over. Despite having deflected the razors with his well timed Bankai, the magma was proving to be a more devastating tool of destruction within Val's arsenal. Surging forth with an unnatural kind of speed, the volcanic rock and red hot lava was upon Yoshinori in mere moments, threatening to wash over the Shinigami.

Yet, instead of shying away from such a lethal attack, Yoshinori charged forward at it, hastening the time in which it was to meet him. Only when he was mere seconds away from assured contact with the lava did Yoshinori finally speak:

"Shinkirō (蜃気楼, “Mirage”)."

Sealed Ball


In a shocking turn of events, Yoshinori was not melted on contact with the lava. In fact, it seemed to go...through him? As if the lava and volcanic rock were nothing other than wisps of smoke to walk straight through, Yoshinori burst through the magma wave as the attack phased through his now intangible body. His sandals taking purchase on solid air, Yoshinori would take to levitating to avoid placing his feet on the now rapidly melting ground. Wasting no time, Yoshinori would whip his Scythe to the side, releasing his usage of Shinkirō in favor of his next attack.

"Kasha."

Sealed Ball


Manifesting from the shadows behind Valentina, a single figure would emerge. Forged by shadowy illusions into something real, the figure known as "Kasha" was a twisted humanoid form. Featureless eyes mere slits of white, the shadow woman's hair was wild, wispy, and not all together defined by the spell. Her body itself was as thin as a matchstick, garbed in ill-defined dark rags. Her arms, crooked in nature were long and thin, leading to fingers that were as long as short swords. A monstrous being, conjured from the depths of shadows and meant to inspire fear in even the bravest of men.

And she was sic'd upon Valentina with a vengeance. Hooked claws stretching out to rake down Valentina's center mass, the shadowy manifestation known as "Kasha" would subject Valentina to a series of fast paced slashes meant to rip flesh from bone. All while Yoshinori stood suspended in air, his left hand moving rapidly to coordinate Kasha's movements, in similar fashion to a creepy puppet master.


Post Count: 5 | | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Ally Action: Yoshinori gains +10 Reishi and +10% Base Reiatsu! Reiatsu is now 246,400 (Original: 224,000)
Ally Action: Yoshinori gains +25 Reishi from Niji! Yoshi gains +25 Reishi from Tensai!
At-Will Reactive: Yoshi spends 20 Reishi to hasten a 2nd Release! Edge IV reduced to Edge I! Yoshinori gains +10 Reflexes! Instinctive and Heightened are now active! Yoshi's Defense is now 130!
Enemy Standard Action 1: Yoshinori dodges Valentina's Volcanic Eruption! Instinctive is active! Hanki gives +5 Defense! Sense gives +5 Defense! Yoshinori's defense is now 150!
Enemy Standard Action 2: Yoshinori dodges Valentina's Razor Blades! Instinctive is active! Yoshinori's defense is now 155!
Enemy Standard Action 4: Yoshinori dodges Valentina's Destruction Orchestra! Heightened is active! Yoshinori's defense is now 160!

OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Bonus Action: Yoshinori uses Ethereal!
Bonus Action: Yoshinori uses Focus Energy to gain +15 Accuracy on all attacks this turn! Attacks cannot be negated by Guard!
At-Will Reactive: Yoshinori uses Sense! Defense increased by 5 this turn! Accuracy increased by 5 this turn! (1/3 Uses remaining)
At-Will: Yoshinori uses 2 stacks of Momentum to gain +10 Accuracy on all attacks this turn!
Standard Action: Yoshinori uses Phantom Fire (Second Release Version)!
At-Will Action: Yoshinori uses Enhanced Byakurai! (1/3 uses remaining).
Potent Passive Active!
Attuned Passive Active! 3 Reishi regained! 6 Reishi lost due to 2nd Release!





At-Will Reactive: Bankai: Makaiō Amonojaku (2nd Release) - Boosts your base RL by 4x. | -6 Reishi per turn. | +10 Reflexes| -20 Reishi (Hastened)

Bonus Action: Shinkirō (Ethereal) - As a bonus action you become ethereal. For the duration your target rolls two d100s and takes the lesser of the rolls for accuracy against you. If it is an area attack and targets others, they only count the lesser of the two rolls for you alone. | 3 Turn Duration | -17 Reishi (Efficiency Reduced)

Bonus Action: Illusion Mastery (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: 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 2 stacks to increase accuracy by +10.

At-Will Reactive: 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




Standard Action: Haunting Shadows: Kasha (Phantom Fire Second Release Version)
Acc - MzW9a3eW1d100+85
Dmg - 4d12+1
Reishi Cost - 5 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 1 Stack of Cripple Inflicted!
Special Effect (Versatile) - If attack successfully hits, 11 Reishi is drained.

At-Will: Haunting Shadows: Kasha (Byakurai)
Acc - 1d100+85
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, 12 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 (1 Turn Remaining)
Ethereal (3 Turns Remaining)
21/30 Armor + Immune to Attack Inflicted Statuses


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 30 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. You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. | -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)
BAKUDŌ #33: SŌEIGEKI: BONUS ACTION | As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. Frostbite drains for 5 Reishi per turn and lasts for two more turns after Cripple is removed. | -10 Reishi | (2/2 uses remaining)
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 | (0/1 use remaining)

TECHS & SPELLS | ADVANCED

BAKUDŌ #61: RIKUJŌKŌRŌ: BONUS ACTION | As a bonus action, you have a 60% (75% with Cleverness) 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 | (1/1 use remaining)
BAKUDŌ #73: TOZANSHŌ: BONUS ACTION | As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. | -20 Reishi | (1/1 Defensive Use | 1/1 Offensive Use)

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. (2/4 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: At-Will. Boosts your base RL by 2x. | -2 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

SECOND RELEASE: Standard Action / At-Will. Boosts your base RL by 4x. | -6 Reishi per turn. | +10 Reflexes
ENHANCEMENT: HEIGHTENED - As a passive effect your defense is increased by +10 against Non-Basic Attacks.
ENHANCEMENT: INSTINCTIVE - As a passive effect your defense is increased by +10 against Basic Attacks.
RELEASE ATTACK TECHNIQUE: PHANTOM FIRE - SINGLE | Single attack that rolls 4 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%.) | -8 Reishi | 2/2 Uses
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. | 4 Turn Duration | -15 Reishi
RELEASE UTILITY TECHNIQUE: ETHEREAL - BONUS ACTION | As a bonus action you become ethereal. For the duration your target rolls two d100s and takes the lesser of the rolls for accuracy against you. If it is an area attack and targets others, they only count the lesser of the two rolls for you alone. | 3 Turn Duration | -20 Reishi




BASE REIATSU: 224,000 | CURRENT REIATSU: 985,600
HP: 90/90 | REISHI: 175/220 | DEF: 100 (145) | DMG DIE: d11 | ACC: +40

1d100+85·4d12+1·1d100·1d100+85·2d12+1
Last Edit: Mar 1, 2022 1:21:15 GMT -5 by Yoshinori Okamoto

PLAYER

Shot to the heart

Viktor Yakov ad Rosenfeld Avatar

Viktor Yakov ad Rosenfeld

Post by Viktor Yakov ad Rosenfeld on Mar 1, 2022 14:50:48 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan





If the Living Hogyoku was a fanatic, the blonde quincy who worshiped her was no different. He was crazy in his own way, a fellow victim as his beloved who had only tasted redemption in the form of love. That love was now a raging chaos that could only destroy the whole universe, yet his eyes were still fixated upon her as if looking to a Savior.

Val clashed with Yael again, after dismissing his attacks easily. She seemed determined to destroy him completely, but the blonde quincy did not waver. Instead, against the strength of the powerful hogyoku, his sword clashing against her scythe; his will against her uncontained rage.

Her words… soaked deep into his heart. He would have to answer those questions later. For now, he had to tire her down, at least. Hopefully. He was not sure how long this hogyoku could last… if it was a temporary fusion of the fullbringer and wishmaker, there must be something that could crack it somehow. If her power shattered all of reality, it wouldn’t be too long for any of the spiritual races to get in this place.

Sliding away from Yael, the glowing fullbringer summoned a few more weapons rampaging all across the laboratory, like an unrelenting storm. And if that weren’t enough, she stomped her feet on the ground, tearing the tiles and the rocks making up the floor. A sudden flow of magma oozed out of the cracks, some igneous rocks spurted out, one or two caught Quincy's cape, leaving a large part of it burnt and tattered as he tried to dodge the blades coming his way.

The enormous tremble and shaking of the earth only proved that her strength should not be taken lightly; and thus, like the others, he too, flared up his reiatsu.

As it was earlier in the fight with the demons, four wings grew out of his back, just like a mysterious angel’s; while his sword dissipated into pure reishi, slowly and gradually forming into a mixed creature of antler, rabbit, sabertooth and a large bird.

The ferocious beast would seek and lunge forth its target, leaving her a burning sensation that could last for a few moments more.

Not with the intention to hurt her, but more of… a call, to wake her up in her senses.

“You may have fulfilled all dreams but one. Mine. That’s why I’m going to grab it instead.”


COMBAT TRACKER
SUMMARY

GLOWING HONEY


DEFENSE
Yael used Rapid Movement
140 acc vs 115= hit! 10dmg
97 acc vs 115= missed!
102acc vs 115= missed!
Yael deals 3 direct dmg
[/b]due to Resist

OFFENSE
Yael used keikatsu
Yael used Sense
Yael activated 3rd release
Yael used Volpertinger Release Attack




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

At-will Action: Keikatsu:+30 HP| 10 rei-2= 8 rei
Special effect: chance roll [55%]: KlctCtmB1d100 to get 60 HP instead

Standard Action: Volpertinger| 9 rei-3= 6 rei
Acc: 1d100+55
Dmg: 5d12
Burn Chance[65%]: 1d100+1 stack due to Vitriol
Bashing Major Effect: -5 rei, 5% base RL

Standard Action Action: Release 3| 6 reishi cost

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


Total Rei cost: 8+6+6+8= 28+5 siphoned Reishi= 33



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 Blight 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
Keikatsu

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 any attack, you deal direct damage back to the attacker. For Basic Attacks, you deal back direct damage equal to the lowest rolled natural dice of the attack that hit you. For Non-Basic Attacks, you deal back direct damage equal to the highest rolled natural dice of the attack that hit you

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 30 HP to self or a comrade.
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
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 #96: ITTŌ KASŌ (SINGLE BLADE CREMATION)
A forbidden spell that can only be activated by using your own body as a catalyst. You grab your foe and from the point of contact, a huge pillar of fire erupts into the shape of a katana's tip.
Type: Attack - Area (Considered a Forbidden Spell)
Activate: Two Standard Actions
Effect: Using both of your standard actions, you deal 6d12 worth of status damage to up to three foes. (Note: status damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided or mitigated by any means.
Cost: Reduces you to 0 HP and you are Incapacitated.
Limit: Once per battle. (Can only be used in Battles and Deadly Events)

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.




RELEASE

Release 1: Schwerter Jagen (Chasing Swords)| Dice: 3| Rei cost: 7| Limit: Once per turn
Release 2: Cursed Angel| Dice: 4| Rei cost: 8| Limit: Twice per battle
Release 3: Volpertinger| Dice: 5| Rei cost: 9| Limit: 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.


ENTRAP
You spring a hidden trap to catch and weaken an unwary foe.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you create a dome or cage around you and a foe of choice. You may RP the dome as whatever you’d like. For the duration, the trapped foe cannot escape unless they break the dome or defeat you. No one else can enter it or affect those inside with techs/spells while it's activated. While inside the dome you will be cut off from the outside. None of your techs/spells will affect anyone outside of it, this goes for both caster and victim. The dome has 50 HP. The dome has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target. Cannot be used to interrupt or defend against attacks. The dome can be attacked directly to break it. The dome has a natural DR of -5 against all basic attacks.
Special Effect: While trapped, your foe’s Reishi is drained by -5 per turn.
Duration: 4 turns or until the dome is reduced to 0 HP.
Stage 2: Dome now has 70 HP.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 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:

MALICIOUS
Activate: None (Passive)
Effect: As a passive effect your damage tier increases by +1 with Release Attack Techs.
Limit: Indefinite.
Stage 2: Damage tier increases by +2.
Stage 3: Add +10 bonus damage with all Release Attack Techs.

RESENTFUL
Activate: None (Passive)
Effect: As a passive effect your foe takes -1 status damage each time you take damage from their attacks.
Limit: Indefinite.
Stage 2: Your foe now takes -2 status damage.
Stage 3: Now the allies of your foe also take -2 status damage each time your foe hits you.

RESTORING
Activate: None (Passive)
Effect: As a passive effect any attack that hits you siphons -1 HP from the attacker while you are in your Released state.
Limit: Indefinite.
Stage 2: Attacks now siphon -2 HP from the attacker.
Stage 3: Siphoned HP is now distributed to allies as well.


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

REIATSU: 257,000>>>1,542,000
HP: 129/100 | REISHI: 116/200 | DEF: 85 [95] | DMG DIE: d10 [d12] | ACC: +50
[/spoiler]1d100·1d100+55·5d12·1d100
Last Edit: Mar 1, 2022 14:53:00 GMT -5 by Viktor Yakov ad Rosenfeld

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Mar 5, 2022 6:24:36 GMT -5

Niji wasn't sure what a hōgyoku was, but that was Val had turned herself into.  That was what needed to be stopped.  Even as she focused on calling forth more powerful spirits, some petty part of her was vaguely offended that the thing that used to be Val was trying to use elemental energy to attack. One of the small orbs circling her shot downward to halt the spray of magma from ever getting out of the ground beneath her.

The clones grabbed her before she had a chance to react further, but they didn’t last long. She had collected her energy, called forth the beings she needed. Spiritual energy spilled out of her in a golden blaze, vaporizing the two constructs as the hōgyoku’s wide attacks dissolved before the stormwall of her reiatsu. Even the thing’s energy burst from point blank was just stopped by the wave of power.

Several small humanoid figures broke off from that golden blaze, one taking position next to each of her allies. The small golden beings spoke in a female voice similar to Niji’s, but with a strong Irish accent. The words sounding whispered softly in their ear were clearly audible despite the rest of the chaos.

To the man blinded by his love and devotion, a distinct sense of fury accompanied the whispered words, ”We told ‘er, shoulda killed ya both on that mountain. Coulda ‘voided all this.”

To the creature with extra eyes that stunk of Jigoku, a slight feeling of humor, ”She’s gonna owe th’ Vice Cap’n an apology. Oh, she’s gonna hate that.”

To the green haired analyst, the words sounded fairly frustrated, ”Stop tryin’ ta psychoanalyze a nutter and just put ‘er outta tha world’s misery.”

To the illusionist, in a particularly singsongy whisper, ”Big fan o’ the strategy. Misdirection is fun, fun, fun! Though mistress tends ta be more direct.”

A larger collection of the fae spirits surrounded the hōgyoku, the being still close to Niji after the attempted attack, and spoke over each other as they began to rapidly circle the creature, ”You keep wonderin’ why she has pow'r; why she’s not just takin’ whatever she wants? It’s na what ‘er pow'r’s for. It’s for protectin’. For guardin'. Ta build. Ta preserve. Ta help.”

The spirits stopped spiraling, and images would begin to flash through Val’s mind of joy that she never allowed herself to feel. Of other purposes in life she might have found if she was not so focused on her singular goal. Not all of the images included Yael, but some probably did. Some might have even included Niji. The fullbringer didn’t control the images, she wasn't even truly aware of what the hōgyoku was seeing. The fae just had instructions to distract her, and did so by bringing images forth from Val’s mind.

"To stop things like you."

SUMMARY
Enter Third Release
Absorb 6 Damage Via Armor, 5 Reishi due to Siphon
Gain 35 Reishi From Tensai and +10% RL
Break Pinned
Illusion

Niji has Doubled Edge 2 against Val
Base Defense is 120 vs Val (85 Base + 20 Edge 2 + 15 Soul Trigger)
Base Offense is +90 vs Val (55 Base + 15 Release + 20 Edge 2)

HP is 75 (75 Base)
Armor is 24 (30 - 6 damage)
Reishi is 218 (201 - 15 (Ill) - 5 (Hate) - 6 (3U) + 3 (TU) + 25 (Ten’s EI)) + 10 (Ten’s HA))

At-Will:
Enter Third Release

Bonus Action:
Illusion (4 Turn Duration)
KVkvafH41d100 Less Than 75 to Inflict

Standard Action:
Break Pinned 1

Standard Action:
Break Pinned 2


ACTIVE EFFECTS
Buffs
Blood Offering: +2 Damage Tier, +15 Defense, +50% Base RL - 2/4
Attack-Inflicted Status Immunity - (Until Armor Lost)

Debuffs



USES
Ningyo Joruri - 1/1
Bakudo 44 - 1/1
Bakudo 41 - 0/2
Bakudo 7 - 1/1 Self, 0/1 Tensai, 0/1 Yoshi, 0/1 Rao, 0/1 Yael
Bakudo 12 - 0/2
Bakudo 39 - 0/2
Utsusemi - 1/1 (Move Tech)
Speed Clones - 0/2 (Move Tech)

Bakudo 40 - 0/1 Self, 0/1 Tensai, 0/1 Yoshi, 0/1 Rao, 0/1 Yael
Rift Gate - 0/1
Bakudo 73 - 0/1 Utility, 0/1 Defense
Raioken: 0/2

Breach - 0/2
Flash Freeze - 0/2
Illusion - 1/1

Genius - 1/3
Talented - 0/1
Assault - 0/2
Rush - 0/4
Blur 1/4

25/100 Invigorate Reishi Regained


CLASS - Prodigy - Titan
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.

UNBRIDLED
The standard Reishi cap is lifted. (You may now gain an unlimited amount of Reishi.) Also, you gain +3 Reishi at the end of each turn per each foe you are fighting. (For example, in a 1v3, you would regain +9 Reishi.) 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. Alternatively, 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. (3 DR ignored 1v1, 6 DR ignored 1v2, 9 DR ignored 1v3, etc)

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

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.

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. This does not apply any status effects from the original attack. (4/thread)

Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. (4/thread)

Tempered - Your 1st Release Stage is always active, meaning 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.

Talented - As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it.

TECHNIQUES
Voice of Command - NINGYŌ JŌRURI (PUPPET THEATER)
Type: Bonus Action
Action: Utility
Effect: As a bonus action you have a 60% chance to inflict the special Manipulated status on your target. The user declares a Standard or Advanced technique/spell (excluding any Forbidden or Release techs/spells) that the target knows and takes no more than a standard or bonus action to use. The target is then forced to use this technique/spell on their next turn. Cannot be used in conjunction with the standard tech Holy Slave on the same turn.
Cost: 10 Reishi.
Limit: Once per target.

Earthen Guard - BAKUDŌ #44: SEKISHO (BARRIER)
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: You gain 30 Armor and are immune to non-special status effects inflicted by attacks.
Duration: Until the 30 Armor is gone.
Cost: 10 Reishi
Limit: Once per battle.

Twisting Wind - BAKUDŌ #41: KYŌMON (MIRROR GATE)
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: 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.
Cost: 10 Reishi
Limit: Twice per battle.

Regrowth - BAKUDŌ #7: KEIKATSU (OPENING REVIVAL)
Type: Utility - Kido Healing Spell
Activate: At-Will
Effect: As an at-will action you restore 30 HP to self or a comrade.
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Once per target.

Wind’s Blessing - BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK)
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with.
Cost: 5 Reishi

Wind Dance - UTSUSEMI - 1/1
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

Spiritual Intercept - SPEED CLONES - 2/2
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.
Cost: 5 Reishi

Firewall - BAKUDŌ #39: ENKŌSEN - 2/2
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

Cleanse - BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER)
Type: Utility - Kido Healing Spell
Activate: Bonus Action
Effect: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.
Cost: 5 Reishi
Limit: Once per target.

Earthwalk - RIFT GATE
Type: Defense
Action: Bonus Action - Reactive
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.

Earthcall - BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. This spell has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.

Kami’s Wrath - RAIŌKEN (THUNDER KING FIST)
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 25 Reishi
Limit: Twice per battle.

Blood Offering - SOUL TRIGGER
Type: Utility (Considered a Forbidden Technique)
Action: Bonus Action - Reactive
Effect: You regain 20 Reishi at the time of use and increase your Base Reiatsu Level by 50%. Additionally, for the duration, increase your Damage Tier with all attacks by +2 and your Defense by +15. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 4 turns
Cost: 10 HP
Limit: Once per battle.

RELEASE
Elemental Onslaught - AREA, SLASHING
Activate: Standard Action
Cost: 12/13/14
Effect: 3/4/5 Damage Dice, crits on 75+, +4 damage on a crit
Titan and Area Attack includes +10 accuracy, 5 reishi drain, and -5% Base RL.

Stage 1 - Locus of Nature
BREACH
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. If your attack is redirected via Breach, you cannot use Breach to then send a Breached attack back at the caster.
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.

MALICIOUS
Activate: None (Passive)
Effect: As a passive effect your damage tier increases by +1 with Release Attack Techs.
Stage 2: Damage tier increases by +2.
Stage 3: Add +10 bonus damage with all Release Attack Techs.

Stage 2 - Natural Disaster
FLASH FREEZE
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% 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 3: Only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.

VICIOUS
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +10 to accuracy with Release Attack Techs.
Stage 3: Accuracy bonus increases to +15.

Stage 3 - Fae Blood
ILLUSION
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% 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.
Duration: 4 turns
Cost: 10 Reishi
Limit: Once per battle.

Devastating
Activate: None (Passive)
Effect: As a passive effect your Release Attacks deal an extra +15 bonus damage when you score a critical hit.
Limit: Indefinite.

REIATSU: 354,000 (eff. Base: 566,400, eff. Total3,398,400)
HP: 75(30 Armor)/75 | REISHI: 213/200| DEF: 100 | DMG DIE: 1d12+6 | ACC: +70


[/b]1d100
Last Edit: Mar 10, 2022 9:00:44 GMT -5 by Niji

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Mar 5, 2022 17:34:54 GMT -5

Rao landed back on the ground after his last attacks failed to hit the Hogyoku. His slash was blocked without her even looking, and her stomp caused a spray of magma. After that, she continued going on about dreams and how meaningful they were, and dismissed those without dreams as spiritually dead.

Ending her speech with how she would bring salvation by ending it all. With that, she launched her attack, starting off with more of her razor blade attacks. Immediately afterwards, she stomped on the ground, causing more magma to erupt from the ground. 

Val's attacks were deceptively fast, as Rao wasn't able to move out of the way in time. He was only able to put up a defensive stance before the attacks met him. The scythes met him first. He was block some of them, with his inherent toughness as an arrancar helping it out. However, the scythes soon overwhelmed him, and cut him up. Before he could recover and defend himself again, the Human Hogyoku's magma stomp came before he reacted, and magma spewed over him. It wasn't as bad it could've been, but it hurt a lot. And straight after that, the more scythes came out, and slashed him up yet again.

After the onslaught ended, Rao was still standing, albeit covered in blood and brusies and breathing heavily. He was covered in gashes and some burns, but luvkily enough, he was able survive. 

He looked at the Human with a glare. "You keep talking about how the destruction of the world is salvation for everyone, but it doesn't really benefit anyone but yourself, does it?" he asked her.

He let out a chuckle."It really says something that not even the Hollows back in Heuco Mundo are stupid enough to destroy the world.

He pointed his hell flame sword at her now. "The reason why my reiatsu is like hell's is because it was either take it in or die. I'm trying to get my original strength as a Vasto Lorde back, and I'm not going to die to a genocidal human like you."

With that, he threw his sword at her, hoping to nail her with it in her chest. Whether or not it landed, he had a follow-up attack planned. The sword dissipated, while he started charging his strongest technique.

"Hellflame Dragon", he said, as he thrust his palm forward with a concentration of hellflames, which burst forward into the shape of a dragon.






COMBAT TRACKER



SUMMARY

Piercing Blows gives +6 Status damage this turn, which will be the Burn status

Herioc aura boost by 10%

Rao used guard

Rao used Sword throw

Rao used Hellflame Dragon



At-Will:



Bonus Action:

GUARD
You hunker down against incoming attacks to survive them.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 4 Reishi
Limit: Once per turn.
Enhanced: If you completely nullify the damage from an attack through Guard, you deal 2 direct damage back to your opponent(s) per attack. |-3 reishi 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 - b4sYur5O1d100+50

Dmg - 2d11

Status Chance (40%) - 1d100 for infuse damage



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.
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.

Acc - 1d100+50

Dmg - 2d11

Status Chance (50%) - 1d100 for infuse damage






ACTIVE EFFECTS

Piercing Blows

Tempered



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 and 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 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.

TSUKIYUBI (THRUST FINGERS)
A technique that allows the user to greatly increase the damage of normally weak attacks.
Type: Utility - Hakuda Art
Activate: At-Will
Effect: As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2.
Cost: 10 Reishi
Limit: Twice per battle.

SPELLS

BAKUDŌ #14: SHIMOKU (PURPLE TREE)
Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay.
Type: Utility - Kido Spell
Action: Bonus Action
Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%.
Duration: 5 turns.
Cost: 10 Reishi
Limit: Once per battle.



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. 
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.

El Ojos - Active | -4 reishi

Hellflame Dragon| -4 reishi

Guard | -3

Total| -11 reishi











REIATSU: 110,000(121,000)x2=220,000(242,000)

HP:30/95 | REISHI:109/120 | DEF:90 | DMG DIE: d11 | ACC:+45(+50)






1d100+50·2d11·1d100·1d100+50·2d11·1d100
Last Edit: Mar 5, 2022 17:46:01 GMT -5 by Rao Fugard