Bleach Hereafter RPG

The Wishmaker

PLAYER

Shot to the heart

Viktor Yakov ad Rosenfeld Avatar

Viktor Yakov ad Rosenfeld

Post by Viktor Yakov ad Rosenfeld on Mar 17, 2022 19:54:59 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan



Your Lie

“Heh…” a soft chuckle escaped his lips as he felt the plunge of the knife deep within his heart. There was no longer a sting. It felt numb… yet inside, he could feel his pulse crushing… not because of the physical pain, rather an emotional one.

Who would have thought that the once confident and arrogant noble quincy, who had his ways with women could fall lovestruck with a crazy fullbringer who did not know how to love.

He gave her his world, and she chose to trample on it. Every. Single. Time. Yet love was indeed blind, apart from the worsening condition of his eyes…

She was his freedom, but he was still enslaved in reality, like a knight duty-bound to his princess, he can only say "Yes" to her orders no matter what. Thus, today. Right this very moment, he understood what she wanted.

With a blurred vision, he scrambled for her hand which was still currently gripping the knife locked on his chest. He held her, whilst forcing the blade deeper.

“I.. understand. Guess I-I… remain s-second best…”


“Or m-maybe... you d-didn't... truly l-love me at a-all...”


A single tear fell out of his ruby-tainted windows… yet again, staring lovingly into the cold monochrome irises of his lover, “But I... d-do not r-regret an-anything...”

A faint smile, dripped in blood eventually…and in the moments after, there was a struggle for life painted all over his face. Then again, he mustered some more strength to look at her, if it was the last time he’s going to see that crazy, lovely face… he needed to study that face.

After a loud cough, and a wheeze, he managed to speak

“And… do you re– remember…” a faint pant, another heavy breathing, “...w-what I t-told y-you…”

“I c-can n-never hurt you… Val.”

The castlewalls that were trapping them began to crumble, and when every single brick had fallen off, a sudden burst of energy would gush out before the reishi construct completely faded away. A gust would blow at the aftershock, which could probably hurt his allies if they were not keen enough to dodge.

The quincy remained there, in front of his freedom, lying unconscious. For what it's worth, if this was Valentina wanted, he'd gladly die in her arms.


[383]



COMBAT TRACKER
SUMMARY
+60% Base RL, +60 rei from Tensai

ENTRAP DOME: destroyed

GLOWING HONEY

DEFENSE
153 acc vs 95 def= hit! 46dmg! Resentful -2 status dmg; Restoring -2HP (also distributed to allies)
112 acc vs 95 def= hit! 14 dmg! Resentful -2 status dmg; Restoring -2 HP (also distributed to allies)
98 acc vs 95 def= hit! 9 dmg!Resentful -2 status dmg; Restoring -2 HP (also distributed to allies)
Resist dmg: 7+5+3= 15 resist dmg

OFFENSE
Yael used Flash Freeze
Yael used Kare
Yael is enslaved, used 1 standard action




At-will Action: Release|-6 rei

Bonus Action: Hand Grip [Flash Freeze]| 10 rei-3= 7 rei
Stun: chance roll [75%]: kRyTIrZ_1d100

Standard Action: Hand Grip [Kare]| 5 rei-1= 4 rei
Immobilise Chance[75%]: 1d100+1 stack due to Vitriol
Override activates! -2 dmg tier; -10 acc (for 2 turns)

Standard Action: Crumbling Castle| Enslaved
Dmg to allies: 3d4


Total Rei cost: 6+7+4= 17-60 from Tensai= +43-10 rei from Hate= +33


ACTIVE EFFECTS


CLASS
STRATEGIST

OBSERVANT
Three times per battle as a Reactive At-Will Action, you may immediately learn any Non-Basic Technique or Spell (Including Racial Techs / Excluding Release Techs) used by a combatant on their turn, either ally or foe. This technique is forgotten at the end of battle; you may not learn Forbidden Techniques or Spells. Techniques and Spells learned do not take up technique slots.

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

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

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

RACIAL PERK:

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

TRAITS

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

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

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

Resist: As a passive effect when hit with any attack, you deal direct damage back to the attacker. For Basic Attacks, you deal back direct damage equal to the lowest rolled natural dice of the attack that hit you. For Non-Basic Attacks, you deal back direct damage equal to the highest rolled natural dice of the attack that hit you

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



TECHNIQUES AND SPELLS

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

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

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

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


BAKUDŌ #8: SEKI (REPULSE)
You generate an orb of light blue energy which repels whatever strikes it.
Type: Defense - Kido Spell
Activate: Bonus Action - Reactive
Effect: As a bonus action you cannot be hit by any attacks that roll a natural (unmodified) 65 or lower on their accuracy. Considered a Movement Technique.
Cost: 5 Reishi
Limit: Once per battle.

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


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

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




ADVANCED TECHS AND SPELLS

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

HADŌ #96: ITTŌ KASŌ (SINGLE BLADE CREMATION)
A forbidden spell that can only be activated by using your own body as a catalyst. You grab your foe and from the point of contact, a huge pillar of fire erupts into the shape of a katana's tip.
Type: Attack - Area (Considered a Forbidden Spell)
Activate: Two Standard Actions
Effect: Using both of your standard actions, you deal 6d12 worth of status damage to up to three foes. (Note: status damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided or mitigated by any means.
Cost: Reduces you to 0 HP and you are Incapacitated.
Limit: Once per battle. (Can only be used in Battles and Deadly Events)

HADŌ #54: HAIEN (ABOLISHING FLAMES)
You fire an oblong blast of purple energy from your hand which completely incinerates a target upon contact.
Type: Attack - Single
Activate: Standard Action
Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Slashing major effect and has a 50% chance to inflict the special Scorched status effect. Scorched deals 1 status damage for each at-will action they use for the duration. The max chance to inflict with any effect is 95%.
Special Effect: This attack cannot be Guarded against.
Duration: 3 turns
Cost: 15 Reishi
Limit: Once per battle.

BAKUDŌ #61: RIKUJŌKŌRŌ (SIX-ROD LIGHT PRISON)
Pointing their index finger at the target, the user generates a spark of yellow energy, which summons six thin, wide beams of light that slam into a target's midsection and hold them in place.
Type: Utility
Activate: Bonus Action - Reactive
Effect: As a bonus action, you have an 60% chance to inflict the special Pinned status on your foe. While pinned, your opponent must spend both of their next standard actions to break free. The max chance to inflict with any effect is 95%.
Special Effect: If used in conjunction with a previously successful Hainawa cast, the cost of this spell is reduced by half and your opponent also cannot use any bonus actions on the same turn they must break free of Rikujōkōrō. Hainawa must have been cast within 1 turn of Light Prison to count.
Cost: 15 Reishi
Limit: Once per battle.




RELEASE

Release 1: Schwerter Jagen (Chasing Swords)| Dice: 3| Rei cost: 7| Limit: Once per turn
Release 2: Cursed Angel| Dice: 4| Rei cost: 8| Limit: Twice per battle
Release 3: Volpertinger| Dice: 5| Rei cost: 9| Limit: Twice per battle
BASHING: The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.
BURN: 50% chance to Burn target.


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

BREACH
You create a breach in space in front of you, just as an attack is about to hit. You then open a second one up behind your foe, sending their own attack back at them.
Type: Defense
Activate: Bonus Action
Effect: As a bonus action, you redirect an attack that would have hit you, even a critical hit, and change the target to another of your choice, using the same Accuracy and Damage.
Stage 2: Can now redirect at least two attacks per turn that would have hit you.
Stage 3: Gain Stage 2 upgrade and only costs 10 Reishi.
Cost: 15 Reishi
Limit: Twice per battle.

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



ENHANCEMENTS:

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

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

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


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

REIATSU: 257,000>>>385,500>>>2,313,000
HP: 19/100 | REISHI: 157/200 | DEF: 85 | DMG DIE: d10 [d12] | ACC: +50


1d100·1d100·3d4
Last Edit: Mar 18, 2022 1:44:06 GMT -5 by Viktor Yakov ad Rosenfeld

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Mar 19, 2022 15:52:25 GMT -5

Things were fuzzy for a moment after she gave her allies an infusion of energy; the words of the green-haired shinigami-Toshiaki, she thought the other had called him-sounded like she was underwater and they were speaking from the surface. The question didn’t really register in her mind. That other Shinigami, (named as Yoshi by Toshiaki), was saying something and turning towards her. He made a motion and a surge of energy pulsed back into her body.

Then things seemed to slow down.

Niji had made deals with the spirits of the natural world, plants and animals; as a member of the natural kingdom, that was her purview. Her Japanese ancestry opened the door to make an agreement with the kami, and the Tuath Dé were receptive to her because of her Irish blood. Her power was words, and she made these simple pacts, energy for effect.

The sudden infusion of Shinigami energy revealed the path to another pact, though it might only be temporary. In her mind's eye, she saw small points of light around the globe, and knew them for what they were. Through the millennia, Shinigami had died in those spots, their own souls either reentering the cycle of souls, being devoured by hollows, or who knew what else.

The fullbringers golden aura shifted, slowly pulsing through a spectrum of colors. The rainbow light poured out of her, refreshing her allies as her reiatsu built up far further than Yoshinori would have expected. She was vaguely aware of some force bouncing harmlessly off the torrent of energy, probably the lovesick Quincy's barrier collapsing. Niji was too focused on this developing connection to really notice what the others were up to.

Yes, shinigami had fallen at those spots, and their blades were not always recovered. They were lost to time, the spirits of those swords waiting. Unlike the other spirits she worked with, these forgotten aspects were not capable of building, of growing. They were infused into their blades for a single purpose, to fight. So for the moment, with Yoshinori’s Shinigami reiatsu lighting the way, she offered these spirits the same deal; she would give them form and power, and in exchange, they would assist her.

She pushed herself off her knees and stood again. With eyes still down, she spoke softly, in that same strange and beautiful primordial language, perhaps the hōgyoku would understand it, it didn’t matter, the words were not for her.

"I am Hikari Niji; and I will not let this world be destroyed."

Phantom zanpakuto, invisible to her allies, began to appear around the room. Hundreds of them.

And she knew the name of every single one.

SUMMARY
Gain Bolster Effect from Yoshinori, +1,433,600 Base RL
Exhaustion at Start of Turn - Standard Actions Lost, 50% RL this Turn
Damage from Yael’s Holy Slave negated due to Doubled Edge 3 vs Yael
Invigorate - +25 Reishi to all allies

Niji has Doubled Edge 4 against Val (12 DR)
Base Defense is 125 vs Val (85 Base + 40 Doubled Edge 4)
Base Offense is +100 vs Val (55 Base + 15 Release + 40 Doubled Edge 4)


HP is 71 (71)
Armor is 24 (24)
Reishi is 217 (198 - 6 (R3U) + 25 (PI))

At-Will:
None

Bonus Action:
Prodigy Invigorate, all allies gain 25 Reishi

Standard Action:
Exhausted

Standard Action:
Exhausted


ACTIVE EFFECTS
Buffs
Attack-Inflicted Status Immunity - (Until Armor Lost)
Bolster - +1,433,600 base RL
Tensai Heroic Aura - +60% base RL

Debuffs
Exhausted - Final Turn



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

50/100 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: 2,860,160, eff. Total: 8,580,480)
HP: 71(24 Armor)/75 | REISHI: 217/200| DEF: 85 | DMG DIE: 1d12+4 | ACC: +70




Last Edit: Mar 19, 2022 15:57:15 GMT -5 by Niji

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Mar 20, 2022 23:02:05 GMT -5

After Rao finished pummeling the barrier, he jumped back. While he was up close to the barrier, he saw Val making a knife, but he didn't see what she did with it before he jumped back. When he landed, the reiatsu construct flew into his body, and he felt a great rush of power, and felt a lot more reiatsu flowing through him. He looked back, and saw the human standing on one knee. She didn't have as much reiatsu as she did before, but whatever she did boosted him and the shinigami's reiatsu up to give them a better chance at beating the Human Hogyoku. 

The shinigami's attacks finally brought down the barrier, and the makeshift castle started crumbling. When the barrier was finally done falling down, a burst of energy came rolling towards him. Rao exerted some reishi to act as a shield, and it soaked up the damage. 

Rao saw the scene of the aftermath of what occured inside the barrier: the Quincy lying in a pool of his own blood, while the Hogyoku stood over him. 

It wasn't a stretch to figure out who did the deed. While Rao didn't care much for the Quincy, but for some reason, what the Human Hogyoku did angered him somewhat. He could save the sentimentality for later, though. He glared at Val. "Is this what passes for a hero these days" Rao said. "Killing those who stand in your way?"

As he said that, he suddenly appeared in front of Val using sonido, sword in hand, and did a hard-to-see flurry of slashes at her. "Could've fooled me" he said, and finished the barrage with a fist to knock her flying. 




COMBAT TRACKER


SUMMARY

no Heroic Aura boost 

Piercing Blows up to +6

Edge 4 drops to Edge 2

Rao uses Guard

Rao used Used hypersonic slashes

Rao used Hell Flame Punch

At-Will:


Bonus Action:

GUARD
You hunker down against incoming attacks to survive them.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 5 Reishi
Limit: Once per turn.
Enhanced: If you completely nullify the damage from an attack through Guard, you deal 2 direct damage back to your opponent(s) per attack. | -4 with efficiency 


Standard Action:
STRIKE (Hypersonic Slashes)
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 - qvhGHdeH1d100+70

Dmg - 2d12+3

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


Standard Action:
STRIKE (Hell Flame Punch)
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+70

Dmg - 2d12+3


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

Guard | -4 reishi

Total| -8 reishi







REIATSU: 457,000x2=914,000

HP:79/95 | REISHI:116/120 | DEF:90 | DMG DIE: d11(d12+3) | ACC:+45(+70)




1d100+70·2d12+3·1d100·1d100+70·2d12+3·1d100
Last Edit: Mar 20, 2022 23:03:38 GMT -5 by Rao Fugard

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Mar 21, 2022 15:59:31 GMT -5



After the initial, sudden shove, Val pulled the energy blade out of Yael’s chest, leaving a splatter of blood flying across the air, staining her crystalline skin. He did not defend himself, until the very last moment, he believed he could convince Val away from her destiny. Convince her that perhaps she has gone too far, that she is blind, that she can find her happiness with him... Val listened to his mutters in silence. Her expression did not show any emotion. Not tearful sorrow, nor maddened laughter.

Eventually, Yael's fading body overpowered his determination, and he slumped from their embrace, collapsing to the ground, and slipped out of consciousness. Around them, the walls and floors of the spiritual fortress were collapsing, breaking to pieces and falling apart, one after another.

Val's eyes stared down at Yael, then turned up, to the hole in the ceiling which led to the skies above, showing numerous cracks across the sky, from the point of impact where her power challenged the fabric of reality itself.

"Don't think it does not hurt me to hurt you. It does, and a lot," she began to speak, slowly, in a somewhat more seething tone. "But it was my decision to bear this cross. To allow my own crucifixion. And this pain is what sets me free. Pain is what gives life meaning, teaches you about greater ideals, and then shows you just how much you need to sacrifice to prevent it..."

Thanks to Tensai’s ceaseless slashing, the fighters outside of the castle had torn themselves an entrance into the chambers even before it started crashing down and crushing everything in its path. Yoshinori stepped forward after him, casting yet another powerful illusion to entrance the living Hogyoku into complete non-resistance. The Shinigami sought to take hold of all five of her senses and immerse her into the fictional reality of a darkened swamp. There would be no way anyone could distinguish it from reality, neither through sight, nor through sound or touch. It was as if she had been teleported thousands of kilometers away from Tokyo and left all alone.

Was it successful in making Val vulnerable to attacks? The Arrancar, Rao, would test that, charging forward with a sword at hand and swinging straight at her - however, much like before, the weapon would suddenly get blocked by her hand. It clashed against the hellish weapon before pushing it back with a loud clang. Yoshi’s illusion was powerful, yes, but not to the point where it could completely overpower the senses of an entity this strong. Images and touches of the swamp still flashed in the woman’s eyes from time to time, slowing her down, but not to the point where she could not perceive what was going on around her.

The Arrancar, ironically, challenged her for her murderous actions - that this makes her for a poor hero.

"Heh... You Arrancars are the epitome of selfishness. You know nothing about what makes something heroic or not."

Rao’s following attack, a barrage of slashes followed by a blunt blow to knock her aside, was more successful, and pushed the Hogyoku back. She slid across the floor for a good ten meters before finally screeching to a halt. The brief interlude was finally over, they could return to the second phase of the fight. While she was a little desperate before, this break was just what she needed to recover her strength fully. Now, she was basically fresh, while her opponents were still reeling from her attacks from before.

Val spread her arms wide. She was about to speak, to declare something, but finally, the madness of overbearing power began to catch up to her again, after the dramatic interlude. She giggled at first, then broke into a maniacal laugh.

"I am a hero!" she yelled. It was filled with determination, fury, and just a tinge of guilt. "And the cries and dreams of billions entrust their faith in me, whether they want to or not. You all can struggle all you want - a hero always wins in the end!"

Her wide open arms and her follow-up giggle were a confident invitation - let the defenders of this slavish reality try to strike her down where she stands, and they will see just how futile their efforts are. For now, she did not attack, though she did secretly pull one move from her arsenal.

Cast with illusions so many times, it was about time for Val to give her opponents a taste of their own medicine. The focus of her mind was on Niji, releasing a faint pulse of Reiatsu to cast an illusion upon the woman to deceive her. Niji’s tactic was to show Val visions of a life she never had and never will have, the happiness and joy she missed by setting out on her quest of hatred and destruction - Val’s tactic, meanwhile, was the complete opposite. Visions of suffering and loss, of ways how Niji’s life might have taken a dark, tragic turn. How she too may have realized that there was nothing in this reality worth saving.

It too relied upon the psyche of its target, and what might be precious to her. A lifelike vision of their loss, passing, annihilation, and the toll that such a loss would have taken upon her heart, were it to happen.

VALENTINA TOKAREVA
DEFENSIVE PHASE
Edge II against Rao - +10 defense, reduce damage by 2, +2 bonus damage, +10 accuracy

10 Reishi siphoned from Yael!

Gain 11 DR this turn from Strength of Heart!

No damage from Tensai!

Yoshi inflicts Deceived, At-Will actions need Bonus and Bonus need Standard Techs for 4 turns! +10 HP!
Yoshi inflicts Pinned, 2 Standard Actions need to be spent to break free! +10 HP!

6 HP lost from Restoring and 15 Direct Damage from Yael!
Yael inflicts Frozen, Movement Techs inaccessible! +10 HP!
Yael inflicts Immobilized, Defensive Techs/Spells cost an additional 10 Reishi to use for 2 turns! +10 HP!
Total 15 damage reduced to 4 damage by DR!

6 Piercing Blows damage from Rao!
Rao’s Strike #1 - vs 90 def - miss!
Rao’s Strike #1 - vs 90 def - hits for 15 dmg! 2 HP siphoned with Restoring! 3 Resist dmg dealt!
Total 15 damage reduced to 13 damage by Edge and to 2 damage by DR!

No damage from Niji!

12 damage taken by Armor.

40 HP restored from status effects! 15 HP healed with Purity of Soul! 2 HP restored with Restoring!

-5 Reishi from Frostbite!




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

Standard Action: Visions of Endspiel (Gamble Illusion), -10 Reishi @ niji

Need 75 or less to inflict Niji with Deceived - IcjDCQ0j1d100

Bonus Action: Gamble
1d27
1d27 (Consume)

Standard Action: Invigorate, +25 Reishi

Standard Action: Spent to remove Pinned

Standard Action: Spent to remove Pinned

Purity of Soul:



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

Bashed: -30% RL

Frostbitten: 2/2 turns

Staggered: 2/2 turns

Deceived: 1/4 turns

Immobilized: 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.
(2/2)
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
(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 (2/2)

REIATSU: 3,727,050 -> 2,608,935
HP: 375/450 | ARMOR: 18 | REISHI: 92/400 | DEF: 80 | DMG DIE: d12+2 | ACC: +60


1d100·1d27·1d27
Last Edit: Mar 21, 2022 16:00:18 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 21, 2022 23:39:49 GMT -5


(Art By @drakdrawings on Tumblr with permission)


As a force of power surges from within the castle, Tensai's newfound animal-like instincts warn him of danger before he jumps back from the castle while he dodged the explosion. A chunk of the castle hits him across the head bruising him a bit. Then sees Yael in a pool of his blood. Worse for wear after getting stabbed by Val. He runs up to Yael's side as a hole opens from one of his palms as various parasites come out of it to go into Yael's stab wound to heal it. As he put Yael down and look at Val with a cold glare. As he stands back up.

"A hero who focuses more on sacrificing rather saving is terrible, a true hero would save everyone they can no matter the odds stacked against them. As one might say I have no right to be called a God, you have no right to call yourself a hero." Tensai said.

As swarms of insects rise from the ground surrounding Tensai, another swarm starts to protect Niji as well. Each insect as a wall seems to be empowered with spiritual energy thanks to the parasites Tensai used on one that went on to spread it to other insects underground. As it forms a defensive wall of sorts between Tensai, Niji, and Val. His tail then aims its stinger at Val, before firing a Byakurai from the tip before Tensai closes in. He then tries to repeatedly whip her with his tail.

"At this moment thanks to the Fullbringer we are stronger than you, you lost any advantages you had against us," Tensai said.

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

8 Direct Damage from Enslaved reduced by 7 through Indomitable, Unrivaled, and Enhanced Sense for 1 point of Damage.

Everyone gains +10 Reishi and +10% RL from hitting the Entrap and decreasing its HP twice.

Edge 2 on Val reduced to Edge 1.

At-Will: Symbiotic Parasites (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

Mend Chance(40%): E_GWm59t1d100

At-Will: Enhanced Sense - +5 Accuracy and +5 Defense. +2 DR and +2 Damage to all attacks.

Bonus Action: Swarm of Insects(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. @niji

Standard Action 1: Byakurai |-4 Reishi
Acc - 1d100+75
Dmg - 2d11+3
Status Chance (00%) -

Standard Action 2: Yūdokuna shippo matsuge (Toxic Tail Lashes) - Major Effect: Barrage - Slashing | -13 Reishi
Acc - 1d100+75
Dmg - 5d11+3
Stun Chance (00%) -




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: 4,740,960 (1,185,240)
HP: 112/120 | REISHI: 75/160 | DEF: 110(95) | DMG DIE: d11 | ACC: +50



Post Count: 9

Tags: , , , ,
1d100·1d100+75·2d11+3·1d100+75·5d11+3

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on Mar 22, 2022 11:42:00 GMT -5

Such was the nature of this beast. Despite utilizing an illusion augmented by his own bolstered power, it was still not enough to bog down the Hogyoku-fused Valentina. Grimacing as Rao's attacks were repelled by the woman's hand, thus proving she could indeed see (or she acted through another of her senses), Yoshinori held his scythe aloft. His increased Reiatsu wasn't enough. Valentina was still exploiting one of Amanojaku's greatest weaknesses: Its power over reality and illusion was dependent upon Yoshinori's own power. The illusions he could conjure were dependent upon his Reiatsu, which offered a cap on the types of illusions he could conjure into reality. But more than that, the greater the power gap between himself and an opponent, the less potent an illusion would be. Yoshinori could, of course, try and strengthen his own illusions, but the flaw would always be present as long as the foe remained powerful enough to force back Yoshi's own Reiatsu presence.

He had no choice but to try something different.

A shockwave from the crumbling castle shook Yoshinori's very core, the impact force knocking the wind out of him right and proper. Coughing and spluttering, Yoshinori's grip tightened upon his Zanpakuto. He could feel the ill effects of his Bankai beginning to settle within his bones. Utilizing Ōmagatoki was a mistake. While extremely powerful and partially successful in shutting down Val's awareness, both phsyically and spiritually, the usage of the technique opened the floodgates for Makaiō Amonojaku's spirit to worm its way into Yoshinori's psyche. Even now...

"You could end this now. Gain mastery of illusions beyond your wildest of desires...just let me have control. For a second." A voice suddenly spoke within Yoshinori's mind, prompting his eyes to widen in surprise. Not even daring to offer the voice a reply, Yoshinori thrust his scythe outwards, blue colored energy already beginning to coalesce around the head.

Then, Yoshinori called out its name,

"Hyōga Seiran!"

Setting the rather destructive Hado into effect, a concentrated blue sphere of condensed energy would fire forth from Yoshinori's scythe, cutting through air straight towards Valentina. A variation from the traditional Hyōga Seiran, the blue sphere of energy would form into ice until the moment of contact. If it did manage to hit Valentina, the condensed ball of condensed Reiatsu would explode outwards, glacier-like formations of ice shooting forth from the focal point with tremendous force. If the Hogyoku wasn't careful, it was quite possible that she would be skewered, at least in some fashion, by the high-level Kido spell.

Sealed Ball


Purposely moving to shroud the spell's movements with Ōmagatoki, Yoshinori put his next attack plan into play, despite whatever he may be dealing with within...

Post Count: 9 | | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Ally Action: Yoshinori gains +10 Reishi and +10% Reiatsu from Heroic Aura! Total accumulated is 70%! Reiatsu is now 1,523,200 (Original: 224,000 | 896,000)
Ally Action: Yoshinori gains 25 Reishi from Niji's Enhanced Invigorate!
Ally Action: Yoshinori is hit for 8 Direct DMG!
Passive: Yoshinori activates Edge 2 against Valentina!

OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Bonus Action: Yoshinori uses Focus Energy to gain +15 Accuracy on all attacks this turn! Attacks cannot be negated by Guard!
Standard Action: Yoshinori uses Phantom Fire against Valentina!
Standard Action: Yoshinori uses Byakurai against Valentina!
Potent Passive Active!
Attuned Passive Active! 3 Reishi regained! 6 Reishi lost due to 2nd Release!




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




Standard Action: Hyōga Seiran (Phantom Fire First Release Version)
Acc - ZL1jTbsZ1d100+80
Dmg - 3d12+1 +2 Edge Bonus DMG = 22
Reishi Cost - 4 Rei (Efficiency Reduced)
Bashing Major Effect - The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.
Cripple Minor Effect Chance (65%) - 1d100 1 Stack of Cripple Inflicted!
Special Effect (Versatile) - If attack successfully hits, 9 Reishi is drained.
Special Effect (Focus Energy): Cannot be Guarded

Standard Action: Hyōga Seiran (Byakurai)
Acc - 1d100+80
Dmg - 2d12+1 +2 Edge Bonus DMG = 12
Reishi Cost - 3 Rei (Efficiency Reduced)
Special Effect (Potent) - As a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.
Special Effect (Versatile) - If attack successfully hits, 6 Reishi is drained.
Special Effect (Focus Energy): Cannot be Guarded

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




ACTIVE EFFECTS
Intimidate Uses (25/100 Max Reishi Restored)
Edge II - +10 Def | +10 Accuracy | Reduce total damage taken by 2 | +2 Bonus Damage


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: 1,523,200 | CURRENT REIATSU: 6,092,800
HP: 67/90 | REISHI: 205/220 | DEF: 100 (130) | DMG DIE: d11 | ACC: +40

1d100+80·3d12+1·1d100·1d100+80·2d12+1
Last Edit: Mar 22, 2022 11:45:09 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 24, 2022 18:27:03 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan



Caged

Darkness. Cold. Darkness… it was the same pit as before… but there was no voice calling out for him this time. There was no yearning. No angered storm. Only silence. Deafening silence.

The quincy knew he was still alive. Somewhat. For heaven’s sake, he wanted to die right here, right now. Now that Valentina had totally rejected his love, there was no longer a purpose to his existence. Life has suddenly became meaningless, a chasing after the wind.

A chasing after something that cannot be his. In the end, there was no freedom waiting for him after all. To think that salvation could be found in love was absurd.

He was numb. In his consciousness, he wanted to… scream. Why? Was he just a pawn played in the hands of the fullbringer? Was he used? Did she… played his feelings all this time? A lot of questions, a lot of doubts… yet there was not a single answer.

And there was still no anger in his heart. Even a little.

Yael looked around, but he couldn’t see anything. Maybe it was the culmination of blindness? He wasn’t sure. He still couldn’t move, and while he mustered enough strength to take a single step, trying to drag all of his being, his efforts only resulted in vain. It was as if, he was locked with heavy chains wrapped around his body.

Until…

A single light, appeared from afar. As it drew closer, it slowly formed a creature with large branched horns akin to an antler, but the nearer it gets, the more he understood that it was the creature he was summoning during his release.

“It’s about time. I’ll take it from here. Whatever the consequences later should no longer matter as you have given all hopes up. You no longer have an instinct for survival. But I still have. So, I’m going to fight for it.”

The creature placed its paw into his chest. There was also an outside energy seemingly mending his wounds. Probably from one of his allies. But the Volpertinger’s power was overwhelming, it also consumed the energy from the outside, leaving Yael still unconscious while it took control over the quincy.

From outside, the young boy slowly levitated, eyes still closed, mind unconscious, he started glowing and the wings spanning through his back enveloped him with blinding light.

Not a little later, a knight clad in shining armour with wings on his back riding the Volpertinger appeared in front of everyone. The charming blonde prince was no more.

He looked at the living hogyoku intently. But he didn’t say a word. He didn’t blabber like Yael, which could only mean that indeed it wasn’t Yael but some perhaps some other being or form of soul that was awakened just a while ago. Perhaps another quincy chained to his soul in the form of a Vollstandig.

When all his allies finished their attacks, the knight rushed forward. Riding mightily on his chimera, with a halberd materialising in his hands, he didn’t hesitate attacking the quincy’s lover.

Aiming for her shoulders, he intended to tear her in half with the large blade. Unsatisfied, the creature would maul her like a mad beast hungry for its prey.

[551]


COMBAT TRACKER
SUMMARY
+70% Base RL, +10 rei from Tensai
+30 HP from Tensai

GLOWING HUMAN

DEFENSE
The Living Hogyoku did not attack

OFFENSE
The Knight used Blinding Light
The Knight strike using Halberd [Byakurai]
Volpertinger mauled the enemy [Release]




At-will Action: Release|-6 rei
At-will Action: Sense| +5 acc, +5 def

Standard Action: Volpertinger| 9 rei-3= 6 rei
Acc: AFxxnpoN1d100+55
Dmg: 5d10 +10
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 Chance[75%]: 1d100+1 stack due to Vitriol
If Success, Override activates! -2 dmg tier; -10 acc (for 2 turns)

Standard Action: Strike [Byakurai]| 4 rei-1= 3 rei
Acc: 1d100+55
Dmg: 5d12
Burn Chance[75%]: 1d100+1 stack due to Vitriol
If Success, Override activates! -2 dmg tier; -10 acc (for 2 turns)

Bonus Action: Blinding Light[Inemuri]| 5 rei-2= 3 rei
Stun: chance roll [75%]: 1d100
If Success, Override activates! -2 dmg tier; -10 acc (for 2 turns)

At-will Action: Keikatsu| 10 rei-3= 7 rei
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%.
Mend Chance[55%]: 1d100

Total Rei cost: 6+6+3+3+7= 25-[+10 from Tensai]= 15 rei

Dice dmg for strike: 2d12


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>>>436,500>>>2,616,000
HP: 79/100 | REISHI: 142/200 | DEF: 85 [95] | DMG DIE: d10 [d12] | ACC: +50



1d100+55·5d10·1d100·1d100+55·5d12·1d100·1d100·1d100·2d12
Last Edit: Mar 24, 2022 20:43:02 GMT -5 by Viktor Yakov ad Rosenfeld

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Mar 27, 2022 12:14:13 GMT -5

As power flowed out of Niji from her newfound pact, she suddenly found herself as a child again, having just come back home from school. Unlike every other day, where she would be expected to continue her studies or help out on the ranches, her home was on fire, and her parents were trapped inside. She couldn’t see them, but she could hear them screaming. She ran to go get help. She watched the fire brigade wheel out two bags and smelled bacon as they passed.

Expectations weighed on her, heavy in her mind; she couldn’t do this alone. She did her best, but an pre-teen couldn’t run an international company. It had to be sold off, some Hikari branch family that had no interest in helping raise an orphan. With no family to take her in, her guardianship basically put her up in an apartment in a nearby city and checked in on her once a week. But she was smart, and she was a survivor, she could make do.

It was a Thursday when she awakened to her powers, causing a spiritual wolf to manifest and rip out the throat of someone that tried to bully the girl that had no one else. It couldn’t be linked to her, naturally. People that had been cruel to her started to die, mysterious animal attacks. She found fewer and fewer people that even deserved to live in the first place, and when she had a body count in the low hundreds, more of her power was revealed to her.

The first fullbringer that came to recruit her was incinerated before he had a chance to open his mouth. Eventually, she was overpowered and forcibly brought to the organization. In time she found a home there. A purpose.

Which was ripped away from her when the supposed guardians of balance attacked their base. She had a new purpose, vengeance; not only did most people not deserve to live, they didn’t even deserve an afterlife. She would find those worthy and bring them with her, those that understood that power belonged to those who could take it.

She was herself looking down into a crib at her new baby brother. Mother was supposed to have been barren after her traumatic birth, but there he was, healthy and crying. While she was only a few years old, she knew what a younger brother meant. She was no longer the one that was going to take over the company. She was redundant. She was about to enter high school when she overheard her parents discussing what family would provide the biggest benefit for a marriage.

That was all she was to them, a bargaining chip to get a better deal somewhere down the line. Her powers manifested that night, while she strangled her brother. She went into her parents room and ripped the air out of their lungs, leaving them gasping for air that she wouldn’t let reach them. In this recollection too, her home burned, but this time at her hands.

Even though she was redundant, she had still learned things, and took over the company before she finished high school. Under her flawed leadership, the market share reduced, and she had to keep selling off assets. She started embezzling money from the collapsing company, and eventually was caught and convicted. An adult at this point, she was thrown into prison. No one had an explanation for how she had managed to dig a hole out the same night she entered her cell.

She made her way to the criminal underworld, and used her abilities and rudimentary business knowledge to start to make a name for herself. From this side, she learned that just as many people who were considered ‘moral authorities’ were just as corrupt as the criminals they were prosecuting. With bad people everywhere, taking out whoever stood in her way wasn’t just easy, it was just.

Her father stared at her with contempt as she wailed in the crib. Her mother had died in childbirth, leaving the man alone with a baby girl. For company, he turned to the bottle.

A robber killed her parents, and the justice system decided she had done it.

Hollows attacking her college dorm, killing her friends and gravely wounding her.
The visions of terrible lives that lead her down dark paths kept coming, and somewhere far away, Niji heard a voice calling to her. In a voice choked with tears, she whispered a quiet plea, 

“Weep, Cocytus.”

The spirits of one of the zanpakuto manifested behind her, an icy blue, barely humanoid figure becoming visible to everyone in the room. With two hands, it held an enormous spear, it gently placed another pair of hands on the fullbringer’s shoulders and let out an ear splitting wail. Like shattering glass, the visions Niji had been trapped in became phantoms in her sight. She stood again, not exactly sure when she had ended up on the floor, and she did her best to ignore Leon’s corpse at the feet of the hogyoku. No, that wasn’t right; this thing was still Valentina Tokareva, just at the conclusion of a nightmare that was her reality.

Niji stared at Val, there was still no sign of mercy in her expression, but the fury had given way to pity. She spoke softly, once again it didn’t really matter if the woman heard her or not, it wasn't going to change things, ”I get it now, you are not a hero nor a villain. You are just a broken child dealt a bad hand. And now you want to destroy the very concept of the game because you think it is the only way for things to be fair.”

She shook her head, flowing energy towards another zanpakuto spirit, ”Perhaps I should have made an attempt to understand you earlier, to dissuade you from this course of action. Now there is only one path for you.”

“Sing, Takaionpu.”

What could only be described as Elvis in his prime appeared in the middle of the room, fully clad in white leather and slicked black hair, a shining steel microphone in his hand. He opened his mouth and the room began to sound like a rock concert, the noise bouncing around the room and, despite the admittedly terrible acoustics, it was magnified and focused, reaching a crescendo focused on the former fullbringer that would feel like getting slammed by a hurricane.

“Quake, Mokushiroku.”

A six winged angel manifested, with pure white hair tied back in a braid that reached to her feet. In her hands she carried her released form, a giant battleaxe, and she flew towards the transformed Val, causing an even deeper crevasse in the ground as she dragged the oversized weapon behind her.  The searph's charge ended with a wide sweep of the axe, sending a shockwave ahead of it even before it would reach it's target.

SUMMARY
Niji has Doubled Edge 4 against Val (12 DR)
Base Defense is 125 vs Val (85 Base + 40 Doubled Edge 4)
Base Offense is +100 vs Val (55 Base + 15 Release + 40 Doubled Edge 4)

HP is 71 (71)
Armor is 24 (24)
Reishi is 172 (217 - 6 (R3U) - 14 (RA3) - 25 (TKF))

At-Will:
None

Bonus Action:
Assault (At-Will turned Bonus)

Standard Action:
LET’S ROCK [Thunder King Fist]
Overwhelm (2x vs DR and Armor)
Bashing (-5 Reishi, -5% RL)
Spread (Unimportant)
3uW52GcP1d100+100
4d12+16 (+12 from doubled edge 4) - Total = 55
-5% RL, -5 Reishi

Standard Action:
Calamity Drive [Release Attack 3 w/ Assault]
Bashing (-5 Reishi, -5% RL)
Slashing (75 for crit, +4 damage on crit)
1d100+100
1d100+100
5d12+30 (+12 from doubled edge 4, +10 from crit dice, +15 from vicious, +4 from slashing) - Total = 94
-5% RL, -5 Reishi


ACTIVE EFFECTS
Buffs
Attack-Inflicted Status Immunity - (Until Armor Lost)
Bolster - +1,433,600 base RL
Tensai Heroic Aura - +70% base RL

Debuffs
Illusion - 1/4



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: 2/2

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

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

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

50/100 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: 3,038,920, eff. Total: 18,233,520)
HP: 71(24 Armor)/75 | REISHI: 172/200| DEF: 85 | DMG DIE: 1d12+4 | ACC: +70



1d100+100·4d12+16·1d100+100·1d100+100·5d12+30
Last Edit: Mar 27, 2022 12:19:20 GMT -5 by Niji

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Mar 27, 2022 15:45:31 GMT -5

At this point, Rao was through trying to talk to the Human Hogyoku. Trying to point out contradictions between her words and actions was just met with her responding with more delusions of grandeur, and it got annoying. His attacks were more effective, so he decided to just let his fists do the talking... 

...Before seeing how the Green-haired shinigami was healing the Quincy. Parasites from him went into Yael's wounds, presumably to heal him. "That's what he healed me with?!" he thought, as he clutched the wound where Tensai had also healed him with those things. "Hey, you healed me with that stuff too?" he asked in a disgusted tone. He would be disgusted by whatever the answer would be.

After getting the answer, he saw the white-haired Shinigami's beam attack attacking the Human Hogyoku. Before he could join in, he felt a surge of the Quincy's reiatsu. He looked back, and saw an armorclad knight riding on Yael's monster. They launched at Val, and went in with slashes at the Hogyoku. Not wanting to be out done, Rao jumped forward to the Hogyoku himself. 

Rao focused his blade's energy by giving it extra reishi, and upon getting close, made a strong slash at Val, infused with hell flames to make it explosive. Whether or not it would land, the shockwave would likely send her flying. After doing so, he would charge another Hellflame Dragon at her, and fired it. 

"Hellflame Dragon!"


COMBAT TRACKER


SUMMARY

Heroic Aura up by +10% and +10 reishi

Piercing Blows up to +8

Rao uses Sense

Rao used Used Focus energy

Rao used Flame Slash (Byakurai)

Rao used Hellflame Dragon

At-Will:
SENSE
You focus your own Reishi to reach out and feel the spiritual energy of others around you.
Type: Utility
Action: Reactive At-Will
Effect: You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Three times per thread. |+5 acc and +5 def

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. | -9 reishi | +15 acc

Standard Action:

HADŌ #4: BYAKURAI (PALE LIGHTNING)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: None
Cost: 10 Reishi
Enhanced: 3 times per battle, you may use Byakurai as an At-Will Action. | -9 reishi

Acc - 4D0XINzn1d100+90

Dmg - 2d12+3

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


Standard Action:
Hellflame Dragon
Rao gathers together all the energy from his Hellflames, and releases it in the shape of a dragon towards the target.
SINGLE: Standard Action. Rolls 3 damage dice against one target and has a chance to inflict a minor effect. Costs 7 Reishi.
CHARGING: Focus Energy grants this technique an additional +10 Accuracy; this does not apply multiple times from consecutive uses of Focus Energy.
BURN: 50% chance to Burn target. | -4 reishi


Acc - 1d100+100

Dmg - 3d12+3

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

Byakurai | -9 reishi

Focus energy | -9

Hellflame Dragon | -4

Total| -8 reishi

REIATSU:502,000x2=1,004,000

HP:74/95 | REISHI:94/120 | DEF:90 | DMG DIE: d11(d12+3) | ACC:+45(+70)


1d100+90·2d12+3·1d100·1d100+100·3d12+3·1d100

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Mar 28, 2022 11:02:49 GMT -5



Even if the destruction of all reality was not on the table, all that power emanating from the lab would... have to be considered a threat to the entire planet, regardless. Even Captains couldn’t match that.

Several rooftops away from the site of the battle, a small group of former Shinigami were watching the events. Their eyes could only see the smoking hole in the street in front of Tendo Shoten and the impact the battle was leaving upon the entire city - the trembles, the panic, and, of course, the cracks in the sky which were still visible to anyone daring to look up. Through their ability to sense Reiatsu, however, they had a much better picture of what was going on down below.

This... person, had the signature of a Hogyoku. And yet, it was alive, and fighting, and threatening to destroy everything. The same entity which had created them six hundred years ago was now their enemy.

Yasuhiko Kunimitsu, Akina Kimura and Katsuaki Kanbe stood in front of the group. The other four were fully masked, still not confident with showing themselves outside of their fortress of solitude. After assessing the situation, and the power concentrated down below - not just of the Hogyoku, but of the Shinigami and Fullbringer who were currently testing its might - Akina turned to the rest.

Are you all sure about this? There are Shinigami out there, we won’t be able to use our powers in front of them,” she asked.

Yes, but there will be a point where our need to intervene will have to supersede our need to hide,” Yasuhiko answered her. Not long before departing to Soul Society to work on a device which could put an end to the living Hogyoku for good, he sent a message, asking Yasuhiko and his fellow exiles to join the fight, if it truly starts to turn desperate.

We’ll figure it out when we get there,” Katsuaki added, his arms folded. “Best case scenario, they and Tendo won’t actually need our aid, and we can return to the Fortress as if nothing happened. But... if push comes to shove, I’d rather live in a world that isn’t erased, no matter the risk.

The Visored are watching over the fight from a distance, and can intervene to rescue players if they wish to retreat. At any moment, if a player has not been reduced to 0 HP in their turn, they may forgo their actions to instead be rescued by the Visored, thus leaving the battle safely. Visored rescue will count as a loss for counting event rewards, but will ensure that you cannot be killed.




Val reached her hand out to the side, summoning a second scythe in her left hand, and then spun both of them, displaying her intent to battle again. The first phase of the fight was inconclusive, but having recovered her mind and spirit alike, she could not wait to finish the job. Thanks to Yoshi’s illusionary tactics, she could not see her opponents with any of her five senses well - but their Reiatsu and the way it moved was more than enough for the living Hogyoku to counter-act.

With a spirited yell, Val lunged forth, immediately facing off the first of her enemies - Tensai, who opened up the clash with a Byakurai fired off from the tip of his transformation’s tail. The lightning bolt slammed against the twin blades and dissipated into the air, while Val herself landed before the Shinigami and clashed against the first of the tail swings.

Tensai had grown confident. No longer was he merely challenging her claim of being a hero - he was certain that they had surpassed her, and all of her advantages against them had vanished.

"Oh, really now?" Val answered the Shinigami while one of her scythes spun and deflected his tail swing. "You’re burning a lot more Reiatsu for these few seconds, but I wouldn’t be so sure."

And there was more to fighting than just Reiatsu emission. Sure enough, when Tensai continued his barrage of tail blows, they kept getting deflected by Val’s scythes, one after another. Finally, she ducked to the side to avoid a tail stab, then squeezed her left elbow to catch the stray tail in between her arm. One slash came towards the tail, seeking to sever it from the rest of the body, while the other, a more powerful one, was much more complicated, Val tossed her left scythe to the air and caught its pole with her foot - which suddenly transformed, turning to a claw-like grip and holding onto the weapon tightly. Val then spun in place, swinging that scythe with a wide arc and aiming to smack Tensai aside.

Her foot turned back to normal after the slash. She managed to turn her eyes away from the mutated Shinigami, towards the sky, where Yoshi was floating, for merely a moment, before the place she stood was rolled over with a powerful ice spell. Massive blocks and spires of ice slashed from the ground and engulfed the floor.

But it hadn’t actually touched her. Suddenly, Val appeared before Yoshi, both her scythes cocked back and ready to swing, then sent an X slash at his body, aiming to bisect the white-haired Shinigami.

After the strike, the Hogyoku flew across the sky, and landed on the ground with a slide. Rao was next, and he lunged at Val right as she touched down. After a charge, the Arrancar thrust forth with a powerful fiery slash, and clashed against the pole of her right scythe with a loud clang. It sent shockwaves across the battlefield, whipping up dust and breaking some of the ice blocks Yoshi’s attack had summoned a moment ago.

Val could predict the Arrancar’s rhythm - he relied upon his fire techniques, and sure enough, Rao announced the release of his Hellflame Dragon yet again. For the first second, she stood in place against the attack, then suddenly ducked downwards, underneath the burst of hellflame. Below Rao’s arm and sword, she suddenly sent an elbow towards the Arrancar’s ribs, then, expecting it to have dazed her opponent, she cocked back her right scythe. Its blade mechanically transformed, shedding its twisted form and being replaced by a straight, humming chainsaw blade.

Giggling under her breath, Val shoved the chainsaw at Rao’s gut, aiming to grind through the Arrancar and put him down.

Her display of brutality had to be cut short, however - a sudden burst of light washed over the entire battlefield, herself included, and got her to pull back from Rao. Something was happening to Yael. He was no longer yapping about his desire to bring her back to her senses, his hope to get her to stand down and cease the bloodshed. He was now a knight, an ominous knight bearing a weapon and riding his spiritual tiger, ready to charge forth and take Val down once and for all. Either the near death had finally caused Yael to snap, or something that had dwelled within him took control in a critical moment to keep him in the fight. Standing alone, both of her weapons lowered, Val watched the display of power of ferocity, and remained unfazed when the possessed Yael lunged forth, charging across the battlefield.

She tossed both scythes into the air - and, with her freed hands, she suddenly grabbed the chimera by its jaws. Her feet sank into the ground, and her arms struggled against the sheer power of the creature - but she held it at bay, keeping her jaws and paws away from her body.

The knight swung his halberd - but as Val’s scythes fell back down, two arms suddenly grew out of her back and caught them, using the weapons to block Yael’s strike. A few more strikes followed, all of them blocked the same - though, the tongues of fire emanating off them managed to touch the woman’s body. Ultimately, Val went on the counter-offensive - her two lower arms pulled the chimera down below, at the ground, while the scythe-wielding arms above swung forth in unison, aiming to slam the knight in his armor and throw him off his steed.

One more slide back, and Val gained her distance from Yael. The two temporary arms broke apart and her scythes fell down to her two “normal” ones, and the woman took a sigh.

Niji was now rising back to her feet, clearly affected by the illusions which Val had cast upon her, she stood twenty or so meters away from Val. She guessed correctly - the type of vision which Val forced her to watch told just as much about Val was like, than it did about Niji herself.


Tick, tick, tick...

One after another, small drops of blood befell onto a cold, barren, dusty Moscow street, watched over by Soviet era five-story homes from every side. They left a faint trail throughout the sidewalk, following after a fourteen year old girl who clutched onto the left side of her face. Just a few minutes ago, she was carrying a skateboard and fifty rubles with her, but it turns out she took the wrong shortcut through this neighbourhood and was beaten down to the ground after refusing to hand her belongings over to a bandit twice her age and size.

To be fair, she had stolen both the money and the skateboard herself, but losing them still stung a lot. She had already started dreaming about secretly teaching herself how to skate, perhaps visit that public skateboard park on the other side of the megalopolis and spend some time there. She could become just like those skateboarders who appear on Western TV. But no, it looks like that wasn’t going to happen for a while.

The girl stopped, and tapped the wound on her forehead. It was still bleeding like hell - the dim dusk meant that it was hard to see the reddish smear on her palm, but the feeling of faint drops hitting her skin reinforced it. And, of course, it still ached, the pain pulsating, her head ringing from it and the other concussions all across her body. Thankfully, Maria should still have a few cigarettes back home - destroying her lungs more might numb the pain a little.

She squeezed her bloodied hand and turned her eyes forward. To the apartments surrounding her, to the light flickering and turning off in one of their windows after another. Moscow’s middle class lived in these blocks - hardly affluent families, but those who could make ends meet. A kilometer or so beyond, the Soviet era blocks transitioned to private, fenced off houses, built already after 1991. The cream of the crop dwelled there - the oligarchs, the politicians, the foreign nationals on business ventures in this brave new land.

Each one of the lights, shining out of the windows of the apartments surrounding her, was a family. It was a full fridge, ensuring that there was no day they would starve. It was a parent, kissing their child good night.

Why couldn’t she have any of that?!

Instead, she had an absent-minded, deranged woman to call a mother, who went insane right before her daughters’ birth, muttering about “spirits” and “monsters” who attacked her during her pregnancy. In any normal country, she and Maria would have been taken away and placed under foster care a long time ago. But no.

Instead, she had to screw nails into baseball bats in the confines of her home, waste without food for days, and do the most despicable things imaginable just for a chance to eat again.

Why has the world reserved so much cruelty, just for her? There’s so many things she would love to see, experience, feel, but it seems so, so intent to let her soul die in the slums. Why couldn’t it be just? Why couldn’t she be free? Nothing restrained her, sure... but she couldn’t ever hope to do something she truly wants. It really was no different from just living in prison and eating gruel all day.

Oh, how she’d love to storm into one of those villas a kilometer off, kill everyone inside and take it for herself. Why stop at one? Why not give them all a taste of the spiked bat, then take everything that they own and build a giant rocket for herself?

To fire her to the sky, to carry her to a star, and let her burn up in its atmosphere.

But no, she will never have the power to make it happen.


Val lowered her scythes once again, then slowly walked forward, staring at Niji and the attacks she was casting. Spirits of abandoned Zanpakuto, now circling around her, manifested on the battlefield, each with a weapon and a power of their own. The first looked almost like Elvis himself, and attacked her with a burst of his voice, saturating the air with terrible singing that whipped up wind and dust in its path. In response, Val cocked back her left arm and tossed its scythe forward - it sliced through the air with ease and cut the Zanpakuto spirit apart, putting an end to the technique.

Niji’s second summoned spirit, a six winged angel, charged forth with a powerful stampede and aiming an enormous axe, one that could clearly cleave someone as tiny as Val in half. The Hogyoku charged right back at her, swinging her scythe - and lost the confrontation. The angel’s axe struck her straight into the left shoulder - then sank deep, past the lungs, past the heart, until finally stopping at roughly where her right kidney would be.

"Gah..." Val gushed out under her breath. Even partially cleaved, with a massive gap running across her torso, she did not stop - the scythe in her hand transformed, turning into a long spear, which she shoved into the throat of the angel spirit to put her down as well.

Now freed from being pinned by the massive axe, but still almost cleaved in half, Val lunged straight at Niji, first aiming to tackle her, then grab her by the neck and slam her down at the laboratory floor.

VALENTINA TOKAREVA
DEFENSIVE PHASE
Edge II against Rao - +10 defense, reduce damage by 2, +2 bonus damage, +10 accuracy

Tensai’s Byakurai #1 - vs 80 def - avoided with Bakudo #8!
Tensai’s Toxic Tail Lashes - vs 80 def - avoided with Bakudo #8!

Yoshi’s Phantom Fire - vs 80 def - avoided with Bakudo #8!
Yoshi’s Byakurai - vs 80 def - avoided with Bakudo #8!

Yael’s Volpertinger - vs 80 def - avoided with Bakudo #8! Afflicted with Burn - +10 HP!
Yael’s Byakurai - vs 80 def - avoided with Bakudo #8!

Niji’s Thunder King Fist - vs 80 def - avoided with Bakudo #8!
Niji’s Calamity Drive - vs 80 def - hits for 94 dmg! 2 HP siphoned with Restoring! 10 Resist dmg dealt!
-5 Reishi and -5% RL from Bashing!

8 Piercing Blows damage from Rao!
Rao’s Strike #1 - vs 90 def - avoided with Bakudo #8!
Rao’s Hellflame Dragon - vs 90 def - avoided with Bakudo #8!

18 damage dealt to Armor.

10 HP restored by status! 15 HP healed with Purity of Soul! 2 HP restored with Restoring!

3 damage by Burn!




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

Standard Action: Double Scythe Dueling (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.), -15 Reishi

Bonus Action: Siphon Life (Consume)

Need to roll 70 or less to inflict Consume on myself, siphoning 5 Reiatsu for each Standard Action from all opponents - N2HXYw3_1d100

Standard Action: Converted to Bonus Action - Gamble

1d27
1d27 (Decimate)

Standard Action: Retaliatory Strikes (Enhanced Area Strike), @ all

Accuracy - 1d100+50
Damage - 2d12

Standard Action: Retaliatory Strikes (Reality Breach - Release Area/Spread), -13 Reishi @ all

Accuracy - 1d100+65
Damage - 5d12+10

Spread: Niji is the primary target. Need to roll 50 or less to inflict the highest dmg die as Direct Damage to all secondary targets - 1d100

Purity of Soul:

New damage dice:

2d10
5d10+10



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

Bashed: -35% RL

Deceived: 2/4 turns

Burned: 1/4 turns (Override)

Immobilized: 2/2 turns (Override)

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.
(2/2)
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
(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
(1/1)
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 (1/2)
3rd Release:
- Spacial Rend, Barrage/Slashing, -14 Reishi (2/2)

REIATSU: 4,658,812 -> 3,028,227
HP: 315/450 | ARMOR: 0 | REISHI: 64/400 | DEF: 80 | DMG DIE: d12+2 | ACC: +60

1d100·1d27·1d27·1d100+50·2d12·1d100+65·5d12+10·1d100·2d10·5d10+10
Last Edit: Mar 29, 2022 2:35:54 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 29, 2022 20:32:17 GMT -5




(Art By @drakdrawings on Tumblr with permission)

Tensai looked at Rao upon being asked how he was healed.

"Calm down, it's just a symbiotic parasite I created in my body and passed on to you it won't do any damage. Also, they are theoretically going to die when I exit Bankai anyway," Tensai said.

He of course left out the part where Rao's parasite came out of Tensai's mouth because he knew he would not like that answer. As he was fighting Val he saw his tail be caught in her grasp. As she was about to use a scythe to sever his tail. However, he still had his arms as he caught the scythe in his hands before it would hit. And then infused with Kido as green spiked tendrils cover it to lash out at Valentina.

When she aimed to slash at him with a spinning kick with her scythe attached to her foot. He then chanted something under his breath. As soon the second scythe teleported to Val's location.

"I don't know where you came from, but in Japan, our heroes tend to power up in dire situations and beat overpowered psychopaths such as yourself," Tensai said.

As soon as he said that the rest of them showcased their abilities. Though his hope keeps getting subverted as each attack is brushed off by Valentina. He then watches as the Quincy Yael gets back now wearing a suit of armor resembling a medieval knight from the middle ages.

"Exhibit A," Tensai said.

As then he watches the Arrancar's fail as well. Before turning to see Niji's Reiatsu spike tremendously.

"Exhibit B," Tensai said.

Even then Val still manages to ignore the power of each Zanpakuto spirit that Niji was somehow able to summon. Though he is not quite sure who these Zanpakuto spirits belong to though, as to how she called them considering the barrier between realms is currently breached she must have found a connection through the portal in the sky. But how that relates to her power he still does not know.

"To think we barely struggled against Zarzil and here we are against an opponent who keeps toying with us...wait a minute." Tensai thought.

That is when he made a horrible realization about a horrific possibility. One that is even more reason to keep her alive. As he walks over to Niji and puts a hand on her shoulder. And whispers to her something.

"It just dawned on me that Valentina most likely will be sent to Hell if she perished. And we can not let that happen. Cause if she keeps her Hogyoku powers while being sent to Hell, those who rule it would have Valentina break the seal to Hell. Or worse Valentina might just do it herself without them asking to escape Hell and come back and we have to fight her all over again. Above all else we must not kill her while she still has the powers of the Hogyoku," Tensai whispered to Niji.

He then walked toward Val and spits out a glob of stomach acid at Val, similar to how flies do it to eat though at a much bigger size. He then tried lashing at her with his tail again using it as a powerful whip only this time he managed to extend his tail to do it from a distance.

COMBAT TRACKER
SUMMARY
Valentina Attack #1: Retalitory Strikes - 76 Accuracy vs. 120 Defense - Misses. Deals back 5 direct damage with Reverse Fate.
Valentina Attack #2: Retalitory Strikes - 149 Acc. vs 120 Def - Redirect with Breach back at Val.
Valentina Attack #3:

5 direct damage and Valentina's Relitalatory Strikes (Reality Breach) redirected to her.

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

At-Will: Enhanced Sense - +5 Accuracy and +5 Defense. +2 DR and +2 Damage to all attacks.

Bonus Action: Green Paper Redirection (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. | -15 Reishi

Standard Action 1: Acid Spit (Byakurai) |-4 Reishi
Acc - zYy3TzI11d100+75
Dmg - 2d11+3
Status Chance (00%) -

Standard Action 2: Yūdokuna shippo matsuge (Toxic Tail Lashes) - Major Effect: Barrage - Slashing | -13 Reishi
Acc - 1d100+75
Dmg - 5d11+3
Stun Chance (00%) -




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 1/4 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: 4,740,960 (1,185,240)
HP: 112/120 | REISHI: 42/160 | DEF: 110(95) | DMG DIE: d11 | ACC: +50



Post Count: 10

Tags: , , , ,
1d100+75·2d11+3·1d100+75·5d11+3
Last Edit: Mar 29, 2022 20:37:44 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 30, 2022 12:27:11 GMT -5

If this were any other situation, against any other opponent, Yoshinori would have been more than a little concerned about exactly what he did to Niji. Even despite the chaos of battle, Yoshinori could see clear as day the extent of the Fullbringer's abilities. Calling out the names of various spirits in a similar fashion to that of a Zanpakuto activation? It didn't take a genius to surmise what happened. Such is especially true given that Yoshinori did not observe Niji as capable of such prior to the release of his Tetragram Seal upon her.

Of course, it was possible that Niji was always capable of such displays and simply didn't show it. Yoshinori didn't know the Fullbringer, after all. But given what the Third Seat did do, any questions asked would inevitably direct some fingers in his direction. Not a pleasant feeling in the slightest.

Fortunately, Yoshinori couldn't give a fuck in this present circumstance.

"If your masters truly wished for you not to do so a wicked thing, my boy, they would be here themselves..."

The voice within Yoshinori's head brought a shiver up the silver haired man's spine. He hated this, but it was a consequence for utilizing Makaiō Amonojaku as heavily as he has thus far. It brought Amanojaku's presence closer to the surface. But not by the virtue of Yoshinori's understanding of his own Zanpakuto spirit, nor out of any gesture of kindness or connection that the spirit had towards its wielder. No, the nature of this 'visit' was insidious. Amanojaku wanted control to wreak havoc of his own.

"It will only take a moment. Allow me..."

"Shut up and let me--"

Unfortunately, Yoshinori did not have the time for extended banter, for Valentina was soon upon him. Having showcased an impressive show of skill in her ability to avoid his attacks, the Living Hogyoku herself was soon upon him, swinging her scythe with intent to rend him in two. To meet her attack, Yoshinori simply surged forward. As her Scythe made contact with his body, the Fullbringer turned Hogyoku would find the weapon sliding straight through Yoshinori's body.

Utilizing Shinkirō at the last moment, Yoshinori turned his own body into an illusion, thus making him intangible and unable to attack or be attacked. Phasing straight through the scythe and the Fullbringer herself, the Third Seat allowed Valentina to proceed with the rest of her rampage as he rematerialized.

His hand gracing his scythe once more, Yoshinori did something that he spent the entire fight not doing.

He charged.

His body shooting through air as he descended upon Valentina like a bullet, the Shinigami crashed into the ground directly behind the Hogyoku as she prepared to lunge towards Niji. His Amanojaku scythe held back, as if preparing a power driven horizontal swing, as Yoshinori round his scythe around his body, it could be noted that he was just far enough back for his swing to just narrowly miss Valentina's form. But that wasn't the attack.

"Move." Yoshinori warned Niji and Tensai.

Sealed Ball


Erupting from the blade of Yoshinori's scythe, a firestorm of blue flame would douse Valentina and the surrounding area in fire. Unnaturally blue colored and also semi-transparent in nature, Yoshinori's 'Phantom Fire' was little more than illusionary flame, the same as all his other abilities. However, the powerful torrent of flame would still burn like any other, threatening to engulf Valentina's form whole.

As for Niji and Tensai, if any of the flame were to spread to them given the pair's own proximity to the Hogyoku, they would quickly become aware that the illusionary flame not only lacked any type of heat presence, but it also was completely harmless to either of them, as well as the nearby environment. The floors of the lab were unblemished, and even the appearance of the flame would seem more ghostly and fabricated compared to what Valentina would experience. More light than bite for the silver haired Reaper's allies, it seemed.

Post Count: 10 | | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Ally Action: Yoshinori gains no additional benefits from Heroic Aura this turn! Total accumulated is 70%! Reiatsu is now 1,523,200 (Original: 224,000 | 896,000)
Passive: Yoshinori maintains Edge 2 against Valentina!
Enemy Siphon: Yoshinori loses 10 Reishi!
Enemy Standard Action 1: Valentina misses Yoshinori!
Enemy Standard Action 2: Heightened activates! Yoshinori's Defense increased to 140! Valentina misses Yoshinori!

OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Passive: Yoshinori gains 2 Momentum stacks from his missed attacks!
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 against Valentina!
Standard Action: Yoshinori uses Byakurai against Valentina!
Potent Passive Active!
Attuned Passive Active! 3 Reishi regained! 6 Reishi lost due to 2nd Release!




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




Standard Action: Phantom Fire (First Release Version)
Acc - wHveDU7u1d100+80
Dmg - 3d12+1 +2 Edge Bonus DMG = 19
Reishi Cost - 4 Rei (Efficiency Reduced)
Bashing Major Effect - The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.
Cripple Minor Effect Chance (65%) - 1d100 1 Stack of Cripple Inflicted!
Special Effect (Versatile) - If attack successfully hits, 7 Reishi is drained.
Special Effect (Focus Energy): Cannot be Guarded

Standard Action: Phantom Fire (Byakurai)
Acc - 1d100+80
Dmg - 2d12+1 +2 Edge Bonus DMG = 22
Reishi Cost - 3 Rei (Efficiency Reduced)
Special Effect (Potent) - As a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.
Special Effect (Versatile) - If attack successfully hits, 10 Reishi is drained.
Special Effect (Focus Energy): Cannot be Guarded

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




ACTIVE EFFECTS
Intimidate Uses (25/100 Max Reishi Restored)
Edge II - +10 Def | +10 Accuracy | Reduce total damage taken by 2 | +2 Bonus Damage
2 Momentum Stacks


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 | (1/2 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. (1/4 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: 1,523,200 | CURRENT REIATSU: 6,092,800
HP: 67/90 | REISHI: 176/220 | DEF: 100 (130) | DMG DIE: d11 | ACC: +40

1d100+80·3d12+1·1d100·1d100+80·2d12+1
Last Edit: Mar 30, 2022 13:14:26 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 Apr 1, 2022 4:55:37 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan



Horrors of the Knight

The knight had no attachment to the Living Hogyoku, nor to any of the temporary allies fighting alongside him. He was here out of need for survival, leaving the real owner of the body unconscious in the deep crevices of his mind.

As the battle went longer, the spacious laboratory was only subjected to further ruins. Walls cracked and smashed, the flooring turned into a mix of dirt and rubble. There were fractures here and there, holes large and small alike. The air reeked of a mix of scorched flesh mixed with a coppery or rusty tinge. Perhaps, it was due to the different laboratory apparatus caught in the crossfire between the heroes and antihero… or maybe from the depths of hell itself, when the Living Hogyoku summoned magma from the Earth’s core.

He merely watched the spectacle the Living Hogyoku was showing in this fight. While he might be overpowered by the fullbringer, any emotion was concealed behind the armet, and even if it was to be removed, his face would only betray any feelings he’s supposed to feel in this fight.

A few more arms grew out of the fullbringer’s back, catching her scythes thrown in the air a while ago and using them to block the knight’s assault. She then went for the offensive— still with the lower arms holding the Volpertinger at bay, she pulled its jaw closer hurling it down while the other arms wielding the scythes swung forth towards its rider. The eerie armour-clad warrior did not move however, allowing its own steel wings from his back block the fullbringer’s efforts.

Her own attacks, reverberating… bouncing off the wings as if it were a shield and for some reason… whether in a form of soundwave or an invisible slashes, the same energy would be redirected back at her.

Before he could answer her attacks however, the crazy woman managed to leap a few distance away from him, meeting the other warriors as they too showered her with their own offensives.

Right after the gingerhead with massive reiatsu attacked the experimented brunette, the knight charged forth again, this time thrusting his halberd at the woman from behind while unaware of his presence, aiming specifically to stab her heart.

There was no time to lose. And he was determined to kill this lunatic once and for all.

[396]


COMBAT TRACKER
SUMMARY
NO Bonus from Tensai's Heroic Aura, +70% Base RL remains


GLOWING HUMAN

DEFENSE
66 acc vs 95 def= missed!
139 acc vs 95 def= hit! avoided by Breach; redirected back at the enemy

OFFENSE
The Knight strike using his halberd




At-will Action: Release|-6 rei

Bonus Action: Wings of Reflection [Breach]| 10 rei-3= 7 rei
Effect: 139 acc and 30 dmg redirected back at Valentina

Standard Action: Volpertinger| 8 rei-3= 5 rei
Acc: 6pq4XOvR1d100+50
Dmg: 4d10 +10
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 Chance[75%]: 1d100+1 stack due to Vitriol
If Success, Override activates! -2 dmg tier; -10 acc (for 2 turns)

Bonus Action: Hakufuku| 5 rei-2= 3 rei
Stagger: chance roll [95%]: 1d100
If Success, Override activates! -2 dmg tier; -10 acc (for 2 turns)


Total Rei cost: 6+6+3+3+7= 24



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>>>436,500>>>2,616,000
HP: 79/100 | REISHI: 118/200 | DEF: 85 [95] | DMG DIE: d10 [d12] | ACC: +50


1d100+50·4d10·1d100·1d100

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Apr 3, 2022 21:48:58 GMT -5

Rao's attacks, which he was sure were about to land, Val dodged at the last minute, and got in close. She elbowed him in the gut, which took him by suprise. He saw her readying to use her scythe on him yet again, but a wave of Yael's reiatsu made leap back. Rao took a moment to recollect himself. When he readied himself up for combat however, he felt a new reiatsu after hearing the human's voice.

He looked behind him and saw a spirit with a really weird hairstyle and clothing. It started singing, or whatever it considered singing, as its terrible singing started causing dust and wind to be whipped up. For the first and only time, he was grateful to the Human Hogyoku for destroying it immediately. The next spirit she summoned was what looked like a six-winged angel, with the human saying a phrase similar to that of a shinigami's release phrase. He didn't think too much about it however, as the angel went up to Val, and cut into her with her axe by a lot.

The Hogyoku was still alive unfortunately, and killed the angel with a manifested spear. She then charged towards the human and slammed her into the ground, with a shockwave coming from it. 

Rao felt the shockwave, and it was a lot stronger than he thought. He skidded abit from it, and felt a little weaker from it. However, his naturally tough skin was able to keep him from getting more damage from it.

Tensai finally answered his question, and although Rao didn't like his answer, it didn't matter at the moment, so he accepted for now. The bug-like shinigami, the white-haired shinigami, and the Quincy took their shots at Val, Rao went at her once again.

He fired a Hellflame dragon once again, but this time, he used it as bait. Once fired he used Sonido to close the gap, and made swung his sword adjacent to the dragon. It got absorbed into his sword, boosting its cutting power significantly. He slashed at her twice, both intending to land solid hits.



COMBAT TRACKER


SUMMARY


Heroic Aura is still at 70% reiatsu and +70 reishi

Piercing Blows up to +10

Rao uses Precision

Rao used Used Pesquisa

Rao used Dragon Slash (Byakurai)

Rao used Dragon Slash (Hellflame Dragon)

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


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

Acc - KEV6jygG1d100+90

Dmg - 2d12+1

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


Standard Action:
Hellflame Dragon (Dragon Slash)
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+90

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


Byakurai | -3 reishi



Pesquisa | -9



Hellflame Dragon | -4


Total| -20 reishi



REIATSU:502,000x2=1,004,000


HP:50/95 | REISHI:74/120 | DEF:90 | DMG DIE: d11(d12+1) | ACC:+45(+70)



1d100+90·2d12+1·1d100·1d100+90·3d12+1·1d100

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Apr 4, 2022 5:14:27 GMT -5

Niji took the momentary reprieve to try and assess the situation quickly; trying to ignore the illusory corpses of her family, friends, and fiancé that were strewn around the room. The shinigami appeared to be gaining confidence, the hell-reiatsu’d probably arrancar was injured by still fighting, and the idiot quincy appeared to have armored up and decided that the object of his affection was indeed insane and needed to be stopped. Good. Apparently whatever was said behind the barrier had driven home the fact; she had been too busy with the new pact to really see what had happened.

Despite the zanpakuto spirit at her back mitigating the effects of Val’s illusions, she couldn’t understand what her allies were saying. From their mouths to her ears the words were transformed into pleas for help from her loved one, so she had to tune it out. She shook her head at the words of the now-insectoid Toshiaki, and pointed to her ears. Maybe they were running low on reishi? She let her reiatsu freely flow again out, the rainbow light continuing to bathe the area and her allies; she had never seen her aura shift colors like this, but she supposed it was somewhat fitting.

Her head snapped up as she felt the Mokushiroku dissipate after her short clash with the former fullbringer. For a second, Niji saw Val as she could have been, a smiling face on lightly tanned skin, launching at her in a flying hug, but a blue-clawed hand clamped harder on her shoulder, dispelling this image, and she saw the anger on the ghostly blue face a second before the connection.

She quickly snapped out a few words, ”Surprise, Bikkuri-bako!”

As Val’s hands wrapped around her, the large blue spirit disappeared, and Niji was slammed into the ground by her throat. A thick black liquid shot out of her mouth at the impact and dribbled slowly down her chin. With the hand still around her throat, she shot out an arm and grabbed it. Her mouth stretched into a wide grin, eyes fading to a solid black as her face paled to a bone white, "No hero. No v-v-villain. Broken child. B-b-b-rroooken chiiiild…”

And then Niji promptly exploded.

From across the room, the real Niji watched the zanpakuto spirit detonate, shaking her head to unsuccessfully try to dispel the remaining illusions. She had to keep up the assault, even with her newfound pact, she couldn’t last forever.

SUMMARY
Avoids Val’s attacks
Resist Damage via DR
Invigorate
Release Attack 2 - Acc 160, Damage 57

Niji has Doubled Edge 4 against Val (12 DR)
Base Defense is 125 vs Val (85 Base + 40 Doubled Edge 4)
Base Offense is +100 vs Val (55 Base + 15 Release + 40 Doubled Edge 4)
All direct damage mitigated via DR.

HP is 69 (71-2 HP siphon)
Armor is 24 (24)
Reishi is 171 (172 - 6 (R3U) - 13 (RA2) - 10 (RM) + 3 (TU) + 25 (EI))

At-Will:
None

Bonus Action:
Irekawari [Rapid Movement]
Defense to 140 against Val

Standard Action:
Enhanced Invigorate
+25 Reishi to Team

Standard Action:
Boom [Release Attack 2]
Bashing (-5 Reishi, -5% RL)
Slashing (75 for crit, +4 damage on crit)
pGtNO5KK1d100+100
4d12+26 + 12 from doubled Edge 4 = 57 damage
-5% RL, -5 Reishi


ACTIVE EFFECTS
Buffs
Attack-Inflicted Status Immunity - (Until Armor Lost)
Bolster - +1,433,600 base RL
Tensai Heroic Aura - +70% base RL

Debuffs
Illusion - 2/4



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, 1/1 Defense
Raioken: 2/2

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

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

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

75/100 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: 3,038,920, eff. Total: 18,233,520)
HP:69(24 Armor)/75 | REISHI: 171/200| DEF:85 | DMG DIE: 1d12+4 | ACC: +70



1d100+100·4d12+26
Last Edit: Apr 6, 2022 16:43:19 GMT -5 by Niji