Bleach Hereafter RPG

Combat Contingency

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on May 6, 2022 1:34:56 GMT -5

 Tensai was finally taking a rest after two long and arduous battles he just went through in a row. Helping to defeat Zarzil and a Hogyoku empowered Fullbringer were no small feats and he is thankful that he survived though he has no idea what happened to that Quincy. He has been either napping, reading, playing video games, or whatever else he can do with his free time while he's using the vacation days he saved up. Something else has been plaguing his mind and before he can start writing up the necessary paperwork to request for a promotion from his current seat to a higher one he must get it out of the way. As he picks up his Denreishinki and dials Yoshinori's number as he leaves him a voice message.

"Moshi moshi. Yoshinori it's me Tensai, its been a while since what happened. Though after everything that happened I don't think I am well prepared to handle anything like that if there is something of that scale. I saw your new skills as you shown your true Shikai and Bankai in battle and I think you would make the perfect sparring partner for me to test my abilities. If you accept give me a time and place and I'll be there. As well as any restrictions or rules that make you feel comfortable going along with this." Tensai said.

 He then put the Denreishinki on his table and stared at it. Fingers clasped together as he waited patiently for an answer. Even if it's a friendly battle with someone as skilled and further ahead of him as Yoshinori it will not be easy. Not to mention there's another matter to why he decided to make this call. The true reason he wants this spar.

"I saw how you were filled with doubt and sorrow, your faith in the Gotei 13 has wavered more, understandable given what's happened. Yet that might cause you to rebel like many others have and if it comes to it I might have to fight you. This spar is not just to prep me for this possibily physically, but mentally." Tensai thought.





Post Count: 1

Initative Roll: |lmy_Wjf1d1001d100
Last Edit: May 17, 2022 18:51:32 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 May 10, 2022 12:59:59 GMT -5



Two Weeks Prior, Yoshinori's Meditation Chambers, Soul Society. Yoshinori's House.

Even Yoshinori could not understand why he was doing this. Hadn't he suffered enough? The emotional rollercoaster that was fighting Valentina had been a wild ride through and through, not to mention all the other gut wrenching and viewpoint changing scenarios that he had gone through prior. The past month or two had served to completely flip Yoshinori's world upside down, and now he was unsure if he could ever put it back in place again. Shame led to him not being able to face Maria again. Disgust had led to his need to take time off, whether he had the vacation days for it or not.

So why ruin an already ruined man further with Jinzen?

Sitting on the floor in the center of his living room, Yoshinori laid his Zanpakuto over his lap, his emerald eyes tracing the numerous ruby red jewels that adorned the cutlass's basket guard hilt. A low sigh escaped him. Once upon a time, he felt as if the gaudy decoration of the cutlass represented his own desire to hide his ugliness behind jewelry and spectacle. Now, the very appearance of his blade sickened him.

Allowing a deep breath to escape him, Yoshinori closed his eyes and cleared his mind. Immediately, he felt his consciousness beginning to slip away. He knew it would happen.

Amanojaku wanted this meeting as much as he did.




The Inner Realm of Amanojaku.

Sealed Ball


A realm in between realms, Amanojaku's Inner World mimicked reality, albeit skewed to represent the fracturing of reality and imagination. Yoshinori appeared in the center of a wide lake, the water beneath him colored a deep purple. As Yoshinori glanced upwards, the sky reflected the coming darkness of early evening, yet was colored in hues of purple and pink, casting an eerie glow over the landscape. The rock faces cast shadows in abundance, the figures of darkness dancing across the water, as if alive. In Amanojaku's world, it was quite possible that they were alive.

"You return."

Yoshinori's eyes widened as the familiar voice spoke behind him, prompting him to turn suddenly on his pivot to meet the spirit himself.

Sealed Ball


Amanojaku himself rose from the murky waters, his form enveloped in shadow, with wide eyes of deep red staring deep into Yoshinori's soul. From the endless pits of darkness that was the spirit's face, a wide, thin grin formed, showing a peek of white teeth that broke through the endless blackness of the apparition.

Yoshinori hated this spirit. Hated the wickedness and darkness that he represented. Yoshinori didn't want to be tied to such evil. Perhaps at a time he felt more connected to such a being, but no more.

"You fear me." Amanojaku spoke up suddenly, interrupting Yoshinori's thoughts.

Eyes narrowing on the figure, Yoshinori finally mustered up the will to find his own voice,"Why do you seek to control me? Why do you plague me? Why are you my Zanpakuto spirit?" Yoshinori demanded. Each question, asked in rapid fashion, grew more passionate than the last, until by the end Yoshinori was yelling at the spirit. He hadn't meant to delve right into the matter so quickly, but something about Amanojaku just brought his heart spilling forward. It was an uncontrollable feeling, an aura that the spirit had managed to master so well. It scared him.

That eerie grin remained plastered on Amanojaku's face, and with a slow rise he held out his right hand towards Yoshinori, digits of eternal darkness stretching out to meet Yoshinori.

"Do you remember what I told you, in that lab? I know you remember. I know your heart. I know everyone's heart." An echoing chuckle coursing from the spirit, Amanojaku didn't wait for Yoshinori to answer. Instead, he simply repeated what he told the man.

"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." Amanojaku echoed, drawing closer to Yoshinori. The silver haired Shinigami wanted to back away, but found himself completely unable to move. In this world, Amanojaku had absolute power. He held control over Yoshinori's reality. Things only went according to Amanojaku's plan within his own world.

"You run from me like a plague. You see as a sickness that, if I managed to catch you, would spread such affliction through your body. You treat me as an external component. What you fail to realize is...I am already within you. It is only through acknowledgment of my presence that you can utilize me fully. That the parasitic relationship between us can fade..."

Yoshinori grit his teeth,"I'm not you."

"Yoshinori Okamoto. Killer, Assassin, Stealth Operative. Commander of the Detention Unit, Warden of the Maggot's Nest. Prince of Thieves, The Fork-Tongued Reaper. The Golden Serpent. What are you now? Bloodied Avenger? Attempted Redeemer? A War-Scarred Pacifist? Your life is a tale of darkness and light. A shadow trying to find a way to thrive in the sun. As you change, I am forced to adapt with you."

Yoshinori frowned, emerald eyes staring down at Amanojaku's extended hand,"You wanted me to come. This was a test. You're watching me for something."

Another eerie chuckle sounded from behind Yoshinori, but there was no one there. Amanojaku's laugh was disembodied, and shifted to sound above Yoshinori's head. But there were no figures present except for the shadowy spirit himself.

"You've spent years running from yourself, boy. You cannot simply recreate a new you. You must accept your darkness. Accept me. And use the knowledge of that darkness, to forge the person you must become. Your survival is my salvation, boy. Only by accepting me...can you know me."

A brief silence followed, before the fateful words followed.

"Do you know my name, Yoshinori Okamoto?"




Land Beyond 80th District, South Rukongai, Soul Society. Present Day.

Sealed Ball


In the land beyond the 80th District of South Rukongai laid a series of ruins, crumbled to near dust by age, entangling by overgrown grasses and vines that sought to return the remaining earthen structures to the soil. Murky waters stood stagnant in small pools, interrupted by half submerged stone tiles. Once upon a time, the ruins must have been a grand structure of some form. But time had left only remnants and memories.

It was here that Yoshinori sought seclusion from the hustle and bustle. It was here that the silver haired Shinigami sought rest of some form. That was until Tensai texted him. His right hand stretching out to grab at his Denreishinki, Yoshinori turned it on and stared at the message for what seemed like an eternity. A large part of him wanted to deny Tensai the opportunity, to not even grace the question with a response. He was weary. Weary of battle, weary of training, weary of everything having to do with combat. The idea of engaging in combat with another, even someone he was relatively friendly with like Tensai, seemed like more trouble than his soul was willing to deal with.

So what did he do? He replied to Tensai by sending the man a ping with his current location. He offered no words to accompany the ping. The ping alone served as his choice to accept the spar, along with the when and where. He wanted the scientist to join him in the ruins, right then and there. Releasing a soft exhale, Yoshinori fished his smoking pipe out of his pocket, accompanied with a particular herb drug that he fully intended to light up.

"So be it..." He whispered, staring at the sky as he waited for Tensai's arrival.

Initiative Roll - c_uEzQJr1d100

Post Count: 1 | 1d100
Last Edit: May 17, 2022 20:27:59 GMT -5 by Yoshinori Okamoto

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on May 18, 2022 13:42:24 GMT -5

Tensai has never been this far into the Rukongai. Considering the district he arrived in/lived in at first was not too far from Sereitei. So it was one of the nicer districts in the Rukongai but still far from being a nice place to live in. He was surprised to find the ruins that Yoshinori appears to be resting among. As he takes some time to investigate them as he puts his hand across the stone structures feeling out the texture of them.

"I wonder if long ago there was another Sereitei long ago and for one reason or another, it got destroyed and they had to rebuild somewhere else. I wouldn't be surprised considering how long the living realm has been around and how many people and animals lived, died, and reincarnated since the Earth's conception."
Tensai said.

He then sat down a few feet across from where Yoshinori was sitting. Spending a few seconds of silence

"You are probably wondering why I want to spar with you, basically, I feel like there is still room for me to improve especially now that I have unlocked Bankai and have yet to scratch the surface of what it's capable of. Plus compared to how you and the Fullbringer were doing I still feel a bit inadequate. There will come a time where I'll have another fight against a powerful opponent on my own without any help and I want to be prepared for that," Tensai said.

While this is not the true reason it was still partially true. He then starts to look down as he remembers a certain oddity regarding Yoshinori during that battle.

"By the way, when you were using Bankai against Val at some point you started to act different, and it was only when you switched to that strange Specialization ability of yours that you seemed more like your usual self. If you are willing to do this I won't force you to use Bankai if you don't want to."
Tensai said.

Now knowing that Zanpakuto has minds of their own or at least the inner self of a Shinigami if his Zanpakuto Rasen is to be believed. It wouldn't be out there to assume that Yoshinori has a problem accepting his. If he could compare them to anything it would be Shadows/Id's from Jungian Psychology being the negative aspects of a person or perhaps the Persona or mask of a person or rather what's underneath said mask. Whatever the reason he doesn't want to make Yoshinori uncomfortable when it comes to this spar.




Post Count: 2

Tag:

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on May 31, 2022 14:14:21 GMT -5

Eventually, Tensai arrived at his hiding place. His sanctuary away from the world as he knew it. He didn't invite many people here, for several reasons. First being that he barely had opportunity to escape to this realm beyond the realms himself. The second being that his decision to escape here was mainly to avoid people, a purpose that would find itself negated if Yoshinori began telling too many people about it. So far, only Hyakuji knew about the location of such a place...as far as Yoshinori knew. And now, so did Tensai. Ironically, they both found out for the same reason: A spar.

Rising from his seated lotus position, Yoshinori lit up his smoking pipe and in moments was smoking away, the sickly sweet aroma of his drug of choice leaking from his nostrils as he exhaled. He let the silence stretch out, even as Tensai offered his playful musings as to the existence of an ancient Seireitei, the likes of which long predated the modern structures of today. Perhaps these ruins were part of such historical fortifications, and the importance of such ruins were lost to the sands of time. A possible hypothesis. Did Yoshinori say this? Not yet.

It wasn't until Tensai began to offer his explanation as for why he had contacted Yoshinori for a spar that the silver haired Shinigami spoke. Stretching his left arm out until he felt the telltale pop of bones, Yoshinori sent a powerful stream of smoke shooting out of his lips as he answered the scientist.

"You did fine, Tensai." Yoshinori replied evenly, his expression rather placid as he turned upon his pivot more fully to face the researcher. He didn't have the energy to even play up to his usual speech delivery, and his demeanor was even felt by his serpent, Hanzō, who coiled around Yoshinori's neck a bit tighter than usual.

Sealed Ball


"But if you want to test yourself against me, that's fine. I'll try not to disappoint, but I will treat this as an actual battle. As such, I will not release my Zanpakuto unless you force me to. And I will not unveil Bankai unless you prove yourself to pressure me enough to want to use it." The Kido's Specialist's hands did not drift towards his sheathed cutlass. In fact, he seemed to ignore the blade entirely. Clapping his hands together, Yoshinori's eyes never wavered from Tensai, all of his focus centered on the soon to be sparring partner. He was waiting, perhaps even daring Tensai to make the first move.

"Lesson One: Assess your opponent. What are my observable weaknesses? What are my strengths?" A brief pause followed as Yoshinori puffed out another stream of smoke,"You know my abilities to a T, or so you believe. How can you strike me down? Once you have that answer...do it."

Post Count: 2 |

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Jun 14, 2022 18:15:32 GMT -5

"Honestly while I did do fine I could have done better, and it was not just your help, but the help of that Fullbringer Niji that we were able to face that Hogyoku powered Valentina as long as we did. We are lucky that all of us managed to survive. The only solace I have is that I managed to finally get praise from Captain Daisho and am most likely going to be promoted to a higher seat soon or even to Vice-Captain." Tensai said.

Yoshinori then said he would treat this as a real battle and would use Bankai if he is forced to. While he should be glad that he gets to face him at his best he can't help but feel a bit hesitant. Not due to being scared of his abilities but of how it would affect Yoshinori once he activates them. Then Yoshinori asks him to assess what his strengths and weaknesses are. Tensai then smirked and chuckled.

"At first your ability seemed to be poison-based and was under a different name, it was only that I did some research on how saying the wrong name of a Zanpakuto can affect the form and ability it releases takes that I understood why your ability changed. Your true ability seems to be based on illusions, powerful ones that seem to even affect people physically. It seems invincible, but I have a theory that would counter it simply. By understanding your illusions are fake and not believing in them, then they should not bring harm to me," Tensai said.

He then got into a fighting stance as he waited for Yoshinori to get ready/make the first move.

COMBAT TRACKER
SUMMARY
Put a summary here.

At-Will: Technique

Bonus Action: Name - Effect | -0 reishi cost

Standard Action: Attack Name - Effects | -0 reishi cost
Acc - *Roll Here*
Dmg - *Roll Here*
Status Chance (00%) - *Roll Here

Standard Action: Attack Name - Effects | -0 reishi cost
Acc - *Roll Here*
Dmg - *Roll Here*
Status Chance (00%) - *Roll Here




ACTIVE EFFECTS

CLASS

PRODIGY

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

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

Paragon

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

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


TRAITS

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

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

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

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

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

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

TECHNIQUES

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

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

SPELLS

BAKUDŌ #44: SEKISHO - You gain 30 Armor and are immune to non-special status effects inflicted by attacks. -10 Reishi 1/1 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 4/4 uses

BAKUDŌ #41: KYŌMON - As a bonus action, you avoid all but the highest rolled natural damage die from one non-critical attack that hit you. You deal the highest natural damage die back to the attacker as direct damage. If the attack would inflict a non-special status, you instead inflict that status back onto your opponent. No roll necessary. -10 Reishi 2/2 uses

BAKUDŌ #27: INEMURI (FORCED SLUMBER) - 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%.

BAKUDŌ #19: SHIBIREYUBI (NUMBING FINGER) - 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%.

BAKUDŌ #9: GEKI (STRIKE) - 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. The max chance to inflict with any effect is 95%.

GREEN PAPER TELEPORT You immediately avoid all attacks and/or techniques that would have hit you this turn (except for critical hits) and flee the battle. You may only use this technique if fleeing the current thread. Can only be used in Battles & Deadly Events. -20 Reishi. 1/1 use.

NOREN MEKURI (CURTAIN STRIPPING) - You gain +35 defense against attacks targeting you on your next turn. Also, once activated, on your next turn, reduce the success chance of any status effect targeting you by 20% Special Effect: As a passive effect, you have a natural DR of +6 against any attacks your foe uses while under the effects of Kyokkō.

BAKUDŌ #26: KYOKKŌ (CURVING LIGHT) - As an at-will action you have a 50% chance to inflict the special status effect Obscured on yourself. While obscured, for the duration, any attacks dealt by you or against you will not be affected by enemy abilities which would apply direct damage based on missed attacks - such as the Attack Major Effects Delay and Spread, and the technique Gyaku Unmei. Special Effect: On the turn after the end of the duration, you gain an extra Standard Action.

BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER) - As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.


RELEASE

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 - As a passive effect you have a +10% 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. Heightened - Defense increases by +5 against non-basic attacks. Instinctive - As a passive effect your defense is increased by +5 against Basic Attacks. -6 Reishi per turn,


Tamashī Hakai Uirusu
SINGLE
VERSATILE
POISON


Damage Die: 4
Reishi Cost: 20



Yūdokuna shippo matsuge (Toxic Tail Lashes)
Barrage
Slashing


Damage Die: 5
Reishi Cost: 25

Mimic

Stage 1. After witnessing any release technique a foe or comrade uses during a battle, you're able to spend a bonus action to learn that tech temporarily. You cannot copy a single technique multiple times. Gamble is immune to Mimic. Stage 2. You gain 1 slot to store a single learned Release Tech that can be used in other threads. You may only store a single tech at a time but can exchange one stored tech for a new one at-will.





REIATSU: 188,000
HP: 110/110 | REISHI: 190/190 | DEF: 100(90) | DMG DIE: d13 | ACC: +50


Post Count: 3

Tag:
Last Edit: Jun 14, 2022 18:28:33 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 Aug 1, 2022 18:16:37 GMT -5

"We are lucky that all of us managed to survive."

Out of Tensai's assessment of his own battle performance, that was perhaps the only phrase that Yoshinori managed to latch onto with any seeming care. 'We are lucky that all of us managed to survive'. Was that truly a matter of luck? Valentina did not share in that good fortune. The thought brought the dark skinned Shinigami no end of emotional pain, that manifested itself in the sudden upturning of his stomach's contents. A wave of nausea assailed the Third Seat, only brought to heel by Yoshinori's own discipline when it came to maintaining his expression. As a result, outwardly Yoshinori's expression remained rather placid, his thoughts guarded by his own lax demeanor.

Exhaling a plume of smoke from his smoking pipe, Yoshinori maintained his silence as Tensai offered his theory as to the nature of Amanojaku. He had never met anyone so interested in the nature of his own Zanpakuto, and silently wondered exactly how the researcher knew the previous form of his blade.

Maybe I let it slip at some point. I never released in front of him.

However, as the subject turned to illusions, Tensai seemed rather confident in his theorized counter. By simply understanding them to be illusions, and by thus convincing himself that they were figments of the imagination through sheer force of will alone, it would then be possible to eliminate the illusions' effectiveness upon his own form.

"If that is your theory, then far be it from me to dispute it. I do hope it bears fruit, however." Yoshinori clapped his hands together, his emerald eyes focused on Tensai.

"I present a question to you. Do not answer it now: You claim Amanojaku seems invincible. Is its perceived invincibility a product of the nature of its abilities, or is how invincible it appears an illusion in itself?" Clasping his hands together, Yoshinori's aura would suddenly explode outwards.

Sealed Ball


Extending past his own form, the outward aura would reflect a bright blue color, while it's inner layers would reflect a reddish/black color. An aura as multilayered as the individual it emanated from, it seemed. Yet, on the more numerical scale of things, Tensai would most certainly note that Yoshinori's presence had notably increased from even his fight against Valentina in Tokyo. And that was without releasing.

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

Sealed Ball


A spell that Tensai may or may not recognize from the fight against Valentina, Kongo Fusa was among Yoshinori's newest (and most versatile) spells in his rather large arsenal of mystical arts. A customized Kido spell born from the humble roots of Bakudo #4 Hainawa, Yoshinori's aura would coalesce around his right hand, before projecting outwards into tangible form. The blue aura would shoot outwards, a chain of pure Kido materializing as it shot out from the Third Seat's body. As if possessing a life of its own, the chains would seek to ensnare itself around Tensai's body with surprising swiftness. If the good scientist permitted himself to be restrained, the chains would immediately tighten around his body, before vanishing completely, almost as if they became both invisible and intangible. Yet, their restraining sensation would remain upon Tensai's body, weighing down his body and making freedom of movement difficult.

Whether or not Kongo Fusa would take hold over his opponent or not, Yoshinori would extend his left arm outwards, joining his right in the casting of yet another spell.

"Hadō #32. Ōkasen."

Bright golden energy began to coalesce in front of his left palm, hovering just before the flesh. Condensing itself into a ball of concentrated energy, the ball would hover for a split second, before bursting. Immediately, the concentrated Reishi contained within would flood outwards in a wide beam of energy, its destructive force seeking to claim anything in its path.

Including Tensai.

Sealed Ball


Post Count: 3 |

BATTLE TRACKER


DEFENSIVE SUMMARY
Bonus Action: Yoshinori uses Sekisho to gain 30 Armor!

OFFENSIVE SUMMARY
Passive: Yoshinori possesses Edge 1 over Tensai!
Bonus Action: Yoshinori uses Hakufuku against Tensai!
Standard Action: Yoshinori uses Strike against Tensai!
At-Will: Yoshinori uses Byakurai At-Will! (2/3 uses remaining)



Bonus Action: Considerable Spiritual Pressure (Sekisho) - You gain 30 Armor and are immune to status effects inflicted by attacks. | -5 Reishi (Attuned Reduced Cost)

Bonus Action: Kaizō Kidō: Kongō Fūsa (Hakufuku) - As a bonus action you have a 95% (Cleverness) chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. | -1 Reishi (Attuned Reduced)

Need 95 or below to inflict Stagger - 3K1Y0q9d1d100 Success! Stagger inflicted!

Direct Damage Upon Infliction - 3d6




Standard Action: Hadō #32. Ōkasen (Strike)
Acc - 1d100+65
Dmg - 1d11+1
Reishi Cost - 0 Rei
Special Effect (Versatile) - If attack successfully hits, 10 Reishi is drained.

At-Will Action: Hadō #32. Ōkasen (Byakurai)
Acc - 1d100+65
Dmg - 2d11+1
Reishi Cost - 6 Rei (Potent Reduced)
Special Effect (Versatile) - If attack successfully hits, 5 Reishi is drained.

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




ACTIVE EFFECTS
Invigorate Uses (4/4 Uses Remaining))
30/30 Armor
Immune to Statuses (Inflicted by Attacks)
Edge I (+5 Acc, +5 Def, +1 Bonus Damage, Negate 1 damage from enemy attacks)

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 | This technique scales based on the type of attack it is used against. As a bonus action you avoid damage from all natural damage dice that roll a certain number or lower during your turn. For basic attacks, 8 or lower. For non-basic attacks, 10 or lower. 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. | -10 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 #22: HAKUFUKU: BONUS ACTION | As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. | -5 Reishi | (2/2 uses remaining))
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. | -5 Reishi | (2/2 uses remaining)
BAKUDŌ #4: HAINAWA: BONUS ACTION | As a bonus action, you have an 80% chance to inflict two stacks of the Immobilize status on your target. | -5 Reishi | (2/2 uses remaining)
BAKUDŌ #19: SHIBIREYUBI: BONUS ACTION | As a bonus action you have a 80% chance to inflict two stacks of the Stun status on your target. | -5 Reishi | (2/2 uses remaining)

TECHS & SPELLS | ADVANCED

BAKUDŌ #61: RIKUJŌKŌRŌ: BONUS ACTION | As a bonus action, you have a 60% (75% with Cleverness) chance to inflict the special Pinned status on your foe. While pinned, your opponent must spend both of their next standard actions to break free. | -15 Reishi | (1/1 use remaining)
BAKUDŌ #73: TOZANSHŌ: BONUS ACTION | As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. | -20 Reishi | (1/1 Defensive Use | 1/1 Offensive Use)
HADŌ #33: SŌKATSUI: STANDARD ACTION | As a standard action, you make a single attack with 3 dmg dice that deals the Charging major effect and Burn minor effect. Special Effect: Does bonus damage equal to the highest rolled damage dice against users who are in their Released state and/or have Edge against you. | -15 Reishi | (2/2 uses remaining)
BAKUDŌ #99: PART 1 - KIN: STANDARD ACTION | As a standard action, you have a 60% chance (75% with Cleverness) to inflict the special Sealed status on one target. While Sealed, for the duration, the target is forcibly removed from Shunko, Soul Trigger, Hollow Mask, and/or Released state. Also, for the duration, they cannot regain any Reishi. Cannot be used while the Release Tech Communion is active. | -25 Reishi | 2 Turn Duration | (1/1 use remaining)



TECHS & SPELLS | FORBIDDEN

BAKUDŌ #99: PART 2 - BANKIN: TWO STANDARD ACTIONS | Using two standard actions, you have an 80% chance (95% with Cleverness) to inflict the special status effect Locked. For this to work the target must be below 25% of their max Reishi. While Locked, the character is out of the fight. If you are brought to 0 Reishi or 0 HP during the fight the Locked status effect ends. In a 1v1 battle the fight is won but you cannot kill them.
Special Effect: Chance to be Locked increased by +10% against NPCs during events. It also only requires them to be below 30% max Reishi. Once Locked, an NPC may be killed. | -25 Reishi | (1/1 use remaining)



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 and the cost is reduced to 6 Reishi.

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 lowest 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

PRECISION - AT-WILL | Accuracy with all Attacks this turn is increased by +20. (2/2 uses remaining)

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

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

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

HASTE - AT-WILL REACTIVE | When you activate Haste, you gain 1 additional Bonus Action on your turn. (3/3 uses remaining)

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

RELEASE

FIRST RELEASE: Bonus Action. Boosts your base RL by 2x. | -2 Reishi per turn. | +5 Reflexes
ENHANCEMENT: STUBBORN - As a passive effect you gain +2 Armor at the end of your turn.
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%.) | -20 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. | 4 Turn Duration | -20 Reishi

SECOND RELEASE: Bonus Action / At-Will. Boosts your base RL by 4x. | -4 Reishi per turn. | +10 Reflexes
ENHANCEMENT: HEIGHTENED - As a passive effect your defense is increased by +5 against Non-Basic Attacks.
ENHANCEMENT: INSTINCTIVE - As a passive effect your defense is increased by +5 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%.) | -20 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. | 4 Turn Duration | -20 Reishi
RELEASE UTILITY TECHNIQUE: CONSUME - AT-WILL | As an-will action, you have a 75% chance (Cleverness) to gain the special status effect Glutton. When Glutton is activated, you passively siphon 5 Reishi from your foe(s) for each Standard Action they used on their turn. You may target up to 3 enemies. | 4/4 Uses Remaining | -0 Reishi



BASE REIATSU: 303,000 | CURRENT REIATSU: 303,000
HP: 80/80 | REISHI: 241/250 | DEF: 100 (115) | DMG DIE: d9 | ACC: +45

1d100·3d6·1d100+65·1d11+1·1d100+65·2d11+1
Last Edit: Aug 1, 2022 18:17:44 GMT -5 by Yoshinori Okamoto

PLAYER

12th Division - 5th Seat

I have nothing to say.

tensai toshiaki Avatar

tensai toshiaki

Post by tensai toshiaki on Nov 19, 2022 19:21:15 GMT -5

Tensai chuckled as Yoshinori presented him with a question about its invincibility.

"Both in a sense, after all, no power or being is without flaws. By mentally training myself I hypothesize that no matter how real you make your illusion seems it won't be effective. After all, it needs to be seen to believe right? Which is no doubt that your ability does not work on blind people." Tensai said.

Though he becomes shocked to see how much stronger Yoshinori has gotten since the battle with Valentina and before he even uses Shikai. He is not sure if he has done training since then or not but whatever he has been up to it seems Tensai needs to push himself harder if Yoshinori is able to get this strong this quickly. Though then he finds himself restrained. Luckily the hardy body he gained from working himself hard was able to let him resist the tightening grip on his body but it's going to be much harder for him to be able to attack. As he witnessed a large Kido beam going toward him.

As a rut was left in the wake of the attack where Tensai was standing. He didn't appear to be there anymore. As to the right, a few feet where Tensai was standing earlier, he was there not having taken any damage from the attack.

"I can still move my legs and feet!" he declared in defiance.

He then casts Bakudo #32: Gyaku Unmei (Reverse Fate) on the chains binding him. As green glowing spiked tendrils of spiritual energy branch and cover the chains and reach Yoshinori's right hand as the barbs begin to embed in him. An attempt at Tensai trying to get Yoshinori to undo the spell. As Tensai then runs over to Yoshinori and then aims two kicks at his chest before he would jump in the air and send a swinging kick aimed at Yoshinori's head.


COMBAT TRACKER
SUMMARY
Tensai is staggered from Hakufuku and takes -17 direct damage. Reduced to 13 with Indomitable's 3 DR.

Yoshinori Attack #1: Hadō #32. Ōkasen - 101 Acc vs. 100 Def - Dodges with Utsusemi.

Yoshinori Attack #2: Hadō #32. Ōkasen - 151 Acc vs. 100 Def - Dodges with Utsusemi.

At-Will: BAKUDŌ #32: GYAKU UNMEI (REVERSE FATE) - As an at-will action choose one attack that missed you (or you avoided) and deal its lowest natural damage die value as direct damage back at the attacker. Considered a Movement Technique. You can use this with the Blur trait to send back the lowest natural damage die from a second attack that missed you (or was avoided.) This is counted as a use of Blur during your turn. -5 Reishi (One use of Blur to make it the lowest die of both attacks. Making 15 points of Direct Damage back at Yoshinori)

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

Standard Action 1: High Kick (Strike) - Effects | -0 reishi cost
Acc - UjveUym41d100+50
Dmg - 1d13
Status Chance (00%) - *Roll Here

Standard Action 2: Low Kick (Strike) - Effects | -0 reishi cost
Acc - 1d100+50
Dmg - 1d13
Status Chance (00%) - *Roll Here

Blitz Action: Sweeping Jump Kick (Strike)
Acc - 1d100+50
Dmg - 1d13






ACTIVE EFFECTS

Stagger - 1/1 turn

CLASS

PRODIGY

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

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

Paragon

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

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


TRAITS

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

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

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

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

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

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

TECHNIQUES

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

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

SPELLS

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

BAKUDŌ #32: GYAKU UNMEI (REVERSE FATE) - As an at-will action choose one attack that missed you (or you avoided) and deal its lowest natural damage die value as direct damage back at the attacker. Considered a Movement Technique. You can use this with the Blur trait to send back the lowest natural damage die from a second attack that missed you (or was avoided.) This is counted as a use of Blur during your turn. -5 Reishi 3/4 uses

BAKUDŌ #41: KYŌMON - As a bonus action, you avoid all but the highest rolled natural damage die from one non-critical attack that hit you. You deal the highest natural damage die back to the attacker as direct damage. If the attack would inflict a non-special status, you instead inflict that status back onto your opponent. No roll necessary. -10 Reishi 2/2 uses

BAKUDŌ #27: INEMURI (FORCED SLUMBER) - 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%.

BAKUDŌ #19: SHIBIREYUBI (NUMBING FINGER) - 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%.

BAKUDŌ #9: GEKI (STRIKE) - 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. The max chance to inflict with any effect is 95%.

GREEN PAPER TELEPORT You immediately avoid all attacks and/or techniques that would have hit you this turn (except for critical hits) and flee the battle. You may only use this technique if fleeing the current thread. Can only be used in Battles & Deadly Events. -20 Reishi. 1/1 use.

NOREN MEKURI (CURTAIN STRIPPING) - You gain +35 defense against attacks targeting you on your next turn. Also, once activated, on your next turn, reduce the success chance of any status effect targeting you by 20% Special Effect: As a passive effect, you have a natural DR of +6 against any attacks your foe uses while under the effects of Kyokkō.

BAKUDŌ #26: KYOKKŌ (CURVING LIGHT) - As an at-will action you have a 50% chance to inflict the special status effect Obscured on yourself. While obscured, for the duration, any attacks dealt by you or against you will not be affected by enemy abilities which would apply direct damage based on missed attacks - such as the Attack Major Effects Delay and Spread, and the technique Gyaku Unmei. Special Effect: On the turn after the end of the duration, you gain an extra Standard Action.

BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER) - As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.


RELEASE

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 - As a passive effect you have a +10% 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. Heightened - Defense increases by +5 against non-basic attacks. Instinctive - As a passive effect your defense is increased by +5 against Basic Attacks. -6 Reishi per turn,


Tamashī Hakai Uirusu
SINGLE
VERSATILE
POISON


Damage Die: 4
Reishi Cost: 20



Yūdokuna shippo matsuge (Toxic Tail Lashes)
Barrage
Slashing


Damage Die: 5
Reishi Cost: 25

Mimic

Stage 1. After witnessing any release technique a foe or comrade uses during a battle, you're able to spend a bonus action to learn that tech temporarily. You cannot copy a single technique multiple times. Gamble is immune to Mimic. Stage 2. You gain 1 slot to store a single learned Release Tech that can be used in other threads. You may only store a single tech at a time but can exchange one stored tech for a new one at-will.





REIATSU: 188,000
HP: 97/110 | REISHI: 175/190 | DEF: 100(90) | DMG DIE: d13 | ACC: +50


Post Count: 4

Tag:
1d100+50·1d13·1d100+50·1d13·1d100+50·1d13