Bleach Hereafter RPG

The Wishmaker

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Apr 5, 2022 10:59:03 GMT -5



With a sudden, powerful swing, Val slammed Niji into the floor of the laboratory, leaving the entire basement shaking from the pressure. Floor tiles broke like coffee paper and flew apart, revealing cold soil underneath. However, this was not Niji - rather, the Fullbringer had changed her place with one of the spirits she had summoned before the clash, and once the spirit was slammed down, the trick was unveiled. It grinned, turned pale, whispered to Val and then suddenly detonated.

The Hogyoku had already been partially cleaved and hadn't had the time to glue herself back together, so the unexpected explosion not only swatted her aside, sending her flying and crashing to the floor, but also severed a good portion of the right side of her body outright. A blue-ish, glowing arm fell next to a bulky, old-timey computer, though, unlike a normal arm, not a single drop of blood ticked from its flesh. Or, "flesh".

"Agh..." Val gushed out under her breath as she slowly pulled herself back onto her feet. Even when under the effects of illusions herself, Niji still continued trying to terrorise her. Under her breath, she let out a grunt and briefly clutched her head, then approached the amputated arm, lying on the ground. Before Val could put it back on and glue it back to her body, however, a glob of acid suddenly washed over, attacking the detached arm in particular and disintegrating it.

Tensai was once again on the offensive, and launched himself at the living Hogyoku while she was still disarmed. Seeing the Shinigami’s tail swing upwards and then descend towards her, Val reached to the air with her remaining hand - with a mere thought, she materialized a short sword with which she suddenly blocked the attack. A powerful shockwave struck the air on contact, and flakes of red hot metallic sparks flashed in all directions, lighting up the clash to be easily seen from a distance. Still, however, after some pressure and a faint grunt, Val tossed the tail aside and pulled her weapon back. The cleave across her torso glued itself back together and the stump where her arm used to be began to contort and bulge, growing a new limb in its place.

"You’re an ugly piece of work, you know that..?" she gushed out as she stared down Tensai. She was ready to brawl some more with the insect creature crossed with Shinigami, but as it turns out, Tensai was no longer her fight. Instead, Yoshi had arrived to continue upon his comrade’s attack - Val barely had the time to notice that his energy was now right behind her, turned around and was immediately forced to duck a swing of his scythe. That was, however, a feint - right as Val was about to grin, revel in making their plans and combinations worthless, she was consumed by a thick, powerful blue flame, rolling across the entire battlefield and creating the impression that it was scorching everything in its path. Much like Yoshi’s other attacks, however, it was a mere illusion, though effective nonetheless.

When the technique subsided, Val still stood at the same place she was a few moments ago, though with her arms crossed and with a somewhat faster breath.

"...alright then..." she muttered faintly. She had been putting her psionic defenses to the test ever since the fight began, with one illusion coming after another, so far from all of the phantom flame had actually made her feel. But the part that did, hurt like hell.

Val’s cascade of pain was not even over yet. A halberd thrust at her from behind, wielded by the winged knight who kept Yael motionless and suspended within its armor, and easily punched through both the cape and the crystalline body.

"Gah!"

The halberd impaled her, and lifted her up. The living Hogyoku was dangling off its blade, clutching onto the metal which now protruded out of her chest like a parasite bursting out. Not only did it hurt, but it also left Val suspended, unable to get out of the way of the attacks heading her way - Rao, specifically. Lunging at the Hogyoku with impressive speed, he swung forth with a flaming sword and struck her while she was still suspended. One swing came, then another, both slashing at the helpless Val and extracting grunts of pain from her. They did not have the power to bisect her, yet, but the burns they left on her body were long lasting.

For a second, silence set across the laboratory. Val was still hanging off the halberd, her hands weakly clutching onto the blade protruding through her torso, her visage briefly that of a helpless victim, wasting away from the torture. Then, she faintly giggled, it growing louder and louder, until it concluded in a sardonic laugh and a statement:

"Sure is a lot of power you all have been pulling from the deepest wells you’ve got. How long can you keep that pace up?"

While she was speaking, the techniques behind her next offensive were slowly activating themselves. The illusions plaguing Niji grew more and more ferocious, flashing faster and faster, seeking to cripple her ability to attack even further. Reishi particles across the battlefield were travelling towards the Hogyoku, seeping into her, and sapping her opponents one after another. Meanwhile, a freezing chill blew across the entire laboratory. Glowing white glyphs materialized upon the floor, each one giving birth to a gigantic frost creature, twenty feet tall and armed with an enormous claymore.



I know that I can keep this up, forever. This body never tires, never sleeps, has no organs, rebuilds faster than anyone can damage it... and it feels as if it pulls its power from something beyond this world, too. Even if you turn me into nothing but dust, I’m certain that I can pull myself back together with ease.

Crawling out of their creation pits one after another, the Frost Giants lunged forth, attacking all of Val’s opponents that they could reach, there were a dozen of them in total and each one wielded the raw power of their creator.

But can you fight forever?

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

Strength of Heart gives 7 DR this turn!

10 Reishi siphoned from Tensai, Yoshi and Rao each! (Consume can target 3 opponents)

5 Direct Damage from Tensai!
Tensai redirects Retaliatory Strikes - vs 95 def - hits for 30 dmg! 2 HP siphoned with Restoring!
Tensai’s Byakurai #1 - vs 95 def - hits for 15 dmg! 2 HP siphoned with Restoring! 5 Resist dmg dealt!
Tensai’s Toxic Tail Lashes - vs 95 def - miss!
Total damage (50) reduced to 43 dmg with Damage Reduction!

Yoshi’s Phantom Fire - vs 95 def - miss!
Yoshi’s Byakurai - vs 95 def - hits for 22 dmg! 2 HP siphoned with Restoring! 9 Resist dmg dealt!
Total damage (22) reduced to 15 dmg with Damage Reduction!
10 Reishi drained!

Yael redirects Retaliatory Strikes - vs 95 def - hits for 30 dmg! 2 HP siphoned with Restoring!
Yael’s Volpertinger - vs 95 def - hits for 30 dmg! 2 HP siphoned with Restoring! 6 Resist dmg dealt! Afflicted with Burn - +10 HP!
Afflicted with Stagger - +10 HP!
Total damage (60) reduced to 53 dmg with Damage Reduction!
-5 Reishi and -5% RL from Bashing!

10 Piercing Blows damage from Rao!

Rao’s Strike #1 - vs 105 def - hits for 9 dmg! 2 HP siphoned with Restoring! 6 Resist dmg dealt! Afflicted with Burn - +10 HP!
Rao’s Hellflame Dragon - vs 105 def - miss!
Total damage (9) reduced to 0 dmg with Damage Reduction!

Niji’s Boom - vs 95 def - hits for 57 dmg! 2 HP siphoned with Restoring! 9 Resist dmg dealt!
Total damage (57) reduced to 50 dmg with Damage Reduction!
-5 Reishi and -5% RL from Bashing!

30 HP restored by status! 15 HP healed with Purity of Soul! 14 HP restored with Restoring!

3 damage by Burn!




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

Passive: Grit - +10 Accuracy, +10 Defense, +2 DR, +2 Damage Tier

Standard Action: Rapid Movement (+15 Defense towards all attacks), -10 Reishi

Bonus Action: Siphon Life (Reiryoku Absorption):
Siphon the following Reishi:
- 10 from Tensai
- 10 from Yoshi
- 10 from Yael
- 10 from Rao
- 10 from Niji

Total 50 Reishi gained.

Standard Action: Illusion Reinforcement (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 @ niji

Need to roll 85 or less to inflict Enthralled on Niji - wjY85VcP1d100

Standard Action: Frost Giants (Area Enhanced Strike), -10 Reishi @ all

Accuracy - 1d100+50
Damage - 2d12 (+10 acc and +2 dmg to Rao)

Grit - +10 acc, +2 dmg tier
Override - -20 acc, -4 dmg tier

Standard Action: Frost Giants (Reality Breach - Release Area/Spread), -23 Reishi @ all

Accuracy - 1d100+65
Damage - 5d12+10 (+10 acc and +2 dmg to Rao)

Spread - 1d100
Yael is the primary target. Secondary targets get 12 DD dealt, even upon miss.

Grit - +10 acc, +2 dmg tier
Release - +15 acc, +10 dmg
Override - -20 acc, -4 dmg tier

Purity of Soul: Purchase another use of Bakudo #61, -7 HP



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

Boss Battle: +2 Standard Actions.

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

Purity of Soul: +15 HP per turn.

Bakudo #96 uses:
- Remove non-special status: 1/2
- Heal 20 HP: 1/1
- Use Reishi to reduce a crit’s damage: 0/2
- Remove special status: 2/2

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

Bashed: -45% RL

Deceived: 3/4 turns

Burned: 2/10 turns (Override for 2/8 turns)

Staggered: 1/2 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.
(2/3)
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
(2/2)

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
(1/2)

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

REIATSU: 5,823,515 -> 3,202,933
HP: 193/450 | ARMOR: 0 | REISHI: 76/400 | DEF: 80 | DMG DIE: d12+2 | ACC: +60



1d100·1d100+50·2d12·1d100+65·5d12+10·1d100
Last Edit: Apr 5, 2022 11:09:06 GMT -5 by Hibano

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Apr 6, 2022 16:03:03 GMT -5



(Art By @drakdrawings on Tumblr with permission)


Seeing Val's arm dissolve in an acid he created with the body this Bankai provided him, seemed to have excited him as his power begins to grow even more. He gives a cocky grin while clashing his tail with Val. It seems that his Bankai and his battle are awakening some sort of repressed bloodlust. As he then retreats back a few feet. Letting the rest of them get their hits in.

He then sees Niji gesture to him that he can't hear them. He didn't know how she lost her sense, most likely Val's doing, but he nonverbally apologized and thanked her for the extra energy.

He then turned to see Val create giants made out of ice after sapping the energy out of everyone here. As she claims that she can handle them all forever. As the armored ice colossi rampaged towards Tensai. The army of bugs he gathered and controlled clustered together to absorb the damage as most of the swarm is killed as the frozen infected bug corpses rained down around Tensai. Tensai taking no damage at all brushes off some dust on him.

He then looked towards Val.

"You don't know the limits of what you can and cannot do you'll have to run out of energy already, and even if you do beat us there will be those more powerful than us that will stop you," Tensai said.

He then runs toward ignoring everyone here, reaching his right hand/arm out to catch her neck in a chokehold and slam her against the wall, either he catches it or not he intends to then sting her with his tail. He can produce a venom he can control the effects of in this form and he plans to use it to mess with Val's regeneration abilities.

COMBAT TRACKER
SUMMARY
Valentina Attack #1: Frost Giants - 137 Accuracy vs. 120 Defense - Hits. 22 damage reduced by 13 DR (Indomitable + Unrivaled + Firewall + Enhanced Sense) to 9 damage. 9 damage absorbed by Firewall Armor.
Valentina Attack #2: Frost Giants - 77 Acc. vs 120 Def - Miss.
Valentina Attack #3:

2 HP siphoned and 5 direct damage from Resist. +10 Reishi to everyone and +10% RL. +25 Reishi from Niji.

At-Will: Spend 3 stacks of Momentum for +15 Accuracy to all attacks.

At-Will: Enhanced Sense - +5 Accuracy and +5 Defense. +3 DR and +3 Damage to all attacks.

Bonus Action: Enhanced Invigorate - You regain 25 Reishi. Now whenever you use Invigorate, your allies and teammates also regain +25 Reishi. This does not count as a use of Invigorate for them.


Standard Action 1: Choke Slam (Strike) |-0 Reishi
Acc - YpJNH2JH1d100+90
Dmg - 1d11+4
Status Chance (00%) -

Standard Action 2: Tamashī Hakai Uirusu - Single - Major Effect: Versatile - Minor Effect: Cripple | -8 Reishi
Acc - 1d100+90
Dmg - 4d11+4
Cripple Chance (60%) - 1d100




ACTIVE EFFECTS
1/40 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

Firewall Duration: 2/4 Turns

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: 5,019,840 (1,254,960)
HP: 105/120 | REISHI: 68/160 | DEF: 110(95) | DMG DIE: d11 | ACC: +50



Post Count: 11

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[/font]1d100+90·1d11+4·1d100+90·4d11+4·1d100

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on Apr 7, 2022 14:35:32 GMT -5

Yoshinori didn't linger in close quarters following the success infliction of his Phantom Fire. Kicking off his heels, the Kido Specialist took to the air once more, creating distance between himself and the Living Hogyoku. Yoshinori grimaced. He could feel his vision beginning to blur. Yoshinori grit his teeth. He would have to re-seal his Bankai soon. He was losing control, and the more energy he consumed, the more Amanojaku took root within his spirit.

"You don't trust me, boy. Why? This girl cannot match us. We control reality itself." The disembodied voice said once more from Yoshinori's mind. He could feel his consciousness already beginning to gradually slip. If he didn't do something about it now, there was a chance that his Zanpakuto would act of its own accord, or do something to influence Yoshinori into using his Zanpakuto in a way that he did not intend. Both were options he wasn't exactly inclined towards.

Just a few more seconds.

“I know that I can keep this up, forever. This body never tires, never sleeps, has no organs, rebuilds faster than anyone can damage it... and it feels as if it pulls its power from something beyond this world, too. Even if you turn me into nothing but dust, I’m certain that I can pull myself back together with ease.” He heard Valentina say as he refocused on the woman. She was now surrounded by Frost Giants, each one towering over the Third Seat Shinigami. Yoshinori inwardly sighed to himself. At least this wasn't a mech giant like the last time, but it was still irritating to have to deal with.

“But can you fight forever?” The Hogyoku-Human Hybrid added. She was right. How long could Yoshinori last?

As the horde of Frost Giants descended upon him, their gigantic claymores crashing down upon him at frightening speeds. There were too many of them to dodge. Too quick to cast a Kido spell strong enough to contend with their size and immense strength. What else could he do?

"Shinkirō."

Sealed Ball


The claymores struck Yoshinori's body full on, biting into his body, both slicing into him and crushing bones with the mere destructive force of Valentina's conjured giants. A direct hit upon Yoshinori's body, it tore the Third Seat down the middle, most assuredly killing him. However, as Yoshinori's body was slammed towards the ground, it would simply...dissipate?

Suddenly conjuring back into existence on the shoulder of one of the Frost Giants, Yoshinori leapt forward, taking to the air once more. Utilizing a variant of Shinkirō, Yoshinori rendered his own body an illusion much like the original version of the technique, except this time instead of rendering himself intangible, he merely "reimagined" himself in a different place than the original version, the cut down version of Yoshinori ceasing to exist as the newly created Yoshinori became real. It was as complicated to perform as it was to explain.

And apparently, not even complete. Halfway into his flight away from the Frost Giants, a deep gash would suddenly materialize itself onto Yoshinori's flesh, bringing about quite the generous flow of blood. While not nearly as serious as the blow he would've taken, and slightly off to the center so as to cut through his left side instead of straight down the middle, it was still quite a blow that Yoshinori escaped with.

"Don't ever do that again." The voice warned, a dangerous tone to his voice.

Grimacing, Yoshinori eventually came to a stop as he neared the ceiling of the lab, his scythe held horizontally, parallel to his stomach. Swiping his hand against the scythe, the Kido Specialist's eyes met Valentina, cutting past all the Frost Giants that still very much posed a threat.

"Utakata." (Ephemeral)

Feeling a spike of pain run up his extended arm, Yoshinori narrowed his eyes on Valentina's form. Materializing from thin air, small white faced figure with pinkish circular cheeks would appear, small angel wings sporting from the back that managed to keep it afloat. Rather harmless and plush-like in appearance, the apparition would attach itself to Valentina's left shoulder, small hands balling into fists upon Valentina's person.

Sealed Ball


Then, another apparition would spawn into thin air, attaching onto Valentina's right shoulder. Then another would appear, attaching to Valentina's thigh. Then another, then another.

The small apparitions would continue to multiply, spawning from thin air and immediately swarming the Living Hogyoku. Attaching themselves to whatever limb they could manage to attach themselves to, once it was clear no more were spawning, the apparitions would, in unison, begin to balloon out in the same manner as a puffer fish would. Expanding in size while also remaining attached to Valentina, the apparitions would begin to explode one after the other in a chain reaction of ferocious expulsions of Phantom Fire, the blue colored flame seeking to engulf Valentina whole. Much like the former usage of Phantom Fire, none of Yoshinori's allies would be affected by the blue colored flame, the illusion barely able to register across their senses other than a faint blue light.

Meanwhile, Rao Fugard would be presented with quite the surprise. Materializing from nowhere due to the delayed effects of Shinkirō, Yoshinori's pet snake, Hanzō, would appear coiled around Rao's neck. Utilizing the same method of healing that Hanzō used upon Tensai, the snake would bare his fangs before lashing out, sinking his teeth into the Arrancar's neck, his fangs augmented by Reishi if the Arrancar was in fact utilizing Hierro to harden his skin. If Rao were to permit it, Yoshinori's Reishi would transfer from the serpent to Rao in the form of Healing Kido. But now Hanzō was separated from his master, albeit temporarily. Rao better take good care of him.

Post Count: 11 | | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Ally Action: Yoshinori gains +10 Reishi and +10% Reiatsu from Heroic Aura! Total accumulated is 80%! Reiatsu is now 1,612,800 (Original: 224,000 | 896,000)
Ally Action: Yoshinori gains +50 Reishi via Enhanced Invigorate
Passive: Yoshinori maintains Edge 2 against Valentina!
Enemy Siphon: Yoshinori loses 10 Reishi!
Enemy Effect: Yoshi takes 9 Resist Direct Damage! 2 HP Siphoned from Yoshi!
Enemy Standard Action 1: Instinctive activates! Yoshinori's Defense increased to 140! Valentina misses Yoshinori!
Enemy Standard Action 2: Valentina misses Yoshinori! Spread deals 12 direct damage at Yoshi!

OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Passive: Yoshinori gains 1 Momentum stack from his missed attack!
Bonus Action: Yoshinori uses Soegeki on Valentina!
At-Will: Yoshinori uses 3 stacks of Momentum to gain +15 Accuracy to all attacks!
At-Will: Yoshinori uses Keikatsu on Rao!
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: Lingering Phantom Fire Pain (Bakudo #33: Soegeki) - As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. Frostbite drains for 5 Reishi per turn and lasts for two more turns after Cripple is removed. | -1 Reishi (Attuned + Efficiency Reduced)

Need 95 or below to inflict Cripple + Frostbite - U8|1R8bO1d100 Success! 2 stacks of Cripple Inflicted! Frostbite inflicted!

At-Will: Third Tetragram Seal Partial Release: Kaidō (Keikatsu) - As an at-will action you restore 30 HP to self or a comrade. You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. | -3 Reishi (Attuned + Efficiency Reduced) | Target: Rao

Need 55 or below to inflict Mend - 1d100 Failure!

At-Will: Illusion Mastery (Momentum) - As an At-Will action, spend a number of Momentum Stacks to increase your Accuracy (with all attacks on the same turn) by +5 per stack spent. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier. Max of 4 stacks used per turn. | No Reishi Cost | Yoshinori uses 3 stacks to increase accuracy by +15.




Standard Action: Utakata (Phantom Fire: First Release Version)
Acc - 1d100+80
Dmg - 3d12+1 +2 Edge Bonus DMG = 15
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, 6 Reishi is drained.

Standard Action: Utakata (Byakurai)
Acc - 1d100+80
Dmg - 2d12+1 +2 Edge Bonus DMG = 17
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.

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
0 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 | (0/2 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: 1,612,800 | CURRENT REIATSU: 6,451,200
HP: 44/90 | REISHI: 212/220 | DEF: 100 (130) | DMG DIE: d11 | ACC: +40

1d100·1d100·1d100+80·3d12+1·1d100·1d100+80·2d12+1
Last Edit: Apr 10, 2022 16:54:28 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 9, 2022 2:55:50 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan



Horrors of the Knight

To Yael and to the allies, this battle might have been running for a longer time than they’d imagined. They were faced with the powerful Hogyoku after all. The blonde Quincy had encountered one of the shards during his eventful trip in Japan where he met Yukari and Iwan, though its power was still unknown to him back then. Given its catastrophic and devastating effect to all the spiritual realms, it was only natural to think that they would have difficulty facing off against the Living Hogyoku. Heck, it was already a miracle that they were still standing strong despite all the wounds and bruises they suffered all throughout the battle.

Yet again, all of these things were meaningless to the knight. In fact, while the heroes might have already been exhausted, he was still just warming up.

The knight remained fixated at the lunatic fullbringer skewered in his halberd burnt like a smoked barbeque, her hands gripping tightly on the pole, while enduring the pain, she still managed to giggle as if pleasured by the weapon piercing through her.

He heard her rhetoric, but he did not answer. Instead he allowed the insectoid shinigami to grab her off his pole, smashing her into the nearby wall. The attack was then followed by the other shinigami who summoned plush-like creatures attaching themselves to the woman.

Whatever happened to her in those few seconds as his attention shifted to the frost giants she summoned a few moments before the insectoid shinigami came for her. The giant strike with its own icy weapon, while the knight parried it with his spear, keeping it at bay for a while. He struggled as he blocked the large weapon. The feet of his chimera, sinking on the cracking tiled floors but as he geared up, he managed to avoid the assault and as soon as it lunged forth again, the knight disappeared from its sight, reappearing in front of the fullbringer again.

He stabbed her with the blade again and again, as if avenging the soul who was still unconscious within. It was forceful and heavy, like a slamming blade against a thick meat in the slaughterhouse. With it came along another lingering pain, piercing through like a thousand aflamed arrows raining on the battlefield But perhaps still incomparable to the pain the Quincy felt when the apathetic fullbringer chose to break his heart.

Too bad, there was no blood spilling for his pet creature to enjoy.

[414]



COMBAT TRACKER
SUMMARY
+10 rei, +10 % RL Bonus from Tensai's Heroic Aura, +80% Base RL remains
257000+205,600=462,600: Current RL


GLOWING HUMAN

EFFECTS FROM PREVIOUS TURN
Resist dmg: 6 -8 ARMOR= +2 armor
Siphoned Rei: 10
Siphoned HP: -2

DEFENSE
117 acc vs 95 def= hit! 22 dmg - 30 armor= +8 armor
Resist activates! 12 direct dmg
-2 HP from Restoring
-2 status dmg also for allies hit with attacks from previous turn [Resentful]

55 acc vs 95 def= missed!


OFFENSE
The Knight strike using his halberd




At-will Action: Release|-6 rei

Bonus Action: Shield [Sekisho]| 15 rei-3= 12 rei
+30 Armor

Standard Action: Volpertinger| 7 rei-3= 4 rei
Acc: 5MVdKHL41d100+50
Dmg: 3d10 +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
Direct dmg: 3d4
If Success, Override activates! -2 dmg tier; -10 acc (for 2 turns)

Hakufuku direct dmg from previous turn: 3d4

Total Rei cost: 6+12+4+3= 25+10 [siphoned] -10 from Tensai= 25 rei



ACTIVE EFFECTS
ON OPPONENT
Resist dmg: 12
Resentful dmg: 2 status dmg, -2 for every ally hit
Restoring Dmg: 2 HP
Burn: 2/2
Stagger: 2/2
Stagger:1/2; Override activates again -10 acc, -2 dmg tier

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>>>462,600>>>2,775,600 ARMOR: +2
HP: 77/100 | REISHI: 93/200 | DEF: 85 [95] | DMG DIE: d10 [d12] | ACC: +50
1d100+50·3d10·1d100·1d100·3d4·3d4
Last Edit: Apr 9, 2022 2:58:08 GMT -5 by Viktor Yakov ad Rosenfeld

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Apr 10, 2022 15:06:35 GMT -5

As Val made her claim that could fight forever unlike the group, the ice giants she made charged at them. He was able dodge most of the devastating attacks, but some found their mark. He got knocked back a few feet away, and coughed up some blood. The damage he took was somewhat mitigated by his hierro, but one of the giants landed a critical blow. He was in bad condition, and was close to getting knocked down yet again.

Rao was about to launch an attack, but out of nowhere, a snake -- probably the one he saw on the white-haired shinigami's neck -- appeared on his neck. Before he could react, it bit into his neck, even getting past his hierro. Rao grabbed at the snake, intending to kill it, before feeling the effects of its healing. Rao felt his insides being mended, and some of his wounds on the outside healed up. Rao let go of the snake, letting it live for now.

What the snake did reminded him of a technique he was working on. It was still a work in progress, but right now it was do or die.

Rao channeled all of his flames into one giant Hellflame Dragon. It shot forward, but it started to circle around Rao instead. The intense heat melted frost titans the Hogyoku summoned. Rao grabbed the snake and threw it upwards, just as the Dragon got to Rao. When it came in contact with him, the flames surrounded him, creating a shroud of hellflames. It receded once he absorbed it inside himself, and the flames surrounding him and his flame sword were no longer there. He caught the snake, and let it slither back around his neck.

The techinque he used was a strengthening technique that bolstered his physical prowess in exchange for using the HellFlame Dragon. This would only last for some time, so he had to make it count. He leaped toward the mangled body of the Hogyoku, and tried lauched a barrage of fists, and land an uppercut. He then goes to throw a strong finishing punch covered in stronger flames than before.


COMBAT TRACKER



SUMMARY


Heroic Aura is got 10% more RL and +10 reishi

Piercing Blows up to +12

Rao uses Sense

Rao used Focus Energy

Rao used Dragon barrage (Strike)

Rao used Dragon Punch (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

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

Acc - 2jWxIMK11d100+90

Dmg - 2d12+1

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

Status Chance (40%) - 1d100 for stun



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+100

Dmg - 3d12+1

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

Status Chance (40%) - 1d100 for stun





ACTIVE EFFECTs

Piercing Blows
Tempered

CLASS

Fighter(Berserker)

TRAITS

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

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

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

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

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

Class and Race traits

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

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

TECHNIQUES

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

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

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

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

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

SPELLS

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


RELEASE

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



El Ojos - Active | -4 reishi

Focus Energy | -9

Hellflame Dragon | -4

Total| -17 reishi







REIATSU:552,000x2=1,104,000



HP:45/95 | REISHI:107/120 | DEF:90 | DMG DIE: d11(d12+1) | ACC:+45(+70)





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

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Apr 10, 2022 15:35:35 GMT -5

As Valentina reinforced her illusions on Niji, one of the fae spirits that had kept stubbornly attempting to give visions of a happy life departed. Seeing that its comrades had dissipated, it gave a small shrug, and returned to sit on Niji’s shoulder for instructions. The memories it had drawn from Val’s mind flooded into the illusion as the ginger fullbringer vision of the battlefield was again obscured.


What Could Have Been
Having both told her parents about her abilities and embraced them early, the Hikari ranches expanded drastically. The supernatural played a small part, but she had been raised even without her fullbringer abilities to work hard. As a repayment for the kami providing their blessing, Niji insisted that a large portion of the family’s profits be used to give back to the world. The Kibō no Hikari charity was formed and worked to great success around the globe.

Niji was only sixteen when she was in the slums of Moscow and found a pair of twins only a few years younger than her. They hadn’t awoken to their latent abilities, and their mother was considered insane by the community because of the unexplainable events that had happened to her. Niji spent the night with the Tokarevas, explaining what she had learned of the spiritual world, and offered them a new life with the charity.

Over the next few years, the trio practically became family. Together much stronger than they all could have been acting alone. Niji’s communication skills and control over the natural world, Valentina’s control over technology and unbound creativity. Even with Maria’s tempering influence, Kibō no Hikari continued to expand, and the world began to slowly change for the better.

Their spiritual activities occasionally attracted the attention of hollows, and Maria’s combat-oriented fullbring was more than enough to deal with them. It was probably the creation of the rocket, dreamt up by Val and a team of engineers for the purposes of starting terraformation of the moon, that finally attracted the attention of the shinigami. They would not be swayed by a trio of young women, and Maria died giving the other two time to escape from their blades.

Maria’s death was the end of subtlety for Val and Niji. By operating openly and opposed to the Shinigami, they gained their own spiritual allies. Both the Quincy and the Red Lotus reached out to Kibō no Hikari, offering what could only be described as personnel and military aid. They were not opposed to making the mortal world a better place for all its inhabitants, why would they be?

While Kibō no Hikari worked in the poorest parts of the world, making changes that could only be described as miraculous, a new war raged in the spiritual world; the combined forces of the Red Lotus and the Hidden Empire against the Shinigami. Assigned to assist Val and Niji directly, the Red Lotus sent a skilled, but eccentric diviner, the Quincy sent a powerful scion that had been trained in combat against the shinigami. Any ambushes on the two young leaders of the movement were quickly struck down the moment they stepped out of their realm.

In relatively short order, after several battles with heavy losses, the shinigami agreed to a ceasefire. They would no longer interfere in changes to the world of the living. They would still do their duties of soul burial and hollow slaying, but would no longer try to stop the empowered mortals from making the world a better place.

Three years later, the first child was born on the Maria Lunar Colony, and Val and Niji were making plans for Mars.


Niji tried to clear her head as Coctyus’s grip tightened once again on her shoulder, shaking the image of a statue from her head. It had been of her, cradling a sapling in cupped hands; Val stood next to her, a smile on her face, a toolbox in one hand, the other pointing towards the sky. Much to Niji’s chagrin, statues like this had been built all over the world in that illusory reality.

It shook her a bit, the other illusions had been something ephemeral, terrifying, yes, but more of a waking nightmare. Just pain after pain. That one felt more like she was viewing, no; like she had lived an alternate life; it didn't just flash and give her a spike of fear or fury. It stuck in her memory, it contained sorrow and joy, loss and triumph. It felt more real. Maybe, in some other reality, some other timeline, it was..

It was Niji’s eventual goal, after all; wasn’t it? A better world for humanity, she just needed to make sure that she did it right. Yes, there had been a lot of bloodshed in the vision that Val had just thrown at her. Maybe it was going to be unavoidable, in that life, they had been nothing but kind and helpful to humanity, and forces still moved to stop them.

She took a deep breath, it had just been another illusion, just a stronger one. This wasn’t over, and she wasn’t in a dream world where she and Val had worked together to usher humanity to the stars. In reality she had to kill her fri–it was an illusion, not real, she reminded herself–she had to kill Val to prevent her from destroying everything that existed.

Once again, she tried to assess the battlefield; she had been moved; Coctyus must have moved her to avoid an attack. The former fullbringer had summoned an army of giants, but it seemed like a few of her allies were not doing so great.

”Succor, Doraiado”

What appeared to be a dog made of wood suddenly manifested next to Yoshinori and licked his wounds with a viney tongue. The sap left behind began sealing his injuries as the dog dodged through the giants to the edge of the battlefield, looking for anyone else that needed help.

Niji turned back to Val, sorrow in her eyes for what could have been.

SUMMARY
Val siphons 10 reishi!
Val enthralls Niji!
Val resists for 9 direct damage! Soaked 9 due to DR!
Val attacks at 137 accuracy for 22 damage! Dodged via Rapid Movement!
Val attacks at 77 accuracy for 40 damage! Miss!
Val deals 12 direct damage via spread! Soaked 3 due to DR!

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 67 (69-2 HP siphon)
Armor is 15 (24 - 9 Direct Damage)
Reishi is 173 (171 - 6 (R3U) - 10 (E#7) - 10 (RM) - 10 (VS) + 25 (TEI) + 10 (THA) + 3 (TU))

At-Will:
None

Bonus Action:
Talented - Bakudo #73 (at-will turned bonus due to illusion)

Standard Action:
Reduced to Bonus due to Enthralled - Bakudo #7 at Yoshinori, enhanced! (at-will turned bonus due to illusion)
If BQT3QAjb1d100 < 55 heal for 60 HP, else 30 HP

Standard Action:
Rapid Movement (bonus turned standard due to illusion)


ACTIVE EFFECTS
Buffs
Attack-Inflicted Status Immunity - (Until Armor Lost)
Bolster - +1,433,600 base RL
Tensai Heroic Aura - +80% base RL

Debuffs
Illusion - 3/4
Enthralled - 1/1



USES
Ningyo Joruri - 1/1
Bakudo 44 - 1/1
Bakudo 41 - 0/2
Bakudo 7 - 1/1 Self, 0/1 Tensai, 1/1 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, 0/1 Wildcard
Raioken: 2/2

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

Genius - 1/3
Talented - 1/1
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: 3,217,680, eff. Total: 19,306,080)
HP:67(15 Armor)/75 | REISHI: 173/200| DEF:85 | DMG DIE: 1d12+4 | ACC: +70




1d100
Last Edit: Apr 10, 2022 16:15:39 GMT -5 by Niji

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Apr 12, 2022 5:23:18 GMT -5



Surrounded by frost giants, watching them storm one of her opponents after another, Val giggled under her breath, smirking, before breaking into a sadistic laugh. Unfortunately, she did not get to enjoy the sight for long, as one of the Shinigami just had to ruin the moment. It was Tensai, the ugly insect-man, who pulled her off Yael’s spear and slammed her into the nearest wall, shaking much of the structure with the impact. The stinger on his tail followed, crashing into her gut to pin her down, and seeking to infect her, to suppress her overflowing energy.

What was worse, however, was that the Shinigami continued with his bout of overconfidence. Now, he was certain that they have gotten Val on the ropes, that her energy is dwindling, and that someone will stop her eventually.

"You certainly love acting as the smart one, don’t you? Show... logic, drop a few truths to bring your opponent to awe and shock..." the Hogyoku muttered out, still smirking, as she pulled Tensai’s arm back from her neck, twisting it. "But don’t worry. I can tell just how stupid you truly sound."

With a kick, she pushed the Shinigami back, ready to take the fight back to him - but right as she pulled himself off the wall, Val suddenly stopped. A small creature, looking like a plush toy from your average Japanese store, materialized next to her shoulder and plopped down, attaching itself and refusing to let go even when the Hogyoku shaked it about.

"Hey- What-"

One after another, more of these plush toys appeared, popping down on one limb, then another, attaching themselves and pinning her down. Above Tensai, the perpetrator of the attack floated - Yoshi, casting yet another of his powerful illusions. Val’s eyes glared at his own in the brief moment before the technique reached its conclusion - the swarm of creatures surrounding her grew in size, overwhelming her like a horde of balloons, and detonated into an intense shower of searing phantom fire. It engulfed Val completely, letting out only a pained yell that echoed across the laboratory.

She fell to one knee at the end of the technique, taking deeper breaths and allowing herself to recover - but she couldn’t catch a break. Right as the last wisps of fire dissipated, the knight that had consumed Yael appeared before her and slashed straight across her frame. The powerful swing cleaved through Val’s shoulder and launched her into the air, straight into the grasp of his Arrancar teammate. Rao completed the combo attack - while Val was flying in the air, he lunged at her, barraged her with powerful blows, one after the other, and finished her off with a brutal downwards slam. Followed by a streak of hellish flame, she crashed into the floor of the laboratory, sending trembles and shockwaves across the entire battlefield.

The last of the frost giants were taken down by now, their enormous size and power proving to be no match to the heroes. Blocks of ice fell upon the floor, steaming with vapor. For a few seconds, an uneasy silence set upon the battlefield.

...

"Enjoying the show?"

Val was sitting on top of Niji’s head, her legs crossed and face turned to the opposite direction from the Fullbringer. Of the entire party, she was the only one who stayed out of the most recent barrage of attacks, and she knew why, though the exact nature of the illusions which Niji was witnessing were out of her knowledge.

If Niji were to try to attack Val right now, she may notice that something was happening below her feet - the patch of floor she was standing on was turning into quicksand. Not the type you could find in the jungle, and which would be closer to the gingerhead’s powerset - swarms upon swarms of nanomachines, seeming like a thick grey goo, were seeping from below, seeking to pin her in place.

Val leapt up, flipping in the air and landing on her feet.

"I suppose, if you all are so confident that you’ve pushed me to a corner, you’ll be fine if I stop holding back," she stated, smirking, and turned towards the rest of the team. One slow step followed another, while the aura around her grew more and more tense. Sparks and crackles of pure Reishi streaked around the Hogyoku, occasionally slamming down to the floor with an audible crash and leaving scorched trails across the tiles. Her appearance did not change, the cape merely fluttered faster than before, but the power behind her, it was being released without inhibition.

Both of Val’s hands suddenly reached through the air and ripped as if taking down invisible curtains, while, in truth, they were making a rip through reality itself. A swarm of robotic soldiers flooded into the laboratory through those rips, each one clad in bleached white armor and carrying laser blasters with them. These robotic soldiers charged forth without the need of command - opening fire on every living thing in sight and seeking to beat them down through sheet numbers.

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

Strength of Heart gives 7 DR this turn! Grit gives 2 DR this turn!

Tensai’s Strike - vs 90 def - hits for 5 dmg! 2 HP siphoned with Restoring! 1 Resist dmg dealt!
Tensai’s Tamashī Hakai Uirusu - vs 90 def - crits for 16 dmg and Cripples! 1 HP siphoned with Restoring! 5 HP recovered! 1 Resist dmg dealt!
Total damage (21) reduced to 12 dmg with Damage Reduction!

Yoshi inflicts Cripple and Frostbite! 5 HP recovered!
Yoshi’s Phantom Fire - vs 90 def - hits for 15 dmg! 1 HP siphoned with Restoring! 6 Resist dmg dealt! Inflicts Cripple - +5 HP!
Yoshi’s Byakurai - vs 95 def - hits for 17 dmg! 1 HP siphoned with Restoring! 4 Resist dmg dealt!
Total damage (32) reduced to 23 dmg with Damage Reduction!
16 Reishi drained!

28 Direct Damage from Yael! All DD avoided with Speed Clones!
Yael’s Volpertinger - vs 90 def - hits for 28 dmg! 1 HP siphoned with Restoring! 9 Resist dmg dealt! Afflicted with Burn - +5 HP!
Afflicted with Stagger - +5 HP!
Total damage (28) reduced to 19 dmg with Damage Reduction!
-5 Reishi and -5% RL from Bashing! Bashing reaches max RL reduction!

12 Piercing Blows damage from Rao!

Rao’s Strike #1 - vs 100 def - hits for 11 dmg! 1 HP siphoned with Restoring! 3 Resist dmg dealt! Afflicted with Burn - +5 HP! Afflicted with Stun - +5 HP!
Rao’s Hellflame Dragon - vs 105 def - hits for 16 dmg! 1 HP siphoned with Restoring! 10 Resist dmg dealt!
Total damage (27) reduced to 16 dmg with Damage Reduction!

Niji does nothing.

35 HP restored by status! 8 HP healed with Purity of Soul! 8 HP restored with Restoring!

3 damage by Burn!




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

Passive: Grit - +10 Accuracy, +10 Defense, +2 DR, +2 Damage Tier

Standard Action: I will live forever! (Speed Clones - As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.) -5 Reishi

Bonus Action: Siphon Life (Reiryoku Absorption):
Siphon the following Reishi:
- 10 from Tensai
- 10 from Yoshi
- 5 from Yael
- 10 from Rao

Total 35 Reishi gained.

Standard Action: Soul Trigger, -10 HP
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.

Passive: Edge updates:
- Gain Edge 4 on Rao (+20 defense, +20 accuracy, 6 DR, +6 dmg)
- Gain Edge 2 on Yael (+10 defense, +10 accuracy, 2 DR, +2 dmg)

Standard Action: Nanopaste Quicksand (Bakudo #61), -15 Reishi @ niji

Need to roll 75 or less to inflict Pinned - 8p1Potc_1d100

Standard Action: Stormtroopers (Destruction Orchestra - Release Area/Slashing), -22 Reishi @ all

Accuracy - 1d100+65
Damage - 4d12+10 (+10 acc and +2 dmg to Yael, +20 acc and +6 dmg to Rao)

Grit - +10 acc, +2 dmg tier
Release - +15 acc, +10 dmg
Soul Trigger - +2 dmg tier
Override - -20 acc, -4 dmg tier
Stun - -2 dmg tier

Purity of Soul: Spend 5 HP to gain another use of Reiryoku Absorption.



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: -50% RL

Deceived: 4/4 turns

Burned: 3/16 turns (Override for 3/12 turns)

Staggered: 2/4 turns (Override)

Stunned: 1/1 turns

Crippled: 1/5 turns

Frostbitten: Until Cripple ends

Soul Trigger: 1/4 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
(1/2)

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.
(3/4)
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
(1/1)

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
(2/2)

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
(2/2)

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

REIATSU: 7,279,393 -> 7,279,393
HP: 144/450 | ARMOR: 0 | REISHI: 68/400 | DEF: 80 | DMG DIE: d12+2 | ACC: +60

1d100·1d100+65·4d12+10

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Apr 12, 2022 17:16:54 GMT -5



(Art By @drakdrawings on Tumblr with permission)


Tensai was ecstatic to see his poison be injected into Valentina. And actually prove to be working. He even took the arm-twist and was kicked back several feet. As he reached his limit on how strong he could become especially thanks to the assistance of Niji. She unfortunately seemed to have been unable to counterattack right now.

"Perhaps I was a bit too cocky previously due to the dopamine rush this new form is giving me, however, I can confidently claim as soon as I got that poison into you, that we increased our chances of victory," Tensai said.

He watches as Yoshinori uses more of his conjurations to blow up Valentina before the knight that Yael turned slashes at Val and sent her into the air. As the Arrancar manages to finish the combo with a fiery slash. They finally got her on the ropes. Though they shouldn't be celebrating just yet, especially since she got a sudden increase in power. While Yael has been oddly silent and extremely brutal towards Valentina. Is he blinded by rage or is it something else he wondered as he stroked his chin?

He then focused his power on the symbiotic parasite that's in Yael currently. Gives him some of Reryoku to boost the boy's Reiatsu to greater heights before turning his attention back towards Valentina. He sees as she summons portals as various robotic soldiers come out that he recognizes as enemies from the hit MMORPG Soul Trigger that he plays in his free time. He doubts they are from the Soul Trigger fictional universe and are just creations she made with the Hogyoku's power.

"How pathetic, you can't even be bothered to be original anymore," Tensai said.

As various stormtroopers tried to blast at him, he managed to swiftly dodge each laser shot, before brutally killing each and every one. They are just robots anyway, robots which he hopes to take the remains parts of to study. Even killing a few by just ripping out their power core. Before he stood in front of Valentina.

"You see, the poison I gave you is a more potent variation of an ability I made with my Shikai though instead of a virus it's a highly toxic poison. Which I can control to be lethal or as nonlethal as I will it to be. I don't even need to put more poison into you, cause now that's in your system, it will attack you from within mind-body, and soul," Tensai said.

He then points toward Valentina as he begins to spend some energy to make the poison more potent, but still nonlethal as it flares up and attacks the source of Valentina's power to weaken the force of her attacks.

"The poison I create in this body is based on the composition of every single venomous being on Earth, taking the best of the components of each toxin up until it is perfected to surpass all poisons. Thus I appropriately name this technique, Kodoku." Tensai said.

The poison within Valentina would begin traveling through her veins, as it does as Tensai explained. Causing internal pain to her mind, body, and soul. Though there is still a chance her Hogyoku body can still resist it. He watches silently as the poison begins to activate within to study what happens.

COMBAT TRACKER
SUMMARY
Valentina Attack #1: Stormtroopers - 79 acc. vs. 120 Defense - Misses.
Valentina Attack #2:
Valentina Attack #3:

3 HP siphoned and 2 direct damage from Resist. -10 Reishi. +20 Reishi to everyone and +20% RL.

Bonus Action 1: Bolster - You boost the Base Reiatsu Level of a teammate or ally by +25% of your current RL. The total boost cannot exceed more than 50% of their base RL. | -10 Reishi

Bonus Action 2: Kodoku Activation (Focus Energy) - Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard. If used with an Attack Spell, that spell now has an additional +15% chance to inflict Status Effects on the turn. If used with a Physical Attack, any additional uses on the same turn stack +1 additional bonus damage per attack on that turn. |-10 Reishi


Standard Action 1: |-0 Reishi
Acc -
Dmg -
Status Chance (00%) -

At-Will: Versatile - Cripple changed to Stun.

Standard Action 2: Kodoku (Tamashī Hakai Uirusu -) Single - Major Effect: Versatile - Minor Effect: Stun | -8 Reishi
Acc - yqW5WdyO1d100+80
Dmg - 4d11
Stun Chance (75%) - 1d100




ACTIVE EFFECTS
1/40 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

Firewall Duration: 1/4 Turns

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: 5,577,600 (1,394,400)
HP: 100/120 | REISHI: 50/160 | DEF: 110(95) | DMG DIE: d11 | ACC: +50



Post Count: 12

Tags: , , , ,
1d100+80·4d11·1d100
Last Edit: Apr 12, 2022 17:20:25 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 Apr 13, 2022 10:24:22 GMT -5

Yet another illusionary success. Watching each plush toy swell before bursting into an explosion of Phantom Fire, Yoshinori was allowed a moment's reprieve as the battlefield went quiet. The Third Seat didn't dare believe the battle was over, even in the wake of devastating attacks. Yet, he'd be a fool to not take the moment to sort of his own mental torment.

Slowly raising his Scythe, Yoshinori allowed his left hand to hover just above the base of the weapon. Closing his eyes, he felt his psyche once more assaulted by the same voice that had terrorized him for several minutes now.

"Do you truly think you can escape me? I am you, boy. You can only run away from yourself for so long until you're forced to face it. Reconcile with it...understand it. Embrace it."

His brow furrowing, Yoshinori swiped his hand across the scythe's surface. In a surprising display, Yoshinori resealed his Zanpakuto, causing the illusionary world of Ōmagatoki to fall flat on its face, its effects fading from Valentina's mind. His scythe returning to its original cutlass shape, Yoshinori returned the blade to its scabbard, before clapping his hands together. As his Reiatsu began to plummet, Yoshinori unveiled perhaps his final card.

"Full Release."

Sealed Ball


His eyes widening, Yoshinori's aura would suddenly explode outwards, his aura taking on a purplish color, infused with wisps of dark shadow. Emanating from his body in waves, Yoshinori's spiritual presence would shoot back up, his body flooded suddenly with Reishi. His own stored Reishi. An experimental ability in itself, Yoshinori's Full Release, nicknamed Tokushitsu-Kei (Specialization) in experimental phases, was the simultaneous release of two combat-related seals, the First and Fifth Seals specifically, located across his body. Focusing that energy within himself, the Third Seat was able to bolster his own capabilities even further than they were already stretched. Although such, paired with what Niji already did to bolster him, was bound to overextend him in some form.

But it was either that, or lose control of Makaiō Amonojaku. He had to make the best of a rapidly deteriorating situation.

" Kaizō Kidō: Kongō Fūsa" (Modified Kido: Adamantine Sealing Chains).

Sealed Ball


As Valentina emerged from the wreckage, placed atop Niji's head, Yoshinori was already preparing his next action. As if materializing from thin air, a series of five rings would appear affixed upon Yoshinori's right hand. The rings themselves were metallic, with very little in the way of embellishments. Stemming from the chains and running down the length of the Shinigami's hand were a series of chains. An additional bundle of chains were wrapped around the man's wrists.

As the Stormtroopers opened fire upon his position, Yoshinori zipped forward, twisting his body to and fro. With a grimace coming across his features, Yoshinori would swipe his right hand forward, refining his newfound spiritual energy to enhance his chains. Materializing from the middle finger ring, a single long chain would shoot out in Valentina's direction. Covered in a fierce teal aura, the long chain would be swiped from side to side, its tip showcasing a small dagger blade. Despite being a simple chain, the destructive capabilities were considerable, threatening to deal quite the bit of damage to anyone caught within its range.

Sealed Ball


Post Count: 12 | | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Ally Action: Yoshinori gains +20 Reishi and +20% Reiatsu from Heroic Aura! Total accumulated is 100%! Reiatsu is now 1,792,000 (Original: 224,000 | 896,000)
Ally Action: Yoshinori gains +30 HP from Niji
Passive: Yoshinori loses Edge 2 against Valentina!
Enemy Siphon: Yoshinori loses 10 Reishi!
Enemy Effect: Yoshi takes 10 Resist Direct Damage! 2 HP Siphoned from Yoshi!
Enemy Standard Action 1: Heightened activates! Yoshinori's Defense increased to 130! Valentina misses Yoshinori!


OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Flavor Action: Yoshinori seals his Zanpakuto! Specialization has taken the place of Bankai in his Second Release!
Bonus Action: Yoshinori uses Focus Energy on Valentina!
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!




Flavor Action: Yoshinori activates Tokushitsu-Kei (Specialization). Yoshinori maintains Second Release, but it has changed narratively from Bankai to Specialization!

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




Standard Action: Kaizō Kidō: Kongō Fūsa (Phantom Fire: First Release Version)
Acc - A2z1ndso1d100+70
Dmg - 3d12+1
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: Kaizō Kidō: Kongō Fūsa (Byakurai)
Acc - 1d100+70
Dmg - 2d12+1
Reishi Cost - 3 Rei (Efficiency Reduced)
Special Effect (Potent) - As a passive effect, each 1 point of damage from your Kido Attack Spells take 2 points of DR and/or Armor to reduce.
Special Effect (Versatile) - If attack successfully hits, 5 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)
0 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 | (0/2 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: 1,792,000 | CURRENT REIATSU: 7,168,200
HP: 62/90 | REISHI: 203/220 | DEF: 100 (120) | DMG DIE: d11 | ACC: +40

1d100+70·3d12+1·1d100·1d100+70·2d12+1
Last Edit: Apr 13, 2022 10:26:20 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 14, 2022 7:15:05 GMT -5


YAEL SCHWARZWALD
Location:Tokyo, Japan



Horrors of the Knight


Another round of counterforce attacks against the hogyoku ensued. One after another, the heroes launched themselves at the fullbringer. Perhaps, with a brewing confidence… except for one. The gingerhead fullbringer seemed to be entranced. While she was the one dealing most of the attacks earlier in battle, she seemed to take longer getting struck by the illusion or whatever it was their enemy cast upon her.

His weapon managed to throw her mid-air, where the arrancar followed up with a barrage of powerful blows smashing her down the ground. He ended with his ever favourite technique, black flames coming out of his arms in an attempt to burn the fullbringer. Since the fire he cast earlier seemed not that effective scorching her.

A moment of silence deafened the battlefield, if only so briefly, when they heard a voice echoing throughout the laboratory. It was the Living Hogyoku, sitting atop the gingerhead as if mocking her for being powerless in the past few moments.

With a smirk, she stepped down, facing the other allies, and walked towards them. Her reiatsu gradually increasing; even the knight could feel the slight sting of pressure, weakening his knees considerably. It was not enough to deter him from the fight, however, and he was ready to fight for his own survival even if it already seemed futile.

Just as the fullbringer prepared to make another assault, the knight himself readied in defense. Little did he know that a parasite managed to cling upon the armour and since it was purely made of reishi, the leech easily transferred some more spiritual energy, ironically, for a parasite. The knight merely turned towards the direction of the insectoid shinigami giving him a slight nod expressing his gratitude.

Suddenly, he burst into power, the fur of the chimera dancing along with the strong breeze created by the whirlpool of energy surrounding him. The slits in the armet glowed devilishly white. There was no further change in appearance except from the eerie glow, like a ghostly knight wandering in the dead of night.

Again, he charged forth the Living Hogyoku; the Volpertinger focused on her with hungry eyes. There were tons of robotic soldiers blasting laser beams towards everyone, but the knight merely tossed anyone getting in the way, either by his powerful swing of the weapon or the angered thrust of his beast.

Then the creature leapt, with an intention to pounce the once-so-called princess by his vessel; his spear held in reverse grip, ready to stab the woman whether she was caught by his pet or not.

If anyone was keen on the visual arts, the scene would remind them of that famous painting of Archangel Michael vanquishing Satan, standing atop the devil with his spear about to pierce the said demon.

[464]


COMBAT TRACKER
SUMMARY
+20 rei, +20 % RL Bonus from Tensai's Heroic Aura, +100% Base RL remains
Bolster from Tensai: 1,394,400+ 257,000=1,651,400 X2=3,302,800x6=19,816,800
+50 rei from Invigorate turns from earlier
Total rei received: 70

GLOWING HUMAN
EDGE 2 on the Glowing Human: 10 def against all foe's attacks, you reduce total damage taken by 2, you gain +2 bonus damage and +10 accuracy with all your attacks.

DEFENSE
79 acc vs 105 def= missed!


OFFENSE
The Knight strike using his halberd




At-will Action: Release|-6 rei

Bonus Action: Focus Energy| +15 acc| 10-2 rei [due to efficiency]=8rei

Standard Action: Volpertinger| 7 rei-3= 4 rei
Acc: kbROgwq51d100+75
Dmg: 3d10 +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: Stab| 5 rei-1= 4 rei
Acc: 1d100+75
Dmg: 2d12
Burn Chance[75%]: 1d100+1 stack due to Vitriol

Total Rei cost: 6+8+4+4= 22 [-70 from Tensai+ Niji]= +48 rei



ACTIVE EFFECTS
ON OPPONENT
Stagger:1/2; Override activates again -10 acc, -2 dmg tier

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>>>3,302,800>>>19,816,800 ARMOR: +2
HP: 77/100 | REISHI: 141/200 | DEF: 85 [105] | DMG DIE: d10 [d12] | ACC: +50
1d100+75·3d10·1d100·1d100+75·2d12·1d100

Player

I have nothing to say.

Rao Fugard Avatar

Rao Fugard

Post by Rao Fugard on Apr 17, 2022 15:11:42 GMT -5

After they all landed their attacks, the Human Hogyoku appeared on the human's head after the smoke cleared. It was clear that their combination of attacks were not very effective enough. Val then stated she was going to stop holding back. As she said that, her already considerable reiatsu jumped up by a great amount, while bolts of reishi started surrounding her. Whatever she did, it made her more powerful than before.

When she reached out with her hands in the air, Rao tensed, readying himself for what she could throw at him. Soon enough, she ripped apart the air around her and summoned some metallic soldiers. While they had the numbers, it wasn't enough to stop them. While the bug shinigami ripped through them, he jumped over the horde, and charged some reishi to his arms. As he flew over them, he let out a barrage of reishi-infused punches, and the energy left his fists and devastated the army below. 

He landed in front of Val. "It doesn't matter what power you bring out,"  Rao said, "I'll still kick your ass all the same".

Rao jumped at the Hogyoku, and tried planting a kick to her gut, with the intention to send her flying. He then follows up with a reishi covered attack.

COMBAT TRACKER



SUMMARY

Heroic Aura is got 20% more RL and +20 reishi

Piercing Blows up to +14

Rao uses Sense

Rao used Focus Energy

Rao used Dragon barrage (Strike)

Rao used Dragon Punch (Hellflame Dragon)

2 more turns of pesquisa

1 more turn of Hanki
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

Standard Action:

STRIKE (Kick)
You unleash a single powerful physical attack or a flurry of quick strikes.
Type: Basic Attack
Action: Standard Action
Damage: Roll 1 damage dice.
Effects: None
Cost: None
Enhanced: Upgrades to two damage dice.

Acc - Ka0PP3DV1d100+90

Dmg - 2d12+1

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

Status Chance (40%) - 1d100 for stun

Standard Action:
Hellflame Dragon (Dragon Slam)
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+1

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

Status Chance (40%) - 1d100 for stun




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

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

Class and Race traits

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

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

TECHNIQUES

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

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

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

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

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

SPELLS

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

RELEASE

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

El Ojos - Active | -4 reishi

Focus Energy | -9

Hellflame Dragon | -4

Total| -17 reishi

REIATSU:662,000x2=1,324,000

HP:31/95 | REISHI:90/120 | DEF:90 | DMG DIE: d11(d12+1) | ACC:+45(+70)



1d100+90·2d12+1·1d100·1d100·1d100+100·3d12+1·1d100·1d100
Last Edit: Apr 17, 2022 16:23:34 GMT -5 by Rao Fugard

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Apr 17, 2022 16:38:32 GMT -5

Once again, Niji was momentarily distracted, the mad hogyoku jumping onto her bringing back a flash of false memories of the Toratwins climbing over their adoptive older sister. They were saying something, but she could barely make it out before another sharp twinge in her shoulder from the protective zanpakuto spirit forced her back into reality.

In her ears were the final words of a Val that never was, words that no one else had ever heard, because they were never truly spoken anywhere but in a false reality. A sister she never had, because that woman had never existed. She looked up as the true Val, the one who would destroy reality, flipped off her. Her mind finally banished the illusions the woman had put in her head to see reality, reality and the giant crack in the sky.

And she smiled.

While the lie would remain a lie, the truth was now visible to the world. This, at least, she could use as a jumping off point; she would not need to experiment and see where reality pushed back. Maybe Takano was right, and shinigami were reversing changes that revealed the spiritual world, but she imagined they’d be hard pressed to keep up the masquerade now. Either way, she could start fixing things. To work on the dream her and the twins had shared, she just had to stop the Val that never should have existed in the first place.

In the chaos of the firing squad, the wood-dog darted in and gave Yael’s wounds a sappy lick, and they began knitting closed. Flame erupted around her feet, burning away the small machines the hōgyoku’s had used to pin her in place. It was time to finish this.

SUMMARY
Niji gets pinned.
Niji gets unpinned.
Yael gets licked.

Niji has Doubled Edge 2 against Val (4 DR)
Base Defense is 125 vs Val (85 Base + 20 Doubled Edge 2)
Base Offense is +100 vs Val (55 Base + 15 Release + 20 Doubled Edge 2)

HP is 67 (No Change)
Armor is 15 (No Change)
Reishi is 185 (173 - 6 (R3U) - 5 (#7) + 20 (THA) + 3 (TU))

At-Will:
None

Bonus Action:
Bakudo 7 - Yael (at-will into bonus due to illusion)

Standard Action:
Break Pinned

Standard Action:
Break Pinned


ACTIVE EFFECTS
Buffs
Attack-Inflicted Status Immunity - (Until Armor Lost)
Bolster - +1,433,600 base RL
Tensai Heroic Aura - +100% base RL

Debuffs
Illusion - 4/4
Pinned - Broken



USES
Ningyo Joruri - 1/1
Bakudo 44 - 1/1
Bakudo 41 - 0/2
Bakudo 7 - 1/1 Self, 0/1 Tensai, 1/1 Yoshi, 1/1 Rao, 1/1 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, 0/1 Wildcard
Raioken: 2/2

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

Genius - 1/3
Talented - 1/1
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: 3,575,200, eff. Total: 21,451,200)
HP:67(15 Armor)/75 | REISHI: 185/200| DEF:85 | DMG DIE: 1d12+4 | ACC: +70



GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Apr 18, 2022 10:27:16 GMT -5



Being more of a generalist, Tendo never quite enjoyed creating contraptions which could only be used for one, specific incident. It just meant that so much energy and effort went into a design which will more or less need to be thrown out after it is used and done. Sadly, the Universe rarely listens to their wishes, so he had to make do with what he got.

Back in his scientist uniform, he stood before a table in the center of the laboratory room, where a mechanical grip slowly lowered the finished device. It did not look like much - in fact, it looked almost exactly like a genie lamp, with the difference that there was a needle at the end of the beak, rather than a hole which would force the genie out in old human fairytales. It was Tendo’s idea to make these specifications - it was a bit nicer to carry a lamp around rather than a grey utilitarian gourd like what Daisho would have probably created, if he had been responsible for the design.

The Captain stood on the other side of the table, and Captain-Commander Katsumoto was behind Tendo, with his arms folded.

There we go. I call this the Hogyoku Fission Device,” the former Captain explained as he carefully picked the lamp off the table and took it in his hands. “It operates by taking advantage of the incompleteness of Valentina’s transformation to split her into two harmless halves.

And, like you said, it will keep her alive, correct?” Katsumoto inquired, which forced a sigh out of Tendo.

Well...

No matter what we may do, it will be impossible to restore Valentina to her previous state,” Daisho spoke up, continuing where his mentor left off. “The Hogyoku transformation sequence had converted all of her mortal matter into Hogyoku matter, so she no longer has a body to speak of. Technically, she has already become a Plus, just under extreme circumstances.

Tendo continued in his stead. “The Fission Device will split her into the lifeless Hogyoku matter and a Plus. The former will be stored within this lamp, and be condensed into an “ordinary” Hogyoku. The Plus will-” hearing Tendo address that issue, Daisho suddenly raised his hand. “-be immediately transferred to and sealed in Daisho’s laboratory. The Fission Device will store her within a container, and...

Tendo sighed again, and put the lamp down on the table. “Then, you can do as you wish with her. Let her go or execute her on the Sokyoku, it is your choice.

I will contemplate her fate. And yours, as well,” Katsumoto replied after a brief pause. “We’ll head out soon.



While her Stormtroopers marched into war, turning the laboratory into a bloodbath and flooding the air with laser bolts, Val stood in the center of it all, smiling, yet silent, and looked down at her palms. Overcharged with all of the deepest reserves of this new body, she was surrounded by sparks of energy, crackling like an aura.

Long before today’s events in the laboratory, she felt powerful - but she’s constantly surpassed all of her expectations ever since. Even now, however, Val could tell that there was a limit to how far she can push herself. Perhaps it was not a good idea to begin her life as the new Hogyoku by pouring so, so much of her power straight at the fabric of reality - she left herself with mere crumbs, which she could still potentially exhaust. Especially now, having amped up her power to its most extreme. It was an exhilarating feeling, but it was a reminder to not lose her head when she is so close to victory.

While she was admiring her enormously growing power, Tensai was speaking behind her, having apparently cleaved through the posse sent to dispatch of him already. Once again, some ramble about technological and physical superiority that the living Hogyoku only barely caught - lowering her hands, she turned around, glaring at the Shinigami.

To him, the fight was basically over - he had seeded Val with an unbelievably powerful toxin, which will target her body and soul alike, and cripple them both. A perfection of toxin science, created from some of the most powerful poisons known to man, now killing her from the inside.

Val looked down at her palms. To be fair, the toxin did indeed work, and tried its best to debilitate its carrier. But though it tried to corrode the matter it could find, all toxins inherently find their potency in targeting living matter. Was there anything living left in a Hogyoku that you could poison and kill?

"That’s cool..." she muttered, grinning and smiling. "Now I can say that I’m not merely immortal. I can survive the deadliest substance man has even conceived."

Still staring down Tensai, Val suddenly reached her hand to the side and materialized her scythe anew. With her weapon at hand, she turned around and swung at the air - deflecting a bladed chain thrown her way by Yoshi. Much like Tensai, he had dealt with the stormtroopers who had assaulted him and attacked the Hogyoku directly - however, she realized what was coming her way in time and parried the blow. Still, the dagger attached to the end of the chain, even if redirected, scraped across the side of her body before stabbing into the ground.

"You’ve been awfully silent..." Val muttered under her breath and leapt onto the grounded chain, running towards Yoshi atop its tensed chain links. Before she could descend upon the Shinigami this way and cut him up, however, Yael intercepted her ascent with his creature in tow. It leapt at Val from the side - and once again, the woman caught it with her arm, allowing it to gnaw on the limb while she swung her scythe to parry the spear. Atop the massive chain, they clashed once, twice, and finally, on the third try, the knight went past her defense and stabbed her in the shoulder.

"Heh..." she muttered as she looked down at the spear, then pulled off the Chimera and tossed it back at its owner. "You got me again..." Where did all this brutality even come from? It was clearly a transformation or a possession of sorts, but still, Yael hadn’t really shown the potential for skewering someone, especially her, without any remorse.

Val did not have much time to dwell on it, however, as after announcing his intent to put a stop to her no matter how much power she pulls out, Rao suddenly lunged at her, kicking her off Yael’s spear and suddenly slamming her into the ground with a powerful, Reishi-infused blow. They both descended down to the floor of the laboratory, not too far from the place where Niji stood, still pinned down and still shackled with the consequences of Val’s illusions. A powerful slam came down, scattering an aura of Reishi everywhere.

"Get off!" Val yelled and pushed Rao off with a kick, then rolled back, landing next to the crash site. The red cloak covering much of her body suddenly fluttered wildly - and a flurry of flying blades fired off from beneath it. Swords, knives, even spears, flying at almost the speed of sound, hundreds of them launching in a matter of seconds - each one carrying enough force behind it to skewer an average person in a single strike. That was not all.

With the mere wave of her hands, the environment itself began to change shape. Spikes would begin protruding from every direction - the floor, the ceiling, the walls. They expanded at ridiculous speed, aiming to catch the heroes unaware from below and behind, and pierce through them. She’s been impaled plenty of times in this fight - but she figured that her opponents won’t be able to shrug it off as easily.

VALENTINA TOKAREVA
DEFENSIVE PHASE
Edge IV against Rao - +20 defense, 6 DR, +6 bonus damage, +20 accuracy

Strength of Heart gives 4 DR this turn! Grit gives 2 DR this turn! Enhanced Sense gives 3 DR this turn!
+10 Defense from Grit and +15 Defense from Soul Trigger! +5 Defense from Enhanced Sense!

Tensai’s Tamashī Hakai Uirusu - vs 110 def - hits for 24 dmg! 1 HP siphoned with Restoring! 9 Resist dmg dealt!
Total damage (24) reduced to 15 dmg with Damage Reduction!

Yoshi’s Phantom Fire - vs 110 def - miss!
Yoshi’s Byakurai - vs 110 def - hits for 7 dmg! 1 HP siphoned with Restoring! 1 Resist dmg dealt!
Total damage (7) reduced to 3 dmg with Damage Reduction!
5 Reishi drained!

Yael’s Volpertinger - vs 110 def - hits for 34 dmg! 1 HP siphoned with Restoring! 9 Resist dmg dealt! Afflicted with Burn - +5 HP!
Yael’s Strike - vs 110 def - miss! Afflicted with Burn - +5 HP!
Total damage (34) reduced to 25 dmg with Damage Reduction!
-5 Reishi from Bashing!

12 Piercing Blows damage from Rao!

Rao’s Strike #1 - vs 130 def - hits for 7 dmg! 1 HP siphoned with Restoring! 3 Resist dmg dealt!
Rao’s Hellflame Dragon - vs 130 def - hits for 25 dmg! 1 HP siphoned with Restoring! 12 Resist dmg dealt! Afflicted with Burn - +5 HP!
Total damage (32) reduced to 17 dmg with Damage Reduction!

Niji does nothing.

15 HP restored by status! 8 HP healed with Purity of Soul! 5 HP restored with Restoring!

3 damage by Burn!




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

Passive: Edge recalculated:
- Gain Edge I on Tensai

Passive: Grit - +10 Accuracy, +10 Defense, +2 DR, +2 Damage Tier

At-Will: Soul Trigger Reflexes (Enhanced Sense - You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.)
Gain:
- +5 Accuracy
- +5 Defense
- +3 DR
- +3 Damage with Attacks

At-Will: Gamble
HOQ7ql7e1d27 (Husk)
1d27

At-Will: Siphon Life (Reiryoku Absorption):
Siphon the following Reishi:
- 5 from Tensai
- 5 from Yoshi
- 5 from Yael
- 10 from Rao

Total 25 Reishi siphoned.

Bonus Action: Invigorate (+12 Reishi)

Standard Action: Storm of Blades (Area Enhanced Strike), -10 Reishi

Accuracy - 1d100+55
Damage - 2d12+7 (+5 acc and +1 dmg to Tensai, +20 acc and +6 dmg to Rao)

Grit - +10 acc, +2 dmg tier
Soul Trigger - +2 dmg tier
Override - -20 acc, -4 dmg tier
Sense - +3 dmg, +5 acc

Standard Action: Storm of Blades (Area Enhanced Strike), -10 Reishi

Accuracy - 1d100+55
Damage - 2d12+7 (+5 acc and +1 dmg to Tensai, +20 acc and +6 dmg to Rao)

Grit - +10 acc, +2 dmg tier
Soul Trigger - +2 dmg tier
Override - -20 acc, -4 dmg tier
Sense - +3 dmg, +5 acc

Standard Action: Storm of Blades (Area Enhanced Strike), -10 Reishi

Accuracy - 1d100+55
Damage - 2d12+7 (+5 acc and +1 dmg to Tensai, +20 acc and +6 dmg to Rao)

Grit - +10 acc, +2 dmg tier
Soul Trigger - +2 dmg tier
Override - -20 acc, -4 dmg tier
Sense - +3 dmg, +5 acc

Standard Action: Spike Traps (Destruction Orchestra - Release Area/Slashing), -22 Reishi @ all

Accuracy - 1d100+70 (Critical - +16 dmg)
Damage - 4d12+21 (+5 acc and +1 dmg to Tensai, +20 acc and +6 dmg to Rao)

Grit - +10 acc, +2 dmg tier
Release - +15 acc, +10 dmg
Soul Trigger - +2 dmg tier
Override - -20 acc, -4 dmg tier
Sense - +3 dmg, +5 acc

Purity of Soul: Spend 5 HP to gain another use of Reiryoku Absorption.



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: 2/2
- 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: -50% RL

Burned: 4/26 turns (Override for 4/20 turns)

Staggered: 3/4 turns (Override)

Crippled: 2/5 turns

Frostbitten: Until Cripple ends

Soul Trigger: 2/4 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.
(1/3)
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
(1/2)

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.
(4/4)
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
(1/1)

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
(2/2)

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
(2/2)

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

REIATSU: 9,099,241 -> 9,099,241
HP: 92/450 | ARMOR: 0 | REISHI: 43/400 | DEF: 80 | DMG DIE: d12+2 | ACC: +60


1d27·1d27·1d100+55·2d12+7·1d100+55·2d12+7·1d100+55·2d12+7·1d100+70·4d12+21
Last Edit: Apr 18, 2022 10:37:23 GMT -5 by Hibano

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Apr 20, 2022 1:18:53 GMT -5

[

(Art By @drakdrawings on Tumblr with permission)


It seems a few of those troopers got some potshots at him while he was massacring their allies as he noticed a few burning wounds on his body. As what's left of his parasite-controlled insects seem to have died out on their own unable to adapt to the extreme and sudden changes to their body.

"Well it would be deadly had I not willed it to be nonlethal. Count yourself lucky that I met your sister who has been looking for you for a while and I won't let her search be in vain if you just die here," Tensai said.

He then sees that for some reason, Yoshinori gets out of his Bankai and utilizes a new form of unleashing his power. This intrigues Tensai and he hopes he can pry further information from him in the future. As the knightly Quincy and the Arrancar managed to strike as Niji broke free from being pinned. Luckily his heightened senses warned him of approaching danger while he was distracted. He quickly weaves through and dodges every single blade that came his way.

And as he was in the air appeared to be falling into a spiked pit with no wait out, he sees the green paper talismans sticking on the top of most of the spikes. He smirked

"You know perhaps you should have been more focused, cause if you had, you would have figured out how I redirected one of your own attacks back at you earlier," Tensai said.

Chanting something under his breath once more, he then teleports the spikes to stab Valentina's limbs to pin her down. The arrangement of said spikes turns out to happen to resemble crucifixion. He is not sure why that is or if it's even fitting, but if anyone asks maybe they'll believe him if he lied and said it was intentional. As he then landed on the empty floor that was now devoid of any spikes.

As he then pointed his finger at Val and willed and commanded the poison inside her to act up once more.

COMBAT TRACKER
SUMMARY
Valentina Attack #1: Storm of Blades - 66 ACC. vs. 110 Def. - Misses.
Valentina Attack #2: Storm of Blades - 101 ACC. vs. 110 Def. - Misses.
Valentina Attack #3: Storm of Blades - 92 ACC. vs. 110 Def. - Misses.
Valentina Attack #4: Storm of Blades - Spike Traps - 147 vs. 110 Def. - Crits...but redirected with Breach.

1 HP siphoned and 0 direct damage from Resist. -5 Reishi. +10 Reishi to everyone.
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. |-20 Reishi (Used on Spike Traps to redirect attack back at Val.)


Standard Action 1: Kodoku (Byakurai) |-4 Reishi
Acc - mQzL|FYU1d100+65
Dmg - 2d11
Status Chance (00%) -



Standard Action 2: Kodoku (Tamashī Hakai Uirusu -) Single - Major Effect: Versatile - Minor Effect: Stun | -7 Reishi
Acc - 1d100+65
Dmg - 3d11
Stun Chance (75%) - 1d100




ACTIVE EFFECTS
0/40 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

Firewall Duration: 0/4 Turns

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: 5,577,600 (1,394,400)
HP: 90/120 | REISHI: 14/160 | DEF: 110(95) | DMG DIE: d11 | ACC: +50



Post Count: 13

Tags: , , , ,
1d100+65·2d11·1d100+65·3d11·1d100
Last Edit: Apr 20, 2022 1:21:14 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 Apr 20, 2022 14:07:29 GMT -5

Once more, Valentina proved to Yoshinori that she was the superior combatant when it came to the two of them. Despite his increased power, and his admittedly risky usage of his seals, the Living Hogyoku was still able to defend against him, deflected his bladed chain with surprising ease. As she leapt onto the chain and charged in his direction, Yoshinori timed his release of Kongō Fūsa just in time for Yael's own attack, the chain tightrope suddenly vanishing under Val just before she was struck by Yael.

To Valentina's comment regarding Yoshinori's silence, the man decided to actually answer,

"If I did say something, Valentina Tokareva...would you listen?" He asked, his tone pained, perhaps even tinged with regret. Fighting Valentina wasn't a joyful experience for him. In fact, it was downright painful. She looked like Maria, and the other Tokareva sibling held a great degree of care for the still-living Fullbringer. A promise he made to bring her back, seemed less likely by the second. Even if they could defeat Val here, did they have the power to contain her in any respect? Did anyone?

"Perhaps if I had listened..." He muttered to himself, only to let the thought die midsentence. He knew his own regrets. Just the latest misstep in a thousand missteps within his two hundred and sixty years of life. Ignoring the internal plight of another simply led to more ruin. Perhaps if he had attempted to do more than simply dismiss Valentina when they had first met in Kagemino City...perhaps it wouldn't have prevented this, but at least Yoshinori could say he had done more than simply try and kill the woman in cold blood.

Tsk...and to think at one time I lectured Shida Hagane. I am worse than he.

As a storm of blades rushed from Valentina's body to coat the battlefield, Yoshinori met the challenge head on with a spell of his own. Slamming his wrists violently against each other, his golden armbands collided against each other. Making a sound that was suspiciously reminiscent of a Gong, a yellow semi-transparent bubble of Kido would envelop his form, encasing him in a solid barrier of Reishi.

"Zettai Bōgyo (Absolute Defense)!"

Sealed Ball


As the flurry of weapons collided against the barrier, the impact force of each weapon would send ripples across the barrier's surface, almost akin to ripples created in still water when an object disturbs that stillness. The barrier would bend and stretch as it absorbed the shock force of every attack that made its way to Yoshinori. At first, it seemed as if the man's "Absolute Defense" was, in fact, absolute. However, the next stage of the Hogyoku's attack proved such an assumption incorrect.

Changing the very landscape of the lab itself, earthen spikes rushed from the floor, ceiling and walls, seeking to catch Yoshinori unaware and skewer him. It was all the Eighth Division Third Seat could do to move his body in such a manner to not be killed as the spikes punched their way through his barrier with vicious force. Yet, despite Yoshinori's best efforts, the spikes were seemingly out for blood, and blood they certainly got. Tearing through his right side, Yoshinori let out an uncharacteristic cry of pain, moments before several more spikes cut through his flesh, his upper Shihakushō robes cut to ribbons.

Blood running down his body in fast moving rivulets, the silver haired Shinigami slowly pushed himself away from the spikes, carefully disentangling himself from the needlestack. His sandals finding purchase upon one particularly sturdy spike, Yoshinori watched as Tensai advanced upon Valentina, seemingly in better condition than he currently was. Grimacing, the Kido Specialist clapped his hands together. He was down, but he certainly wasn't out.

"Kongō Fūsa: Aian Meiden (Adamantine Sealing Chains: Iron Maiden)!"

"Capture."

Extending his right hand out once more, a series of five chains would spew out from each fingertip, the chain links exuding a fierce aura. As if possessing a life of their own, the chains would seek to ensnare Valentina, each chain seeking to wrap around her and entangle within other chains to create an intricately woven mess of chains that would serve to bind Valentina in place and restrict her movement. If such a binding spell was successfully cast, as Yoshinori clenched his outstretched fingers into a fist, a final iron padlock would materialize on Valentina's center mass, effectively locking the chains in place.

"Lock."

Sealed Ball


Yanking his right hand back in an effort to make the chains as taut as possible, Yoshinori was not able to move at all until the spell was dissolved. As such, while he couldn't act further against Valentina, that left the honor up to another.

All the while, Rao would find himself fortunate to still have Hanzō's assistance. Seemingly unharmed (somehow), despite Rao's injuries, the golden snake would bare his fangs once more and sink his teeth into Rao's neck, the exact same spot in which he had attacked Rao previously. As before, the serpent would transfer the remainder of the seal's healing energies into the Arrancar, hopefully reviving him to some extent. However, whether or not Rao actually rose from the action was not the concern of Hanzō. His mission complete, once the snake withdrew his fangs, he would quickly slither away from the Arrancar, vanishing into some crevasse of the lab.

Post Count: 13 | | | | |

BATTLE TRACKER


DEFENSIVE SUMMARY
Ally Action: Yoshinori gains +10 Reishi and +10% Reiatsu from Heroic Aura! Total accumulated is 110%! Reiatsu is now 1,881,600 (Original: 224,000 | 896,000)
Enemy Siphon: Yoshinori loses 5 Reishi!
Enemy Effect: Yoshi takes 1 Resist Direct Damage! 1 HP Siphoned from Yoshi!
Bonus Action Reactive: Yoshinori uses Enkosen to halve the damage of Enemy Standard Action 4!
At-Will Reactive: Yoshinori uses Yugure No Manto to negate critical bonus damage from Enemy Standard Action 4!
Enemy Standard Action 1: Instinctive activates! Yoshinori's Defense increased to 130! Valentina misses Yoshinori!
Enemy Standard Action 2: Instinctive activates! Yoshinori's Defense increased to 130! Valentina misses Yoshinori!
Enemy Standard Action 3: Instinctive activates! Yoshinori's Defense increased to 130! Valentina misses Yoshinori!
Enemy Standard Action 4: Valentina hits Yoshinori for a 67 damage critical! Yugure No Manto reduces damage to 51! Enkosen halves damage to 25! Yoshinori takes 25 damage!


OFFENSIVE SUMMARY
Attuned Passive Active! 3 Reishi regained! 6 Reishi lost due to 2nd Release!
Special Effect: Yoshinori gained a stack of Momentum!
At-Will: Yoshinori uses Distract to give Niji a Standard Action!
Standard Action: Yoshinori uses Luminous Healing on Rao!




Bonus Action Reactive: Zettai Bōgyo (Bakudo #39 Enkosen) - As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.) | -3 Reishi (Efficiency + Attuned Reduced)

At-Will Reactive: Zettai Bōgyo (Yugure No Manto) - As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with. | -1 Reishi (Attuned + Efficiency Reduced)

At-Will: Sustain Injuries (Keikatsu) - As an at-will action you restore 30 HP to self or a comrade. You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. | -3 Reishi (Attuned + Efficiency Reduced) | Target: Yoshinori!

Need 55 or below to inflict Mend - pNG62fgc1d100 Success! Yoshinori regains 60 HP!

At-Will: Kongō Fūsa: Aian Meiden (Distract) - You can give one of your standard actions to any ally but it must be used before your next turn comes around. | -0 Reishi | Yoshinori grants Niji his second Standard Action!




Standard Action: Third Tetragram Seal Partial Release: Kaidō (Bakudo 18: Meiyu)
Target: Rao Fugard
Description - As a standard action you restore 30 HP to a target comrade. You can spend an extra 5 Reishi to grant a 55% chance (Cleverness) to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30.
Reishi Cost - 9 Rei (Efficiency Reduced)
Mend Status Roll - 1d100 Failure!

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




ACTIVE EFFECTS
Intimidate Uses (25/100 Max Reishi Restored)
1 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 | (1/2 uses remaining)
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK): AT-WILL | As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with. | -5 Reishi | (1/2 uses remaining)
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 | (0/2 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: 1,792,000 | CURRENT REIATSU: 7,526,400
HP: 90/90 | REISHI: 192/220 | DEF: 100 (120) | DMG DIE: d11 | ACC: +40

1d100·1d100
Last Edit: Apr 20, 2022 14:09:57 GMT -5 by Yoshinori Okamoto