Bleach Hereafter RPG

The Wishmaker

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Mar 6, 2022 12:33:07 GMT -5



"Now that I can look at her closely..."

A pair of twins were sitting on the roof of the gate of the Twelfth Division Headquarters. Two cracks in the sky glowing brightly some distance between them, and one of the twins had cast a spell to scry into the battle that had opened those cracks in the first place.

"...I believe I've seen this girl before," Kei Shimizu stated, his eyes peering into the image of the glowing, living Hogyoku. His sister Rei turned to him and asked:

"You have?"

"Once, in Hueco Mundo. Her name is... Valentina. She and a few Quincies fought off an Espada, all by themselves - but mostly just her, even though she is still so young. Certainly, her Fullbringer side has extreme potential, but... that's all I thought she was. A powerful Fullbringer."

"I see... perhaps that can hint us why Tendo's experiment failed, though?"

Just as they spoke of the devil, the devil appeared. A gate from the World of the Living appeared before the entrance of the division, and two Shinigami stepped out, catching the attention of the twin Captains of the Second Division. One was the Captain-Commander - he must have returned from his leave to Tokyo after the meeting of the Captains of Gotei 13. Alongside him, however, was a man who looked rather out of place in Soul Society, wearing not the traditional black and white overalls, but casual mortal clothing.

"Tendo?" Kei called out, getting both him and Katsumoto to look up. Neither of them had met the infamous captain before, only heard about him from hearsay and Soul Society history - and for someone who was described as one of the brightest minds that Gotei 13 has ever seen, they expected someone a lot more... intimidating.

"Don't worry, he is with us," Katsumoto stated calmly, him and Tendo approaching the gate and stopping in front of the wide wooden doors. The guards of the gate did not hesitate to open them, after all, it wasn't common for the Captain-Commander himself to grace the Division with his presence. Their greeting party was already waiting on the other side - Tsuguru Daisho, Captain of the Twelfth Division. He was only expecting to find the Captain-Commander on the other side, so the face hidden behind the mask displayed a faint expression of surprise before he composed himself again.

"Tendo," he stated.

"Long time no see, Daisho," the former Captain answered, his eyes briefly glancing off, appreciating the panoramic view of the Division Barracks. "I see you've expanded the engineering and biology departments."

"And several other things, but you can't see it from up here. Let's go."

Daisho turned around and began making his way towards the entrance to the SRDI, followed by Tendo, Katsumoko, and the Shimizu twins. Soon, they were joined by another Shinigami - Hibana, Twelfth Division Vice-Captain, who crept up to the team from the side with a tablet at hand, carrying information from a handful of recent experiments to her superior. Tendo briefly glanced at the pale-skinned woman, made a disgusted sneer, and spoke:

"The device should be in the seventeenth floor, in laboratory A3. It will take some time to rebuild it, so we need to hurry as fast as we can."

"I'll head there with you," Katsumoto followed. It would not hurt to keep an eye on Tendo at all times to make sure he doesn't flee or do something... unexpected, and the Captain-Commander did not expect Daisho alone to be able to do it. "Once that device is rebuilt, then what?"

"Then, I will need all of the Captains and Vice-Captains you can afford. By the time we're done here, who knows how powerful Valentina would have gotten - while we will only have one shot at sealing her powers away. All hands should be on deck."

Hearing that, Katsumoto turned towards the Shimizu twins. He did not need to give them an order for them to realize what their task will be. Kei nodded her head and answered:

"We shall bring everyone to the First Division Barracks at once."

While that was going on, Tendo glanced towards his former subordinate, and stepped closer, casually folding his hands into the pockets of his jeans.

"Daisho?"

"Yes?"

"...I can tell that you have been up to something recently. Learn from today, and do not repeat my mistake."

Daisho could tell what his peer was talking about instantly. A brief pause followed, before the masked Shinigami answered: "Don't worry, I will not."



Having received their first taste of this bottomless well of power, the hopeless defenders of reality were tapping into all of the reserves they had to match that strength. Transformations, even ones clearly reserved as the last possible resort, were being drawn out one after the other to try to match Val, somehow. And for the time being, they did manage to match her.

It will not last, but at least it is some silver lining.

Tensai transformed first, activating his Shikai, and began with a monologue about the faults he saw in Val's ideology. Flying forward, the living Hogyoku forced herself through his Byakurai, flying through the blast and subsequent explosion, then clashed her scythe against his syringe Zanpakuto in mid air.

"You understood nothing about what I was trying to say," she muttered. One clash came after another. "You are trying to view what you don't understand through your own lens. Perfection, people giving up on dreams easily? I never mentioned any of that."

Facing the syringe thrust, Val grabbed the weapon by the needle itself, scratched by its edge briefly, before slowly pushing it backwards. "And I have much more right to shape the future of the world than someone like you."

While she and Tensai were still locked in their duel, something was starting to develop in the shadows behind her - not her own shadow, as someone glowing like her could cast no shadow - but the rocks, machines and walls dropping shadows from her glow certainly worked. A bulbuous contraption of shadow, with slit eyes and sword-like claws, loomed upon the Hogyoku, and at the last moment, when she realized that the Reishi concentration behind her was not just for show, a wide slash suddenly cut at her, throwing her aside.

Val rolled onto the floor and clutched onto her cheek. For the first time in the battle, her opponents managed to open a wound on her. It did not bleed, instead, it began stitching itself together as soon as she rose back to her feet, and in a matter of seconds, her wounds vanished entirely.

This was Yoshi's doing. Transformed, he floated in the sky, giving commands to the shadowy creation and ordering it to charge the Hogyoku. With a wicked smile, Val charged straight back - and after forcing herself through the next few slashes, she tackled it and slammed it into the ground, before smashing it with her foot.

"Who is next..."

Her next opponent tackled her as soon as she finished speaking - a creature of Reishi, a chimera of numerous animals which slammed at Val from the side and bit into her arm, clutching tighly. After a brief wince, Val ripped it off by one of the horns and lifted it up, while allowing the flesh of her arm to regenerate. It was Yael's thingy, and the winged Quincy was speaking to her again.

"You don't need to bother, Yael," Val shot back, grinning, and tossed the chimera back towards her boyfriend. "I've already made my mind, I will spare my last thought to you before we all vanish forever."

Rao was next - the Arrancar suffered a lot from her attacks, but was defiant, and stood his ground, declaring that he will not allow himself and everything else to be destroyed, calling out her insanity and opening up by throwing his sword at her. Val raised her hand forward and caught the weapon with her index and middle finger, stopping the blade centimeters away from her nose.

"Suit yourself."

She then tossed the sword to the ground, stepped on it, and lunged forth at the Hellflame Dragon technique fired her way. It was fast, and powerful, threatening to engulf her entirely - but her scythe was faster, and sliced it apart with ease. Val landed on the floor of the laboratory with a slide, streaks and bolts of demonic flames trailing behind her, before dissipating. Was this all the defenders of reality could offer her? They have been dueling for so long, she has warmed up to her new, near-invulnerable abilities... and she was certain that by now, she would be facing much more.

Slowly, Val began giggling again, but before she could break into a laugh, it died down. She was being surrounded by spirits, dancing around her from all sides, whispering to her about their mistress and her true intentions. There was only one person left to speak their turn - it was Niji they were talking about. But the dance of fae was not all. One after another, images from other worlds and realities began flashing in her mind, weighing down upon her and getting her to lower her weapon for just this once.

Images of worlds... where her greatest fear took place. She settled down, she found her personal happiness. Here was she, cradling a baby wrapped in cloth with Yael by her side. Their firstborn. Here was she, if she had taken her sister's place and passed away to Soul Society - standing alongside Hyakuji, that rotten Shinigami she should have killed a long time ago, as the champions of the new Shinigami generation. Here she was, with her family reunited! Her sister, her mother, her...

Is that really him? She couldn't know, but... why else would he be in that vision?

And every time, she was followed by smiles, giggles, cheers, warmth...

Val's hand clenched to her torso to a point where her fingers ripped off a good portion of what would have normally been her left lung and heart. There was nothing but pulsating energy and a glowing liquid conflux inside, which regenerated the lost piece just as quickly as it had been ripped off.

"It repeats, it repeats, it repeats, it repeats, it repeats again..." she muttered under her breath, looking down at her hand, watching the pulsating piece of her body, before it merged back into her palm. "The temptation... The call to embrace weakness... The fear... The desire..."

Val moved her hands to the sides, unleashing a wave of creation from herself. This time, she crafted dolls. Lots and lots and lots of dolls, standing guard in formation around her, floating, wielding weapons and aiming them at the fighters gathered. The Hogyoku clutched onto her head, releasing a deep breath. Niji's illusions were still flashing at her. But she needed to remember that they were mere illusions.

"But this is what my quest to be a hero is all about. All you have shown me... is what I've rightfully sacrificed for that cause."

The dolls attacked, charging in formation and seeking to impale everything in their path with a barrage of flying lances. Val herself, however, took to the sky - and suddenly flew towards one person in particular. Niji. As she did, time began to slow and drain away, until, when she and Val were finally met face to face, it felt as if it took an hour to move a mere inch. At least for the two of them - to everything else, it all went blisteringly fast instead.

"You... Yael, Yukari, Hyakuji, everyone..." Val began to speak - unlike movement, speech went at its normal pace. "All the same side of the same coin. All filled to the brim with slave mentality. Defend. Preserve. Clutch onto a normal life. Find peace. All mere excuses to justify the fact that you are weak in your soul, as strong as you may be in battle."

Val winded back her scythe, ready to strike. "You will live your lives surrendered to the fact that the world will never give you what you want. Accepting of a scarcity that shouldn't be, lying to yourself that some things are just meant to be. Letting your dreams fade, vanish on the last day of your lives, when the world claims your last hopes and calls it "natural death"... You all are slaves, undeserving of an ounce of the power you've been given! And you'll be able to regret your choice of mentality on the last breaths of this uncaring universe."

The freeze of motion suddenly ceased, and Val swung with her scythe, cleaving not merely through the air, but through reality itself - opening a dimensional crack much like the ones adorning the skies, except this time targeting Niji directly with it.

VALENTINA TOKAREVA
DEFENSIVE PHASE
Edge IV against Rao and Tensai - +20 defense, reduce damage by 6, +6 bonus damage, +20 accuracy
Edge I against Yoshi - +5 defense, reduce damage by 1, +1 bonus damage, +5 accuracy

Gain 10 Damage Reduction via Strength of Heart! +4 Damage Reduction from Firewall!

Via Hate, siphon: 10 Reishi from Tensai, 5 Reishi from Yael, 10 Reishi from Rao.

6 Direct Damage from Tensai (Kyomon)!
Tensai’s Byakurai #1: vs 100 def - hits for 12 dmg! 2 HP is siphoned! 2 Resist dmg!
Tensai’s Tamashī Hakai Uirusu: vs 100 def - hits for 26 dmg! 2 HP is siphoned! 8 Resist dmg!
Total damage (44) reduced to 38 dmg by Edge and to 24 dmg by Damage Reduction!

Yoshi’s Phantom Fire: vs 85 def - hits for 30 dmg! 2 HP is siphoned! 11 Resist damage!
Yoshi inflicts Cripple, HP and Reishi recovery is halved for 2 turns! +5 HP!
Yoshi’s Byakurai #1: vs 85 def - hits for 21 dmg! 1 HP is siphoned! 8 Resist damage!
Total damage (51) reduced to 50 by Edge and to 36 dmg by Damage Reduction!
Lose -5% RL and -28 Reishi from Yoshi’s attacks.

3 Direct Damage from Yael!
Yael’s Volpertinger: vs 80 def - hits for 43 dmg! 1 HP is siphoned! 12 Resist damage!
Total damage (46) reduced to 32 damage by Damage Reduction!

Hit with Illusion by Niji! +5 HP!

6 Status Damage from Rao!
Rao’s Strike #1: vs 100 def - misses!
Rao’s Strike #2: vs 100 def - misses!

Total 8 HP is siphoned from opponents with Restoring! 10 HP restored from status effects! 8 HP healed with Purity of Soul!

15 Armor spent to reduce the damage of attacks!




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

Bonus Action: Assault - Roll two d100s for each accuracy roll you make with any Non-Basic Attack. Use the better of the two rolls for each.

Standard Action: 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

Standard Action: March of Dolls (Area Enhanced Strike) @ all opponents

Accuracy - 6ftFiG6d1d100+60
Damage - 2d12+4
(Edge gives +20 accuracy and +6 damage for Tensai and Rao, and +5 acc and +1 dmg for Yoshi)

Ethereal (Yoshi only) - 1d100+60

Standard Action: March of Dolls (Area Enhanced Strike) @ all opponents

Accuracy - 1d100+60
Damage - 2d12+4
(Edge gives +20 accuracy and +6 damage for Tensai and Rao, and +5 acc and +1 dmg for Yoshi)

Ethereal (Yoshi only) - 1d100+60

Standard Action: Spacial Rend (Release Area Attack), -14 Reishi @ niji
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
Accuracy (Assault) - 1d100+75
Damage - 7d12+24

Purity of Soul: Purchase another use of Bakudo #96: Soten Isshun, -7 HP

High-Speed Regeneration: Remove the Cripple status effect and recover +10 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

Firewall: +4 DR, (2/4 turns)

Bashed: -10% RL

Illusion: 1/4 turns

High-Speed Regeneration: 1/3 turns

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.
(1/2)
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
(1/1)

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
(1/2)

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 (1/2)

REIATSU: 1,908,250 -> 1,717,425
HP: 378/450 | ARMOR: 0 | REISHI: 210/400 | DEF: 80 | DMG DIE: d12+2 | ACC: +60


1d100+60·2d12+4·1d100+60·1d100+60·2d12+4·1d100+60·1d100+75·1d100+75·7d12+24
Last Edit: Mar 6, 2022 17:07:30 GMT -5 by Hibano

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Mar 6, 2022 19:20:50 GMT -5

He was upset to learn that he was unable to inject her with his Shikai's special virus. Though at the very least hope begins to rise up as he witnesses Yoshinori use Bankai. And Quincy apparently named Yael to use his strongest form as well. Even the Fullbringer on their side is showing power rivaling the Hogyoku Val. Though he didn't appreciate the annoying fairy-like creatures talking to him like that as he tries to wave them away as if they were flies.

And as if Tensai couldn't see this young woman get any more insane Tensai witnesses her tear out some of her own internal organs. As she went about she is the hero because she is sacrificing her chance of happiness and how the rest of them are selfish. As she sent a horde of dolls at their way.

"Well then if you're the hero, allow me to play the villain," Tensai said.

As he then looked like he was about stab himself with his own syringe.

"Shed your humanity and evolve, Bankai, Shinka Kirarasen," Tensai said.

As the syringe changed into a green parasite that burrowed into his body through his chest and changed his body once again into the strange insectoid that tangled with Zarzil and her Demon Host earlier.



Tensai was then able to use Shunpo to dodge most of the conjured dolls and use Kido on them to take control of some of the ones he dodged to make them attack Val. However, when one group of dolls surrounded him from all angles he summoned a Kido mirror that then reflected the damage he took from that onslaught back on Valentina. That is when he noticed the Arrancar in dire straight and decided to aide him.

"You are probably not going to enjoy this but this is the only way I can be able to heal you in this state," Tensai said.

As he then begins to create small parasites in his body and eject them out of his mouth for them to burrow into Rao's body. However, these parasites are symbiotic and would be healing him from the inside. As he then walked towards Valentina.

"You talk about sacrifices, my Bankai requires me to sacrifice my humanity to become stronger. Now I have gained the abilities of every single living being on this planet, and shall use them accordingly to stop you," Tensai said.

His hands then changed to become more like the claws of a wild animal as he would go to try to slash Val with them three times.

COMBAT TRACKER
SUMMARY
Valentina Attack #1: March of Dolls - Acc 123 vs. Def 140 - Miss. Uses Reverse fate to send 6 Direct Damage back at Val.

Valentina Attack #2: March of Dolls - 148 Acc. vs. 140 Def. - Uses Kyomon to reflect 12 damage and take 12 damage.


Valentina Attack #3:

-10 HP siphoned by Val with Resist. 22 damage taken overall. 18 Direct damage sent to Valentina with Reverse Fate and Kyomon.

Reactive At-Will: 2nd Release: 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. | -6 Reishi per turn

At-Will 1: Shunpo(Rapid Movement with blur) - You gain +15 Defense against all attacks targeting you this turn. Considered a Movement Technique. | -10 Reishi

At-Will 2: Enhanced Sense - You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. 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. +2 DR and +2 Damage

At-Will 3: 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 | -10 Reishi @rao Fugard

Increased Healing(40% chance): GXIaZ_Hj1d100

At-Will 4: 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

At-Will 5: 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

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: Claws of the Apex Predator(Strike)
Acc - 1d100+90
Dmg - 1d12+3
Status Chance (00%) - *Roll Here

Standard Action 2: Claws of the Apex Predator (Strike)
Acc - 1d100+90
Dmg - 1d12+3
Stun Chance (00%) -

Blitz Standard Action: Claws of the Apex Predator(Strike)
Acc - 1d100+90
Dmg - 1d12+3




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. 1/2 uses.

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 1/2 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 2/4 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: 664,000(166,000)
HP: 87/120 | REISHI: 65/160 | DEF: 110(95) | DMG DIE: d11 | ACC: +50



Post Count: 6

Tags: , , , ,


(Art By @drakdrawing)1d100·1d100+90·1d12+3·1d100+90·1d12+3·1d100+90·1d12+3
Last Edit: Mar 9, 2022 21:42:46 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 7, 2022 0:36:42 GMT -5

Even with all that, Valentina continued to persist.

If Yoshinori wasn't so annoyed at her continued efforts against the party, he would've stopped to admire her tenacity. Faced with Yael's full power, Rao's full power, Tensai's Shikai and the might of the Fullbringer that he didn't know, Valentina still shrugged off the majority of their attacks, with his being no exception. With a burst of renewed speed, Valentina tackled his Kasha manifestation to the ground, the shadowy illusion dissolving back into the darkness from which it spawned from upon contact.

Suspended in air above his now downed minion, Yoshinori couldn't help but recite the words of the Fae spirits in his head:

" ”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.”

All his life Yoshinori had spent killing for an objective. On assignment for the Onmitsukidō may have been justification enough. Yet beyond simple duty, his motivation was purely to release his pent up negative energy. Frustration at his life, pent up aggression from the week's trangressions. Whatever the motivation was in passing, it wasn't altruistic. Was this the first time he felt somewhat selfless in his actions? A desire to protect eclipsing all notions towards self-preservation? A desire to end conflict without unnecessary bloodshed where before it wouldn't have mattered? This was new territory.

Spawned from nothingness, Valentina went on the offensive. Dolls, their miniature forms almost childlike in their appearances, although the lances that they carried were anything but. The display and theme reminded Yoshinori of some of his own illusionary tricks, often inspired from youthful roots. As the dolls charged forward, Yoshinori stood his ground, his own scythe slowly rotating in place. Strangely enough, the wicked looking weapon seemed more like a decoration to Yoshinori than an actual tool of warfare. While imposing and most certainly sharp in regards to its curved blade, Yoshinori hadn't used the Scythe to attack something directly yet. Instead, it continued to levitate independent of its owner's hand, pulsating with red energy.

As the dolls closed in upon Yoshinori, the Third Seat Shinigami simply stood there as each doll simply phased through his body, passing completely through him. It was unnatural in its application. Yoshinori's body appeared as solid as ever outwardly, yet each doll simply passed through him as if the man himself wasn't truly there. As if he were the same illusions that he conjured into existence. In fact, one could argue that his illusions held more substance.

Yet, it wasn't a completely foolproof tactic. As Yoshinori ceased concentrating on maintaining Shinkirō, a cut appeared upon his cheek. It was shallow, and only drew a small bit of blood, but it was there nonetheless. A reminder that his Bankai wasn't perfected, and that his own mastery of his imperfect Bankai was just as shallow as the cut upon his cheek.

Just a little longer.

"All men in this world are undeserving of the power of which they have been given, Valentina Tokareva." Yoshinori spoke aloud, his hands pressing together. As if pulling a body from the grave, a familiar shadowy construct would spawn forth from behind Valentina, once more using the lab equipment's shadows as a medium for its illusion. Returning for round two, Kasha would rush forward, sword-like claws bearing down upon Valentina with intent to rip and rend. Yet, there would be something different about her claws attacks this time around. Even if they didn't touch Valentina, the Fullbringer turned Hogyoku would feel a tugging upon her body, as if her very spiritual energy was snagged onto the shadow construct's claws and being ripped from her body.

As if that wasn't enough, Yoshinori's illusionary performance wasn't complete. Directing his left hand towards the horde of attacking dolls that had already passed him, he then guided his hand back slowly towards his front, only stopping once his left hand was pointed out at Valentina. As if guiding traffic, a dozen or so dolls would break away from the formation, their lances held tight as they swarmed Valentina, seeking to drive the weapons forward into her as they made their charge. Similar to his tactics against the Demon Horde, Yoshinori did not truly seize control of Valentina's dolls. Instead, he had simply conjured new, illusionary ones within the crowd, and sent them on their way to attack the very master who had set the real dolls on their attack path in the first place. In doing so, he gave the appearance that he had somehow seized control of her weapons.

With Kasha's movements directed with his right hand, and the imaginary dolls controlled by his left, the Kido Magician was left suspended in air still, controlling the battlefield as he saw fit.


Post Count: 6 | | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Ally Action: Yoshinori gains +20 Reishi and +20% Base Reiatsu! Reiatsu is now 291,200 (Original: 224,000) Val's Edge 1 over Yoshinori has been lost!
Enemy Passive: 2 HP has been siphoned from Yoshi! Yoshi suffers 19 direct damage in Thorns! Absorbed by Armor!
Enemy Standard Action 2: Valentina misses Yoshinori!
Enemy Standard Action 3: Valentina misses Yoshinori!

OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Bonus Action: Yoshinori uses Soegeki!
Bonus Action: Yoshinori uses Focus Energy to gain +15 Accuracy on all attacks this turn! Attacks cannot be negated by Guard!
Standard Action: Yoshinori uses Phantom Fire (Second Release Version)!
At-Will Action: Yoshinori uses Enhanced Byakurai! (0/3 uses remaining).
Potent Passive Active!
Attuned Passive Active! 3 Reishi regained! 6 Reishi lost due to 2nd Release!





Bonus Action: Kasha: Soul Rend (Bakudo #33: Soegeki) - 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. | -1 Reishi (Attuned + Efficiency Reduced)

Need 95 or below to inflict Cripple + Frostbite - N7G4o1|p1d100 Success! 2 stacks of Cripple Inflicted! Frostbite inflicted!

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)




Standard Action: Haunting Shadows: Kasha (Phantom Fire Second Release Version)
Acc - 1d100+70
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 Failure
Special Effect (Versatile) - If attack successfully hits, 12 Reishi is drained.

At-Will: Swarming Valentina Dolls (Byakurai)
Acc - 1d100+70
Dmg - 2d12+1
Reishi Cost - 3 Rei (Efficiency Reduced)
Special Effect (Potent) - As a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.
Special Effect (Versatile) - If attack successfully hits, 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 (0 Turns Remaining)
Ethereal (2 Turns Remaining)
2/30 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: 291,200 | CURRENT REIATSU: 1,164,800
HP: 86/90 | REISHI: 174/220 | DEF: 100 (140) | DMG DIE: d11 | ACC: +40

1d100·1d100+70·4d12+1·1d100·1d100+70·2d12+1
Last Edit: Mar 7, 2022 0:38:58 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 7, 2022 2:14:42 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan



Despite the increase in strength of the anti-heroes, the Living Hogyoku remained almost unscathed. Despite their powerful attacks, she only found ways to regenerate her own body, that it almost looked impossible to wound her.

Was there no hope left? Did she actually surrender herself to her twisted fantasies? Yael didn’t realise the extent of her plans… Actually, he did not care if the world crumbled or burned down. But the idea of not being with Valentina… his existence being completely eradicated, was still too much to handle. Perhaps he was already too desperate to cling unto his freedom… Knowing he had nothing to go back to… he no longer had any purpose for living, and just like what he told the parasitic Hollow he just fought, and coincidentally, brought up by his beloved, a life without purpose, no longer has any reason to remain.

His pet was easily tossed aside by the Living Hogyoku after biting her arm, which had already rejuvenated right after the animal was hurled down. Of course, it was no longer a surprise to the quincy. Valentina can endure a lot more pain than that, and being possessed by a powerful attack, it was only reasonable that she would shrug it off without any difficulty.

Her statement, while thoughtful of him somehow, did not flatter him; instead, only increased the stinging emotional pain he was currently feeling. More than Valentina’s dismissal of his feelings, it was caused by empathising with his other half’s own pain, her struggle to fight against reality… the overwhelming reluctance to surrender to what she called the evil of this world.

He watched. As each of the other defenders struggled against her. And it was only through Niji’s illusion that she was brought to a halt somehow. He couldn’t see what she was seeing… but for some reason, he sensed it had weakened her resolve… if she was given a vision of future… or of her past, he could only guess… One thing was for sure, however, there were those hidden treasures lying deep in the crevices of her heart. Whoever they were, whatever they were, they were the most precious things his beloved prized the most. Probably, also the cost of her sacrifice.

“Val…” Yael walked towards her, unfazed by the dolls… the constructs that were rampaging against them all. One managed to wound his thighs, causing it to bleed yet he kept walking towards her.

A large winged angel formed behind him as if it were his shadow, and struck its sword towards the fullbringer’s direction. The surge of blue energy that came out of it might feel overwhelming but it was only meant to tear down the mask of her pretension… to further destroy her already crumbling resolve. That, which he saw through her grey irises if only so briefly as she rebelled against whatever vision meddling with her mind.

Once he got closer, a spark of blue energy would ignite from his sword and spread like wildfire around him and his beloved. Slowly, they would build up into bricks like that of castle walls, of forts that were built to defend a kingdom, only this time, the quincy was trying to protect his comrades, or buying time for them in case there were more powerful techniques up their sleeves.

“Honey. Is this all worth it? All those precious memories we created together, the future that should be waiting for us… Is it truly wrong to chase after your personal happiness? When everyone else is choosing their own. No individual would realise that this quest of tearing reality apart would be a fulfillment of their dreams. Only I understand you. And I am not fighting you because I am against it… Rather, I am struggling to win you back. Because I love you so much. That I am being selfish, I don’t want to give you to the world…”

“Come back to me, my love, I am giving you my world which you can destroy for as long as you want.”

[680]

COMBAT TRACKER
SUMMARY
+30% Base RL, +30 rei from Tensai
GLOWING HONEY


DEFENSE
113 acc vs 115= missed
138 acc vs 115= hit! 17 dmg
Yael deals 1 direct dmg due to Resist
Yael deals -2 status dmg (Resentful) and -2 HP (Restoring) to Val from her attack
-12dmg from Resist
-1 HP Siphoned
-8 HP

OFFENSE
Yael used Cursed Angel Release Attack
Yael used Flash Freeze
Yael used Entrap




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

At-will Action: Release|-6 rei

Bonus Action: Entrap|15 rei-3= 12 rei
created a dome worth of 70 HP| -5DR against all basic attacks| -5 reishi drain per turn

Bonus Action: Flash Freeze| 10 rei-3= 7 rei
Special effect: chance roll [75%]: eS_flxN71d100

Standard Action: Cursed Angel| 8 rei-3= 5 rei
Acc: 1d100+55
Dmg: 4d12 +10 dmg from Malicious
Burn Chance[65%]: 1d100+1 stack due to Vitriol
Bashing Major Effect: -5 rei, 5% base RL
Dmg: 4d10 +10 dmg from Malicious

Total Rei cost: 6+7+12+5= 30 -30 from Tensai -5 siphoned Reishi= 5



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>>>2,004,600
HP: 91/100 | REISHI: 111/200 | DEF: 85 [95] | DMG DIE: d10 [d12] | ACC: +50
1d100·1d100+55·4d12·1d100·4d10
Last Edit: Mar 7, 2022 2:42:13 GMT -5 by Viktor Yakov ad Rosenfeld

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Mar 10, 2022 8:02:17 GMT -5

Rao had launched his attack, hoping to get lucky enough to land a hit on her, but just like before, she was able to destroy his attack. "Tch!" he said. Before he could prepare another attack, Val summoned an army of dolls towards the group. Because of his injuries, he was in no shape to dodge the dolls she made. His natural toughness as an Arrancar wasn't able to help him out here either.



The dolls skewered him with their weapons, and each flew past after they finished. He fell, and into a pool of his own blood. As his consciousness faded away, his life flashed before his eyes. Everything he did as a Vasto Lorde, his gaining of his hell powers, his life as an Adjuchas, Gillian, and basic Hollow even. But everything beyond that was a blur.


Before he could make sense of it, he woke back up with a cough. He groaned, putting his hand on his head, only to find a tear in an eye. He was in disbelief. An Arrancar like him, in tears? It wasn't from the Fullbringer, that was for sure. However, the cause could be found later. He wiped it away. He had heard the green-haired shinigami--now in bankai--saying something when he woke up, but he only caught the tail-end of it. He felt healed, though, so that was all that mattered at the moment. "If that was you who healed me, thanks, I guess", he said, putting a hand his forehead. His mask had come back, so his Resurreccion must've worn off after he almost died. He quickly said his release command and went back into Resurrecion. From the looks of things, the other shinigami was using his abilities to take control of Val's dolls, while the quincy was trying to talk to her, although he couldn't hear enough to make out what he was trying to say to her. However, he saw that reishi blocks were starting to build up around them, and it was unlikely that Val was doing this since she would've done it earlier. "So that's what you're doing, huh?" he said. Before the blocks could completely surround them, he wanted to get some last hits in.

His charged his body up with reishi, and made 2 copies of his sword in both hands, and made them spin around into discs. It was an on-the-fly technique, but it was better than nothing. 

"Flaming Hell Discs!" he shouted, and threw both of them at Val, with the intent to hit her before the seal was placed.


COMBAT TRACKER


SUMMARY
Heroic Aura boost of +20% RL and +20 Reishi

Incapacitated Reset Piercing Blows back to +2

Rao used Tsukiyubi

Rao used focus energy

Rao used Flaming Hell Discs x2 (Enhanced Strikes)


At-Will:
TSUKIYUBI (THRUST FINGERS)
A technique that allows the user to greatly increase the damage of normally weak attacks.
Type: Utility
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.| +20 acc

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.| +15 acc


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 - sna3eOus1d100+90

Dmg - 2d12+2

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+90

Dmg - 2d12+2

Status Chance (40%) - 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

Focus Energy | -9 reishi

Tsukiyubi | -9 reishi

Total| -11 reishi

REIATSU: 110,000(143,000)x2=220,000(286,000)
HP:30/95 | REISHI:98/120 | DEF:90 | DMG DIE: d11 | ACC:+45(+50)






1d100+90·2d12+2·1d100·1d100+90·2d12+2·1d100

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Mar 10, 2022 8:25:15 GMT -5

The fae continued to bounce around her allies, making mostly unhelpful or uninsightful comments.

For a brief moment, Niji was vaguely hopeful that when the thing that used to be Val ripped out it’s heart, that was going to be the end of it. Obviously, it was not, and the thing continued it’s attack, launching itself at Niji alongside a volley of constructs. Whatever a hōgyoku was, it obviously kept Val’s insane goals, twisting them even further than they already had been. Everything slowed down around them, and rather than immediately strike, the thing seemed to want to justify itself. Naturally, it couldn’t.

With the fae locked out of the strange bubble, Niji looked the thing in the eyes and opted to respond to it herself. Strangely, she didn’t feel afraid, if anything, the words of the hōgyoku filled her with more determination than she had when she arrived, ”I shall give you the oblivion you seek. But even those without strength deserve to make that choice for themselves. I shall not let you make it for them.”

As the time dilation broke and the dolls and her dimensional tear launched at Niji, and she called upon the strength of Ishikoridome, reflecting both the dolls and the spatial rupture back on their originator. Combined with her reflected attacks, Niji thrust out her hands, and called to the Dagda and his wife; a huge figure manifested for a moment, swinging a massive club towards the thing, as a trio of pitch-black birds aimed to fly right straight through it.

SUMMARY
Gain RL and Reishi from Tensai
Breach two successful attacks back at Val
-138 Accuracy for 17 damage
-127 Accuracy for 82 damage 
Assault Release Attack 3 - 196 accuracy (Crit) for 97 damage
Thunder King Fist - 149 accuracy for 53 Damage

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 181 (218 + 20 (Ten's HA) + 3 (TU) - 6 (R3U) - 25 (TKF) - 15 (Breach) - 14 (RA3))

At-Will:
Assault

Bonus Action:
Breach:
Reflecting 17 damage at 138 Accuracy
Reflecting 82 damage at 127 Accuracy

Standard Action:
Thunder King Fist (Club of Dagda)
Sui1vTkV1d100+100
4d12+28 (4 from Doubled Edge 2) 
Overwhelm, Spread, -5% RL, -5 Reishi

Standard Action:
Fated Flock (Assault)
1d100+100
1d100+100
5d12+44 (4 from Doubled Edge 2) 
Add 29 Additional Damage for the crit. (4 slashing + 10 highest dice + 15 devastating)
Slashing, -5% RL, -5 Reishi


ACTIVE EFFECTS
Buffs
Blood Offering: +2 Damage Tier, +15 Defense, +50% Base RL - 3/4
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: 1/2

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

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

Release Attack R2: 0/2
Release Attack R3: ½

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: 637,200; eff. Total: 3,823,200)
HP: 75(24 Armor)/75 | REISHI: 181 /200| DEF: 100 | DMG DIE: 1d12+6 | ACC: +70



1d100+100·4d12+28·1d100+100·1d100+100·5d12+44
Last Edit: Mar 10, 2022 9:01:18 GMT -5 by Niji

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Mar 10, 2022 13:22:52 GMT -5



A slice across the fabric of reality was not enough to dissuade Niji - she did not break her stance and summoned all the power she could to reflect the attack back to her opponent. Val, however, was hardly any more fazed by the attack - and against the reflected attack, she sent both of her hands forward, as if clutching onto the reality rift like it was a misbehaving stick. WIth a clench of her palms, the gap got slammed shut and vanished, unleashing a pulse washing over them both.

"Hehe..." Val giggled, while slowly floating down towards the surface of the laboratory. "Unfortunately, unlike you, I am a bit tougher than the fabric of reality."

By now, Val’s horde of dolls were terrorizing the battlefield, swarming in droves and targeting anything living they could find in their path. They were blind and stupid, but their were stubborn, and would track their targets to no end - the dolls, that is, not the fighters. Val stood in the center of the battlefield, then suddenly pulled her scythe and turned around. She could sense Tensai, transformed yet again, approaching her.

The first of his swings clashed against the pole of her scythe, then continued, one after another, some smashing against her weapon, others against her skin. The Shinigami was speaking about the sacrifice that his own Bankai required from him, a sacrifice which he will use to stop her. Such confidence struck a grin onto Val’s face.

"That’s closer to what I want to hear," she muttered. Tensai eventually powered through in the clash and sent a slash across her face, forcing her back. After a slide, Val stopped and clutched onto her cheek, where a visible scratch mark was now left.

Floating before her, Yoshi advanced past Tensai, declaring that no men are worthy of the power they are given, before unleashing the same technique he attacked with a few seconds prior - a creature of darkness and shadow, rushing at Val with terrific speed, power, and deadly claws in its hands. It rammed itself at the living Hogyoku, throwing one slash in before Val caught its wrists and entered a struggle with it. From behind, several of her own dolls stung into her, embedding themselves into her back - though, the lack of weight and the different Reiatsu emanating from them immediately hinted to her that it was merely an illusion. Still, it hurt as much as the real deal.

"That..." Val slowly gushed out under her breath, struggling against the shadow creature. "That is the philosophy of a weak man. Power doesn’t come from nothing, and never for no reason... and when so many billions of people languish, powerless, the select few lucky to be freed from that madness have a duty to pay back to those billions."

Val suddenly lifted the shadow up over her head and pulled its wrists to different sides, ripping it apart and watching it dissolve.

"To be the master of the life you were given! To apply that power to this unjust world, and shape it to your liking! To be a force of change, to leave a mark upon the face of the world!"

And there was no greater mark you could leave upon the world than hers...

Two spinning blades suddenly flew at Val from the side, thrown by Rao - who, in spite of having gotten skewered by the doll attack, was back on foot and ready for round two. She raised her scythe, holding it horizontally, and blocked the attack - though the spinning blades went too fast for her to block entirely, and cleaved a little through each of her shoulders.

"Hehe..." the living Hogyoku giggled a little, mostly to herself, though it was getting harder and harder for her to laugh maniacally as time went on. Her mind was getting cloudy, frustration was building up. The ceaseless visions in her eyes certainly did not help.

So, was that it? Power already began crackling around Val’s fingertips, ready to burst and cast another round of attacks.

Then, a massive club slammed down at her, taking down a good portion of the laboratory floor with her, breaking apart the metal plates and the cement with ease. Certainly powerful, powerful enough to squash a seated Shinigami to nothing but a puddle of Reishi, though, seconds later, a battered Val jumped out of the giant hole, only somewhat worse for wear.

A flock of birds followed, each one rushing at the former Fullbringer at blitzing speed. She spread her arms to her sides and braced for impact. One after another, the birds struck, all three of them beginning to bunch together due to the resistance of her Hogyoku body, and collectively slammed her into the laboratory floor yet again.

A powerful cloud of ash and dust burst out, engulfing the entire lab and spreading into the city above through the gaping hole in the ceiling - but just as suddenly, it began to dissipate, powerful winds rushing past the battlefield. The winds were followed by Reishi rushing past - streaks of it were collecting themselves into the Hogyoku. With the clench of her fist, she began sapping the energy of her opponents, and fueling her own body with it.

All the unbelievably powerful attacks thrown at her, strong enough to have left pretty much any other spiritual entity dead at this point, were finally starting to leave a mark. Or, at least, damage on Val’s body could now be visible. Scars of slashes, burn marks...

The last of the illusions of Niji’s fae ceased, just as Yael began slowly making his way towards her. Standing stout, with a stretching set of wings behind him, surrounded by blocks of Reishi rising from the soil. Before she could even yelp a word, they erected a castle around them, severing them from the rest of the world.

The Quincy was begging again. After all was said and done, after all Val yelled about her frustration with his existence, about her desire to see him vanish, he did not yield, and clung onto whatever hope he still had left. He wished for her to come back.

"Yael, I..."

Ever since the beginning of the fight, Val either bore a confident twisted smirk, convinced that nothing in the world could match her new ceaseless power, or a furious glare, finally unleashing the depths of her belief to people she increasingly grew to despise. Now, however, her face carried neither of that. She collapsed to one knee and took a deep breath. One after another, the wounds scattered across her body began to mend and heal. A faint, white aura swirled around her, collecting in any points of impact and repairing them.

"My heart is torn apart. I know what I want it to yearn, but it repeats, repeats, repeats, repeats... the desire to surrender, to give it all up... to leave this blasted world to fend for itself and run away with you. To live for me and you, to form a family..."

Her eyes were staring down at the laboratory floor. Bright, glowing hair had befallen over her eyes, obscuring them. Then, she slowly reached her hand forward.

"I don’t want to bear this any longer. Yael... please, help me. I want to... settle this... for good."

VALENTINA TOKAREVA
DEFENSIVE PHASE
Edge IV against Rao - +20 defense, reduce damage by 6, +6 bonus damage, +20 accuracy
Edge II against Tensai - +10 defense, reduce damage by 2, +2 bonus damage, +10 accuracy
Edge I against Yoshi - +5 defense, reduce damage by 1, +1 bonus damage, +5 accuracy

Gain 11 Damage Reduction via Strength of Heart! +4 Damage Reduction from Firewall!

18 Direct Damage from Tensai!
Tensai’s Strike #1: vs 100 def - hits for 13 dmg! 2 HP is siphoned! 10 Resist dmg!
Tensai’s Strike #2: vs 100 def - crits for 18 dmg! 2 HP is siphoned! 6 Resist dmg!
Tensai’s Strike #3: vs 100 def - hits for 8 dmg! 2 HP is siphoned! 5 Resist dmg!
Total damage (57) reduced to 55 dmg by Edge and to 40 dmg by Damage Reduction!

Yoshi inflicts Cripple and Frostbite, HP and Reishi recovery is halved for 2 turns, -5 Reishi per turn! +10 HP!
Yoshi’s Phantom Fire: vs 85 def - hits for 35 dmg! 1 HP is siphoned! 12 Resist damage!
Yoshi’s Byakurai #1: vs 85 def - hits for 14 dmg! 1 HP is siphoned! 1 Resist damage!
Total damage (49) reduced to 48 by Edge and to 33 dmg by Damage Reduction!
Lose -5% RL and -29 Reishi from Yoshi’s attacks.

2 Status Damage from Rao!
Rao’s Strike #1: vs 100 def - hits for 15 dmg! 1 HP is siphoned! 3 Resist damage!
Burned! +5 HP!
Rao’s Strike #2: vs 100 def - hits for 16 dmg! 1 HP is siphoned! 6 Resist damage!
Total damage (31) reduced to 25 by Edge and to 10 dmg by Damage Reduction!

Niji’s Reflected Attack #1 - vs 80 def - hits for 17 dmg! 1 HP is siphoned!
Niji’s Reflected Attack #2 - vs 80 def - hits for 82 dmg! Total dmg is reduced to 11, 11 dmg is reflected back! 1 HP is siphoned!
Niji’s Thunder King Fist - vs 80 def - hits for 57 dmg! Halved to 29 dmg! 1 HP is siphoned! 12 Resist dmg!
Niji’s Fated Flock - vs 80 def - hits for 101 dmg! Halved to 51 dmg! 1 HP is siphoned! 10 Resist dmg!
Total damage (108) reduced to 93 dmg with Damage Reduction!
Lose -10% RL and -10 Reishi from Niji’s attacks.

3 Direct Damage from Yael! 2 HP siphoned!
Yael inflicts Frozen, Movement Techs inaccessible for 1 turn! +5 HP!
Yael’s Cursed Angel: vs 80 def - hits for 32 dmg! 1 HP is siphoned! 10 Resist damage!
Total damage (35) reduced to 20 damage by Damage Reduction!
Lose -5% RL and -5 Reishi from Yael’s attacks.

Entrapped by Yael!

Total 15 HP is siphoned from opponents with Restoring! 20 HP restored from status effects! 8 HP healed with Purity of Soul!

-3 HP from Burned!




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

Standard Action: Tougher than Reality (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.) -10 Reishi

Standard Action: Arm Block (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

Standard Action: Converted to Bonus Action - Siphon Life (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.)

Total siphon:
30 from Tensai
20 from Yoshi
20 from Rao
20 from Niji
10 from Yael
Total recovery halved to 50 Reishi recovered.

Standard Action: Regenerating Veil (Bakudo #96 - 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

(Under GM ruling, do not receive another use of +20 HP.)

Bonus Action: Bakudo #96 - Remove the Illusion special status effect.

At-Will: Bakudo #96 - Remove the Cripple non-special status effect.

At-Will: Bakudo #96 - Recover +20 HP.

At-Will: Accelerated Regeneration (Bakudo #7), Recover +30 HP, -10 Reishi

Need to roll 55 or less to receive an additional +30 HP - bR1rbcou1d100 (Successful!)

At-Will: Gamble
1d27
1d27 (Mimic)

Purity of Soul:

High-Speed Regeneration: Remove the Burn status effect and recover +10 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: 1/2
- Heal 20 HP: 1/1
- Use Reishi to reduce a crit’s damage: 0/2
- Remove special status: 2/2

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, (3/4 turns)

Bashed: -30% RL

High-Speed Regeneration: 2/3 turns

Frostbitten: 1/2 turns

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.
(1/2)
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.
(1/3)
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
(1/1)

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
(1/2)
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
(1/2)
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
(1/1)
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
(2/2)

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 (1/2)

REIATSU: 2,385,312 -> 1,669,718
HP: 314/450 | ARMOR: 0 | REISHI: 156/400 | DEF: 80 | DMG DIE: d12+2 | ACC: +60

1d100·1d27·1d27
Last Edit: Mar 10, 2022 13:24:06 GMT -5 by Hibano

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Mar 10, 2022 20:00:03 GMT -5


(Art By @drakdrawings on Tumblr)


Tensai was glad to have finally hit, but he was surprised to learn that Val was made of sterner stuff, as he felt the loss of feeling in his fingers. As he looked in horror to learn that Val's Hogyoku body was denser than he thought and so was her scythe as he looked at his hands to see that not only were his claws gone, but most of his fingers were gone as rubbed off through intense friction down to the knuckles. Luckily his comrades were also successful in doing damage to her, especially Yoshinori who utilizes his Bankai with great skill. Of course, Val still insists to question their logic.

Her talking about how the powerful are lucky and the powerless are not reminded him of his days in the Rukongai and those he left behind.

"That is true, we do have a duty to give back those who are powerless and not by killing them and erasing everything they worked hard to make on their own without that power. And if there will be anyone who will leave a mark on society, it shall be me," Tensai said.

As he was surprised to see the Arrancar managed to give a few hits. And even more surprising was the Fullbringer warping the powerful attack back at Val. While lamenting that he can't do something like that with his Bankai's abilities he then realizes that perhaps he can at least find another way to replicate it. Though he watches as the Quincy goes to Val and seals them together into a castle-like structure made of Reishi.

Luckily it was a bit transparent and with Tensai's highly improved vision he could see that Val is healing most of the wounds she was given but appears to be distraught as she and Yael are in the midst of a conversation.

"Either that lovestruck fool locked himself in with a dangerous threat or he might have found a way to reason with her, nevertheless we don't know how long it will hold. Let's prepare ourselves before that happens." Tensai said.

As he started getting into his energy reserves the symbiotic parasites in Rao's body would begin to multiply and attempt to work as hard as they can to fix and heal his body from the inside. As a hole opens within Tensai's new body that reveals his Shinigami body inside, almost as if his transformation is a living suit he's wearing. As he reaches inside it goes through his robes and pulls out various strips of green paper with kanji written on them. Talismans of some sort that he tries carefully placing one across the laboratory with his stumpy fingers. After which he looks at his hands and turns to his current allies.

"I haven't fully figured out how to accelerate my healing in this form, would one of you be so kind as to heal me?" Tensai asked.

COMBAT TRACKER
SUMMARY
Valentina Attack #1:
Valentina Attack #2:


Valentina Attack #3:

6 HP siphoned and 21 damage from Resist. +7 unaccounted for damage from the past two rounds to 34 damage.

Heroic Aura - Tensai and his allies gain +30 Reishi and +30% base RL. (Didn't read the fine print and thought it was to my allies only will do the math of the RL bonuses and Reishi bonuses I missed out on my last turns.) +60 Reishi and +60% RL for Tensai. Currently Val's Edge 2 over Tensai should be reduced to Edge 1.

Bonus Action 1: Enhanced Invigorate - You regain 25 Reishi. Now whenever you use Invigorate, your allies and teammates also regain 25 Reishi. (50/100 Reishi Restored)

Bonus Action 2: 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. Mimics Niji's Breach.

Standard Action 1: Symbiotic Parasites (BAKUDŌ #18: MEIYU (LUMINOUS HEALING)) - As a standard action you restore 30 HP to a target comrade. This is considered a Healing Technique. 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%. | -10 Reishi @rao
Acc -
Dmg -
Mend Chance (40%) - LbMZM9Fz1d100

Standard Action 2:
Acc -
Dmg -
Stun Chance (00%) -

Blitz Standard Action: Claws of the Apex Predator(Strike)
Acc -
Dmg -




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. 1/2 uses.

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. 2/4 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 1/2 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 2/4 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.

Mimiced Technique Breach - Stage 1: 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.





REIATSU: 1,062,400(265,600)
HP: 53/120 | REISHI: 134/160 | DEF: 110(95) | DMG DIE: d11 | ACC: +50



Post Count:7

Tags: , , , ,
1d100
Last Edit: Mar 10, 2022 22:34:30 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 11, 2022 16:12:25 GMT -5

Amongst the chaos of the battlefield, Yoshinori maintained his composure.

Valentina battered his own philosophy with accusations of weakness, his point countered by her own belief in individual strength, and utilizing such power to shape the universe to one's liking. It didn't necessarily take a rocket scientist to gauge that such an ideology wouldn't be popular with the man who just professed an opposing viewpoint, yet such disapproval wasn't immediately evident upon his features. There were more important things to worry about, after all, and Yoshinori didn't have the luxury of concentrating on anything other than his manifested illusions.

Kasha was one of his most powerful manifestations, if not the most powerful within his arsenal. The shadow illusionary construct clashed against Valentina, her immense strength managing to pin down the Hogyoku form of Valentina, albeit briefly. Yet even this, paired with the illusionary dolls, were not enough to keep Valentina bogged down for long. With almost gargantuan strength, she tore apart Kasha for the second time before moving on to deal with the attacks of his allies. Gritting his teeth, Yoshinori allowed Kasha to melt back into the shadows from which the construct was formed from. Maybe it was time for something else.

Grabbing his Scythe from midair, the twin skulls that hung from the shaft once more opened their maws to release a bloodcurdling scream as the Third Seat Shinigami began to manipulate his Bankai into creating another manifestation. Yet, before he could complete what was to be his next trick of the night, Valentina struck first.

Feeling an odd pulling sensation within his chest, Yoshinori could only gasp as a bright tendril of light shot forth from his body, connecting himself to Valentina. From such a connection, Yoshinori suddenly felt his energy and, more importantly, his life force being forcibly drawn from himself and into the Hogyoku. Nearly dropping Amanojaku, Yoshinori coughed and sputtered as his body became suddenly weak. His concentration lapsing, the doll manifestations of Valentina dissipated completely, paving the way for Yael to encase Valentina within his castle.

Seized with wracking coughs for several seconds, Yoshinori was almost grateful for the reprieve brought about by Yael's technique. Almost. Slamming his left hand down upon Hanzō's scaly body, the snake could only hiss angrily at his owner as Yoshinori uttered another seal release.

"Third Tetragram Seal: Partial Release."

As if opening a dam, Yoshinori was suddenly flooded with Reishi. His own Reishi that he had stored within Hanzō as a part of one of his seals. Feeling his body automatically begin to rejuvenate itself as what was lost was, for the most part, being replenished, Yoshinori directed his gaze to Tensai.

"Don't panic, Tensai. Hanzō, Kaidō." Yoshinori said aloud.

As if suddenly seized by some other entity, Yoshinori's serpent sprang to action. Emanating a sharp teal aura that almost exactly matched Yoshinori's own, the snake would suddenly slither down the silver haired Shinigami's left hand before springing forth. Before everyone's eyes, the snake's body would begin to elongate, stretching across midair to cover the gap between Yoshinori and Tensai. With a loud hiss, the snake would bare its fangs before opening it wide to sink into Tensai's neck, if permitted. Whatever momentary pain the scientist would likely feel from the most assuredly unexpected attack would fade as Hanzō's energy would flow directly from the snake into Tensai's body. Enacting healing Kido upon the 12th Division Shinigami, Tensai would begin to feel his wounds rapidly heal as the energy was transferred from conduit to recipient. Then, as the spell reached its conclusion, Hanzō would contract, releasing its hold over Tensai as it returned to its master.

All the while, Yoshinori was busy on something else. His hands clasped together, the Kido Specialist opened his mouth to speak,

"The Quincy will get himself killed trying to play hero. Destroy the barrier. She's only going to get stronger the more we wait."

Having made his decisions, Yoshinori's body began to emanate a faint teal aura as he spoke his next incantation.

"Ye lord. Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens."

As the incantation was made clear to all, blue colored Reishi would begin to gather around Yoshinori's hands as they moved closer inward. Cupped to contain the condensed energy, Yoshinori closed his eyes and took a deep breath. Moments later, he thrust his hands forward, sending a cascading wave of blue spiritual energy rushing forth to collide with the barrier.

"Hadō #73. Sōren Sōkatsui."

Sealed Ball


Post Count: 7 | | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Ally Action: Yoshinori gains +30 Reishi and +30% Base Reiatsu! Total accumulated is now 50%! Reiatsu is now 336,000 (Original: 224,000) Val's Edge 1 over Yoshinori has been lost!
Ally Action: Yoshinori gained 25 Reishi from Tensai's Enhanced Invigorate
Enemy Passive: 2 HP has been siphoned from Yoshi! Yoshi suffers 13 direct damage in Thorns! Reduced to 11 damage by Armor!

OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Standard Action: Yoshinori uses Phantom Fire (First Release Version)!
Standard Action: Yoshinori uses Byakurai!
Bonus Action: Yoshinori uses Invigorate to regain 25 Reishi!
Potent Passive Active!
Attuned Passive Active! 3 Reishi regained! 6 Reishi lost due to 2nd Release!





At-Will: Third Tetragram Seal Partial Release: Kaidō (Keikatsu) - 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. | -3 Reishi (Attuned + Efficiency Reduced) | Target: Tensai

Need 55 or below to inflict Mend - i39zFF5C1d100 Success! 60 HP restored to Tensai.




Standard Action: Hadō #73. Sōren Sōkatsui (Phantom Fire First Release Version) | Target: Barrier
Acc - 1d100+55
Dmg - 3d12+1
Reishi Cost - 4 Rei (Efficiency Reduced)

Standard Action: Hadō #73. Sōren Sōkatsui (Byakurai) | Target: Barrier
Acc - 1d100+55
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.

Bonus Action: Third Tetragram Seal Partial Release (Invigorate) - You regain 25 Reishi.

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




ACTIVE EFFECTS
Intimidate Uses (25/100 Max Reishi Restored)
Ethereal (1 Turns Remaining)


RACE

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

TECHS & SPELLS | STANDARD

BAKUDŌ #21: SEKIENTON: BONUS ACTION | As a bonus action you avoid damage from all damage dice that roll a natural 8 or lower during your turn. Only damage rolled via dice is counted into calculations - any bonus damage is still counted. If you take zero damage from an attack this way, it counts as fully avoided. Movement Technique. | -5 Reishi | (1/1 use remaining)
BAKUDŌ #44: SEKISHO: BONUS ACTION | You gain 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: 336,000 | CURRENT REIATSU: 1,344,000
HP: 75/90 | REISHI: 220/220 | DEF: 100 (120) | DMG DIE: d11 | ACC: +40

1d100·1d100+55·3d12+1·1d100+55·2d12+1
Last Edit: Mar 11, 2022 16:15:27 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 11, 2022 17:37:19 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan



Yearning Hearts

If by some miracle, Yael had finally torn down whatever reluctance his beloved had. The confident villainous smile has faded from her lips, and was replaced by a look of concern; a sense of dread and confusion… pretty much the same hesitation painted upon her face the night she confronted him with her ultimate conquest.

Before, he only understood in part. Yet now, he finally came to realise in full the extent of her dreams, and he has decided to snatch her away from it… not to save her from such a lunatic scheme but simply… to fulfill his own dream which Val couldn’t give him.

Soon as the glowing Hogyoku fell on her knees, he went down with her, catching her in his arms to embrace her. Gently at first, like the warm sun stretching its arms to caress the earth with light.

“As I promised from before, you have my world… my life is completely meaningless without you…” said the quincy in a soothing voice, as his hands run through her hair, stroking her head as he uttered those sweet words already etched in the fullbringer’s mind.

Time seemed to slow down, before he finally broke from the embrace and stared into her eyes, lovingly, as always “...and if you so desire to run away with me, I’d gladly take you to wherever you like to go. I love you, and I would do anything for you, my love.”

His hands cradled her cheeks with a delicate touch, as if too careful not to break her glowing shell. There was no judgment, only pure acceptance for what she was before until now.

“I’ve said this before, and I'll make this vow here again, we will create a thousand more dreams together. From here, forward. One after another…”

With such a tender moment, he let go of his inhibitions… claiming her lips for his. He allowed himself to get carried away with the torrent of his emotions, unfazed whether there was an audience to his vow. He gave little care to what Val currently looked like. It didn’t matter. Nothing mattered anymore right this moment except her kiss, her touch… her feelings… blooming for him once more.

He wanted her now, and forever.

Once their lips parted again, he answered her cry for help. More than willing, to give her anything she desires, and with a faint smile, he readied himself to speak, “What would you have me do? How can I help you bear this burden of yours? Tell me my dear, your word is my order.”

[434]



COMBAT TRACKER
SUMMARY
+30% Base RL, +30 rei from Tensai

ENTRAP DOME: 70 HP- [(19-5)+ (15-5)]= 46 HP left

GLOWING HONEY


DEFENSE
Honey did not attack
10 resist dmg received

OFFENSE
Yael used Shiberuyubi
Yael used Kare twice




At-will Action: Release|-6 rei

Bonus Action: Shiberuyubi| 5 rei-2= 3 rei
Stun: chance roll [75%]: XMIz6DcY1d100

Standard Action: Kare| 5 rei-1= 4 rei
Stagger Chance[75%]: 1d100+1 stack due to Vitriol

Standard Action: Kare| 5rei-1= 4 rei
Cripple Chance[75%]: 1d100+1 stack due to Vitriol


Total Rei cost: 6+3+4+4= 17-30 from Tensai= +13


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>>>2,004,600
HP: 81/100 | REISHI: 124/200 | DEF: 85 [95] | DMG DIE: d10 [d12] | ACC: +50
1d100·1d100·1d100
Last Edit: Mar 12, 2022 5:35:43 GMT -5 by Viktor Yakov ad Rosenfeld

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Mar 13, 2022 18:26:14 GMT -5

Rao felt something inside his body as he felt a lot better than before. He didn't know what it was, but after this battle, he was gonna burn it out of his system. In the mean time, the barrier needed to go down. While it bought them some time, the Human Hogyoku might get even stronger while they wait, which the white-haired shinigami said to everyone out loud. "You don't need to tell me twice" he said

Rao used his Pesquisa to feel the inside of the barrier, and his eye glowed while amplifying it. Inside, he felt the reishi of the Quincy and his girlfriend, although he couldn't tell for sure what they were doing in there. It didn't matter, since they needed to bust that castle open anyways.

He gripped his sword tight, and it lost its shape and became a black flame covering his hand, concentrated around his fists. "Demon Flame Fist! " he thought to himself. He charged at the the barrier, hoping to land a strong hit on the barrier, and then another.  He kicked off of the barrier and landed back on the ground, near the rest of the group. He charged up another burst of Hellflame Dragon. "Hellflame Dragon" he yelled, and thrust his arm forward, and sent the Dragon towards the barrier.


COMBAT TRACKER


SUMMARY

Heroic Aura boost of +30% RL and +30 Reishi

Piercing Blows up to +4

Rao used Blitz

Rao used Pesquisa

Rao used Hanki

Rao used Used Demon Flame Fist(x2)

Rao used Hellflame Dragon


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:
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. |-9 reishi


Bonus Action:
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. |-9 reishi


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 - eaZZhSPb1d100+60

Dmg - 2d12+1


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+60

Dmg - 2d12+1


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


Standard Action (Blitz):

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. | -4 reishi

Acc - 1d100+60


Dmg - 3d12+1

Status Chance (40%) - 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

Hanki | -9

Total| -11 reishi



REIATSU: 110,000(176,000)x2=220,000(352,000)

HP:60/95 | REISHI:107/120 | DEF:90 | DMG DIE: d11 | ACC:+45(+50)





1d100+60·2d12+1·1d100·1d100+60·3d12+1·1d100·1d100+60·3d12+1·1d100
Last Edit: Mar 14, 2022 9:29:44 GMT -5 by Rao Fugard

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Mar 14, 2022 17:51:13 GMT -5

Niji said something distinctly unladylike in some forgotten language as Yael’s familiar barrier came up; at the same moment, a spiritual tree appeared in front of her and was instantly instantly blown to splinters by the retaliation of the hōgyoku. The barrier wouldn’t go down easily, she had seen that herself, and there was no denying that Yael was stronger than he had been back on Rysy. He was likely trying to convince her again, but from what she had seen of that dynamic, it was far more likely she would twist him to their side. They couldn’t hear what was being said, and even her allies attacking the barrier revealed nothing more about what was going on inside.

On that note, she took a moment to really look at her comrades for a moment, realizing that she was fighting alongside a pair of shinigami and what must have been an arrancar. The fullbringer gave a wry smile to no one in particular; it looks like peace between the races just required a common enemy. Maybe Val would end up being good for something in the end anyway. The demon reiatsu arrancar was injured, and the tiny golden fae next to him gently laid a hand on him and his wounds would knit closed.

Not too long ago, she had explained her power to an odd shinigami, she could empower the invisible spirits of the world, giving them form and power. Maybe she could defeat the hōgyoku by herself, but it wouldn’t be a sure thing. If Yael was on the monster’s side when that barrier went down, she would need all the help she could get. Theoretically, arrancar and shinigami were both spirits, there was no real reason she couldn’t empower them too.

She took a deep breath, and the fae spirits began circling again, she spoke in that strange language again, and the creatures flew directly into the Soul Sleep of her three comrades. She gasped and fell to a knee as she felt the reiatsu rush out of her; but she could feel it had worked. The golden beings had disappeared for the moment, and she could tell the effort had worked to empower her allies. But she needed to take a moment to recover.

SUMMARY
Gain RL and Reishi from Tensai
Blur Speed Clones cancels all direct damage from Val
4 HP siphoned
Heal Rao for 30 HP
Bolster Allies

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 71 (75 - 4 siphon)
Armor is 24 (24)
Reishi is 198 (181+ 30 (Ten's HA) + 25 (Ten's EI) + 3 (TU) - 6 (R3U) - 5 (#6) - 30 (Bolster x3))

At-Will:
Blur - Speed Clones
#7 on Rao (+30 HP)

Bonus Action:
Bolster - Rao : Up to 50% of Rao’s current RL added to his base (up to 1.1 million)

Standard Action:
Bolster - Yoshinori : Up to 50% of Yoshinori’s current RL added to his base (up to 1.1 million)

Standard Action:
Bolster - Tensai : Up to 50% of Tensai’s current RL added to his base (up to 1.1 million)


ACTIVE EFFECTS
Buffs
Blood Offering: +2 Damage Tier, +15 Defense, +50% Base RL - 4/4 - FINAL TURN
Attack-Inflicted Status Immunity - (Until Armor Lost)
Tensai Heroic Aura - +60% base RL

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, 1/1 Rao, 0/1 Yael
Bakudo 12 - 0/2
Bakudo 39 - 0/2
Utsusemi - 1/1 (Move Tech)
Speed Clones -1/2 (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: 1/2

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

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

Release Attack R2: 0/2
Release Attack R3: 1/2

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: 743,400 eff. Total:4,460,400)
HP: 71(24 Armor)/75 | REISHI: 198/200| DEF: 100 | DMG DIE: 1d12+6 | ACC: +70


Last Edit: Mar 17, 2022 8:04:28 GMT -5 by Niji

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Mar 15, 2022 6:13:08 GMT -5



When Val first met Yael, he held onto an air of confidence, even trying to play off their relationship as merely a one night stand that did not amount to any long term attachment. But really, when all veils are taken off, he is naive. Blinded by love. Still a child at heart. And in this very moment, he reinforced that visage.

Finally hearing what he wanted to hear, the Quincy ran towards her and embraced her without any hesitation. Any concern over Val's new state of being, about the hatred she has espoused from the bottom of her heart ever since her transformation, about her apparent madness, all vanished in a second. Instead, Yael immediately began pleading to her that if she does truly desire to run away with him, then he will accept that fate, wholeheartedly.

Still so hopeful and determined. So admirable. But hope can make you sick. It stabs your eyes out and replaces them with rose tinted glasses, shields you from just how despicable this world truly is by telling you that tomorrow might be a little better... It never truly gets better. You cannot defeat a tyrannical reality by wishing upon a star and hoping for the best.

Val's skin would feel crystalline, even somewhat metallic, and, in spite of the light emitting from her body, it was cold. Had she not been walking, talking and making speeches this entire battle, it wouldn't have been wrong to assume that she wasn't even alive. It did not seem to dissuade Yael, however, who pushed forward to kiss her, as deeply as he could. The Quincy was clearly taken by the moment, but Val's eyes were open the entire time, she was waiting for his lips to depart, and give her a chance to continue.

Yael awaited her order, like a stricken knight requesting the next impossible task from his princess, to win her favor once and for all.

"Hehe... you kisses are still sloppy," Val muttered, in a brief playful spout, then glared straight at the Quincy's eyes.

Her mind was on fire. She knew what she wanted to do, and so so much of her mind was at arms, refusing to take that step. It was a long time coming, ever since they first met, ever since she knew that she could never marry her two worlds and two selves together, and yet this final step felt like a gorge impossible to cross.

Weakness? Again? Why can't she drill it into her head for once?

She is a hero. Heroes should never show weakness. They know what is right, they know what is just, and they act.

"Yael, do you remember... those three words? Those three little words, that drew such a sudden rift between us back then?"

I'll miss you...

A knife materialized in Val's hand, and she thrust it at Yael's heart.

"I'll miss you..."

VALENTINA TOKAREVA
DEFENSIVE PHASE
Edge IV against Rao - +20 defense, reduce damage by 6, +6 bonus damage, +20 accuracy
Edge I against Yoshi and Tensai - +5 defense, reduce damage by 1, +1 bonus damage, +5 accuracy

+4 Damage Reduction from Firewall!

No damage from Tensai!

No damage from Yoshi!

Yael inflicts Stun, Damage is reduced by 2 Damage Tiers for 2 turns! +10 HP!
Yael inflicts Stagger, Attack Techs/Spells cost an additional 10 Reishi to use for 2 turns! +10 HP!
Yael inflicts Cripple, HP and Reishi recovery is reduced by half for 2 turns! +5 HP!

No damage from Rao!

No damage from Niji!

25 HP restored from status effects! 8 HP healed with Purity of Soul!

-5 Reishi from Entrap! -5 Reishi from Frostbite!




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

At-Will: Bakudo #96 - Remove a non-special status effect (Stun) from Val.

At-Will: 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.

Bonus Action: Charm (Sklaverei), -10 Reishi @ yael

Need to roll 75 or less to inflict Enslaved on Yael - See below

At-Will: Gamble
kNKl8Wne1d27
1d27 (Illusion)

Standard Action: Aura Armor (Bakudo #44) - +30 Armor, -10 Reishi

Standard Action: “I'll miss you” (Reality Breach - Release Slashing Barrage), -24 Reishi

Accuracy - 1d100+75
Accuracy (Assault) - 1d100+75 (CRITICAL! +11 dmg)
Damage - 7d12+24

At-Will: Hate - As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit.

Standard Action: “I'll miss you” (Enhanced Strike), -10 Reishi

Accuracy - 1d100+60
Damage - 2d12+4
Siphons 5 Reishi on hit.

Standard Action: “I'll miss you” (Enhanced Strike), -10 Reishi

Accuracy - 1d100+60
Damage - 2d12+4
Siphons 5 Reishi on hit.

Purity of Soul: Purchase another use of Assault, -3 HP

High-Speed Regeneration: Remove the Cripple status effect and recover +10 HP.

Override stuff: Yael should learn to mention everything that is supposed to happen in his post instead of suddenly remembering it after I already replied
New damages
7d11+10
2d11
2d11

Sklaverei roll: 1d100 (need 75 or less)



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: 1/2
- Heal 20 HP: 1/1
- Use Reishi to reduce a crit’s damage: 0/2
- Remove special status: 2/2

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, (4/4 turns)

Bashed: -30% RL

High-Speed Regeneration: 3/3 turns

Frostbitten: 1/2 turns (refreshes due to being briefly Crippled this turn)

Staggered: 1/2 turns

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.
(2/3)
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.
(1/3)
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
(1/1)

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
(1/1)

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
(1/2)
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
(1/2)
Bakudo #44 - You gain 30 Armor and are immune to non-special status effects inflicted by attacks. -10 Reishi
(2/2)

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
(1/1)
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
(2/2)

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 (1/2)

REIATSU: 2,981,640 -> 2,087,148
HP: 323/450 | ARMOR: 30 | REISHI: 82/400 | DEF: 80 | DMG DIE: d12+2 | ACC: +60

1d27·1d27·1d100+75·1d100+75·7d12+24·1d100+60·2d12+4·1d100+60·2d12+4·7d11+10·2d11·2d11·1d100
Last Edit: Mar 15, 2022 7:49:25 GMT -5 by Hibano

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Mar 15, 2022 18:31:33 GMT -5



(Art By @drakdrawings on Tumblr with permission)


Tensai finished placing the green talismans. These are normally used for special teleportation that acts as a last-minute resort to quickly retreat from battle if faced with a powerful opponent. Though he has no thoughts of leaving this battle. After he finished he notice some restless insects scattering across the earth and digging underground. This suddenly gives him an idea. As he extends a finger and infects one of them with a parasite.

Normally someone would be wary of letting a strange snake bite them, but considering the odd method, Tensai used to heal Rao, and also how he fully trusted Yoshinori. He let Hanzo bite him and watch as not only did his fingers quickly regenerate and heal back to normal, but some of his other wounds healed as well. It seems Val has sapped some of his life energy away while fighting him and he hasn't got some of it back. He was so preoccupied with the fight he did not notice.

As the strange fairy-like beings that Niji controlled/summon went into his Soul Sleep as he felt a great power surge through him.

"How very interesting, usually, as far as I know, Fullbringers bring out the power of some object they are attached to, yet you were able to conjure fully sentient beings with your power and also power over the elements. What exactly is it that you have an attachment to?" Tensai asked.

Though as he turns his attention back at Yael and Val. He then sees Val conjuring a knife and is about to thrust it through his heart. Since the Quincy would most likely perish from this sudden surprise attack, with his new power and his healed form he sprinted faster then he ever has. His claws shifted once more to that of a ferocious predator as he went to tear what's left of this castle made of Reishi with his bare hands.

COMBAT TRACKER
SUMMARY
Valentina Attack #1:
Valentina Attack #2:
Valentina Attack #3:

Gains +531,200 to base Reiatsu and increases current Base RL to 1,115,520. And is healed by 60 HP thanks to Yoshinori

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

At-Will: Activates Edge 2 on Val.

Bonus Action: 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. Mimics Val's Firewall.

Standard Action 1: Claws of the Apex Predator(Strike)
Acc - g6WNSFT01d100+85
Dmg - 1d12+1
Status Chance (00%) -

Standard Action 2: Claws of the Apex Predator(Strike)
Acc - 1d100+85
Dmg - 1d12+1
Stun Chance (00%) -

Blitz Standard Action: Claws of the Apex Predator(Strike)
Acc - 1d100+85
Dmg - 1d12+1




ACTIVE EFFECTS
0/30 Armor
2nd Release/Shikai: 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. -6 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. 0/2 uses.

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. 2/4 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 0/2 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 2/4 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. 0/2 uses

Mimiced Techniques Breach - Stage 1: 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.

Firewall - Stage 1. As a bonus action, for the duration, you conjure a firewall that acts as a protective barrier between you and your foes. Once summoned, you and one ally gain +10 Armor and while the barrier is active, you and one ally gain +4 DR against all attacks.
Special Effect: While the wall is up, you have a passive +10% bonus to inflict the Burn status effect from any source. Stage 2. Gain +15 Armor now.
Duration 4 Turns. |-20 Reishi





REIATSU: 4,462,800(1,115,520)
HP: 113/120 | REISHI: 118/160 | DEF: 110(95) | DMG DIE: d11 | ACC: +50



Post Count: 8

Tags: , , , ,
1d100+85·1d12+1·1d100+85·1d12+1·1d100+85·1d12+1

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on Mar 15, 2022 23:15:32 GMT -5

Despite using one of his higher level spells, the smoke cleared to discover that the barrier, although visibly damaged from the efforts of his and his allies, was still standing strong. The sight brought a grimace to Yoshinori's features. What was the Quincy hoping to accomplish from this? As much as Yoshinori wanted to fulfill his promise to Maria, a lovestruck teenager trying to kiss his way to a maniacal all powerful being's heart did not seem like the best method to accomplish it. Of course, that was just Yoshinori.

Apparently, Yael thought differently. The silver haired Shinigami extended his palms once more, already beginning to mutter yet another incantation, when two things happened. First, Tensai beat him to the punch, the transformed scientist rushing in to tear apart the last vestiges of the barrier with his bare hands. Or claws. Yet, Yoshinori could hardly focus on that, for the second thing took all his focus.

Energy, unlike any Yoshinori had felt before, surged through his body. Like a dam breaking apart in the midst of a flood, Yoshinori's reiatsu buffeted out with unparalleled intensity, his visible teal aura exploding past his form. What was this? Who...Yoshinori's gaze drifted to Niji. He could feel traces of her energy lingering within his body. Swirling around his Soul Sleep. Was the Fullbringer woman behind such an increase in power? It was quite possible given her sudden collapse. Had she shared her power with those around her, at the expense of her own.

"Tsk...look at us. Never would've thought.." Yoshinori said, clapping his hands together before extending both arms out in the direction of Niji.

"Fifth Tetragram Seal: Transfer."

Suddenly, several black markings would appear along Yoshinori's face, all centered on the Kanji symbol for "Seal" that was written smack in the middle of his forehead. One of the Shinigami's many seals it appeared. But unlike the previous times he used it, it didn't release itself in a flood of energy, or activate a stored Kido spell. Instead, just as soon as it appeared visible before any onlookers, it vanished.

And reappeared on Niji.

"Release."

Now it was Niji's turn to receive a gift. Clasping his hands together once more, Yoshinori began to control the flood of energy that would enter Niji's body, morphing its properties so that his own energy would be benign in its bolstering attempts. From the release of his seal, Niji would feel her own power begin to increase. Perhaps not as dramatically as when it had been her giving to her teammates...but it was more than enough.

Directing his attention then to Valentina, Yoshinori prepared to wreak hell upon the Hogyoku Fullbringer. Grabbing his scythe, the twin skulls screamed louder than they ever had before, their wail accompanied by an expulsive shockwave from Yoshinori's body. His aura shifted from teal to a deep red as Makaiō Amonojaku went wild with glee at the Third Seat's newfound strength. Directing his Scythe forward, Yoshinori set forth his most powerful illusion yet.

"Ōmagatoki."

A powerful illusion that seized control of the five senses in a way that no other illusion of Yoshinori's could do, Ōmagatoki was first unveiled by Yoshinori against Zarzil just before the fight against Valentina had begun. Yet, this time was different. Bolstered by Niji and showcasing his Bankai version of Ōmagatoki instead of his Shikai version, the conjured realm was of a completely different caliber.

If Valentina was indeed caught, she would feel her grip on reality slipping as the landscape around altered to fit the dreamscape of Yoshinori's choosing. The sounds of battle would slip away in favor of the eerie chirping of crickets in the night, as the image of Tendo's lab slipped away in favor of a darkened swamp. Her feet would, if trapped in the illusion, would meet murky, thick swamp water.

Sealed Ball


Within the dreamworld of Ōmagatoki, Valentina's senses would no longer register her as being within Tendo's lab. Would no longer register her as being surrounded by multiple combatants. Instead, she would be trapped within this swamp world of unknown origin, forced to rely on other ways to keep up her fighting efforts.

Even if Valentina could overpower his illusions, Yoshinori only needed it to remain effective for a moment. In reality, Yoshinori relinquished his hold on his scythe and clasped his hands together for the third time in several seconds. That mere action brought about a change in Valentina's surroundings. Shadowy, swamp water drenched figures would lurch forth from the murky waters, seeking to grab at Valentina and pin her down, pulling her into the sightless waters from which these demonic figures stemmed from.

All the while, the real world would remain unchanged. Valentina's illusionary battle was one that would be fought completely within the mental plane.

Post Count: 8 | | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Ally Action: Niji bolsters Yoshinori! Bolster caps out at 50% of Yoshinori's current Reiatsu! Yoshinori gains 672,000 RL to his Base RL! 672,000 RL added to his original base of 224,000! Yoshinori's Base RL is now 896,000!
Ally Action: Yoshinori gains no additional Reiatsu this round from Tensai! Total accumulated is still 60%! Reiatsu is now 1,433,600 (Original: 224,000 | 896,000)
Passive: Yoshinori activates Edge 2 against Valentina!

OFFENSIVE SUMMARY
Bonus Action: Yoshinori uses Illusion on Valentina!
Bonus Action: Yoshinori uses Bolster to boost Niji's Base RL by 25% of Yoshinori's Current RL!
Bonus Action: Yoshinori uses Rikujokoro on Valentina! Ration Passive active! Yoshinori chooses Stagger for this thread!
Attuned Passive Active! 3 Reishi regained! 6 Reishi lost due to 2nd Release!




Bonus Action: Fifth Tetragram Seal: Transfer and Release (Bolster) - You boost the Base Reiatsu Level of a teammate or ally by +25% of your current RL. The total boost cannot exceed more than 50% of their current RL. | Target: Niji | -9 Reishi

Bonus Action: Ōmagatoki (Illusion) - As a bonus action, you have a 60% (75% with Cleverness) chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. | 4 Turn Duration | -12 Reishi (Efficiency Reduced)

Must Roll a 75 Or Below to Inflict Deceived - 482Hgk1y1d100 Success! Deceived inflicted!

Passive: Ration - As a passive effect your Advanced and Forbidden Kido Spells have a 30% (45% with Cleverness) 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. | Yoshinori chooses Stagger

Bonus Action: Ōmagatoki (Rikujokoro) - 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. | -7 Reishi (Attuned + Efficiency Reduced)

Must Roll a 75 Or Below to Inflict Pinned - 1d100 Success! Pinned inflicted!

Must Roll a 45 Or Below to Inflict Stagger - 1d100 Failure!

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




ACTIVE EFFECTS
Intimidate Uses (25/100 Max Reishi Restored)
Ethereal (0 Turns Remaining)


RACE

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

TECHS & SPELLS | STANDARD

BAKUDŌ #21: SEKIENTON: BONUS ACTION | As a bonus action you avoid damage from all damage dice that roll a natural 8 or lower during your turn. Only damage rolled via dice is counted into calculations - any bonus damage is still counted. If you take zero damage from an attack this way, it counts as fully avoided. Movement Technique. | -5 Reishi | (1/1 use remaining)
BAKUDŌ #44: SEKISHO: BONUS ACTION | You gain 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 | (0/1 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 | 0/2 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: 1,433,600 | CURRENT REIATSU: 5,734,400
HP: 75/90 | REISHI: 189/220 | DEF: 100 (120) | DMG DIE: d11 | ACC: +40

1d100·1d100·1d100
Last Edit: Mar 15, 2022 23:24:12 GMT -5 by Yoshinori Okamoto