For the roughly five minutes Rekka was left alone, he took the chance to survey the terrain, though despite his initial agenda of investigating the Hogyoku holder the act was more akin to sightseeing than tactical preparation. The Tadashi private resort was built into a small cove walled by rocky outcroppings, and the gently sloping beach boasted much higher quality sand than Rekka was typically exposed to. The young Shinigami then decided to savor the breeze coming from the ocean, as the wind sure hit differently when one wasn't fighting Arrancar, Druids, or Demons. This time, it was a friendly seaside-themed spar with Ryoga, who incidentally appeared to have snuck up behind him with a titanic, playfully aggressive Reiatsu signature that could only be a new Sensui that Rekka hadn't met.
Rekka turned around, and came face to face with the hugest, most lifelike shark costume he'd ever seen, who promptly booped him on the nose. Sorry, Gura, you're no match for this guy.
"A pleasure to meet ya, Lyn!" Rekka greeted back. "Well duh. Anyone less ripped than Yama Kenpachi would be scrawny compared to that!"
Before Rekka could ponder how his older brother figure could speak an emoticon, Lyn raised two water balloons, one in each clawed arm. Rekka would then crank his superspeed to maximum, putting as much distance as possible between himself and the hybrid. Then, as the water balloons reached him, he'd swing his pool noodle Zanpakuto as hard as he could, deflecting the projectiles into the sand where they would explode with enough fore to drizzle the young Reaper with water and sand grains. But when the explosion cleared, Rekka would be holding not a pool noodle but rather a strange
that resembled a quad-barreled arquebus with a katana-shaped bayonet and a brass crank. Lyn would soon find out that both the blade and ammunition were made of a material resembling Nerf foam without any cost to impact, as Rekka turned the crank and fired a volley of shots at him.
SUMMARYPut a summary here.
Ryoga strikes twice! Avoided with Rapid Movement (Blur) and Sense!
Rekka uses Tsukiyubi!
Rekka uses Shun Shun Rikkia and activates 2 constructs!
Rekka uses Strike!
Rekka uses Strike!
At-Will: Rapid Movement (Blur) +15 Def (-10 reishi)
At-Will: Sense +5 def, +5 acc
At-Will: Tsukiyubi +20 acc, +2 dmg tier to strikes (-10 reishi)
Bonus Action: Hell King's Armament (Shun Shun Rikkia) | -10 reishi cost
At-Will: Activate 2 Constructs
Standard Action: Nerf Volley (Strike) - Effects | -0 reishi cost
Acc -
KqM_PpBe1d100+80Dmg -
2d12 1d6Status Chance (Stun) (30%) -
1d100Standard Action: Nerf Volley (Strike) - Effects | -0 reishi cost
Acc -
1d100+80Dmg -
2d12 1d6Status Chance (Stun) (30%) -
1d100
ACTIVE EFFECTSRyoga has EDGE 2 against Rekka!
Rekka is Tempered! Release 1 Derp
CLASS FLAWLESS STRIKES
Each time one of your Strike Basic Attacks hit, increase the Accuracy and Damage Tier of further Strike Basic Attacks used on subsequent turns. Accuracy is increased by +5 (up to a max of +20). Damage Tier is increased by +1 (up to a max of +4). Both bonuses are reduced to normal (+0) on the turn following a successful crit roll.
INTENSE TRAINING
You start with the Enhanced Strike Basic Attack. As a passive effect your Enhanced Basic Attacks have a 30% chance to inflict the Stun status. The max chance to inflict with any effect is 95%.
PERFECT FORM
All of your Basic Strikes, Advanced Zanjutsu, and Advanced Hakuda Attack Techniques are perfected. Perfected techniques gain +10 Accuracy, +1 Damage Tier. Advanced Zanjutsu and Hakuda Techniques gain +1 extra use per battle. Does not apply to Shunko.
BATTLE FORGED
You gain the Advanced Hakuda Technique Shunko and it doesn’t take up a Forbidden Tech Slot or require a Focus skill of 45. The duration is also increased by 2 turns and it costs -10 less Reishi.
TRAITS 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: [3/3]
BLUR
Prerequisite: Reflexes Skill of 35
Activate: None (Passive)
Effect: As a passive effect you can use one Movement Tech as an at-will action on your turn.
Limit: [3/4]
HASTE
Prerequisite: Reflexes Skill of 50
Activate: Reactive At-Will
Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn.
Limit: [3/3]
TALENTED
Prerequisite: None
Activate: At-Will
Effect: 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. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means.
Limit: [1/1]
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
ALACRITY (Racial)
Activate: None (Passive)
Effect: As a passive effect you have +10 to defense while above half max HP.
Limit: Indefinite
TECHNIQUES AND SPELLSBAKUDŌ #44: SEKISHO (BARRIER)
You create a fast-forming energy wall against fairly strong attacks.
Type: Defense
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: [1/1]
UTSUSEMI (CICADA SHELL)
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense
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: [1/1]
SPEED CLONES
You create several clones of yourself at once using Shunpo. The clones absorb incoming damage while you escape.
Type: Defense
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: [2/2]
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK)
You form a shroud around you that softens impacts and protects against harmful Kido.
Type: Defense
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
Limit: Twice per battle.
REIRYOKU ABSORPTION
You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi.
Type: Utility
Activate: At-Will - Reactive
Effect: 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.
Cost: None
Limit: Three times per battle.
SHUN SHUN RIKKIA (SIX FLOWERS OF THE HIBISCUS SHIELD)
You form weapons or constructs of raw spiritual power that help you fight in various ways.
Type: Utility
Activate: Bonus Action to create constructs. At-will to use them.
Effect: As a bonus action you create 6 constructs. As an at-will action you can activate a max of 2 constructs to add one d6 as a bonus damage die to at least 2 Basic Attacks during your turn. Alternatively, as a reactive at-will action you can sacrifice constructs to negate damage from attacks that hit you during your turn. Each construct spent on an individual attack negates 3 damage, to a max of 12.
Cost: 10 Reishi
Limit: Twice per battle you may create 6 constructs / 2 constructs used for offense per turn.
TSUKIYUBI (THRUST FINGERS)
A technique that allows the user to greatly increase the damage of normally weak attacks.
Type: Utility
Activate: At-Will
Effect: As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2.
Cost: 10 Reishi
Limit: [1/2]
BAKUDŌ #14: SHIMOKU (PURPLE TREE)
Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay.
Type: Utility
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: [1/1]
SHUNKŌ (FLASH WAR CRY) (Monk)
An advanced battle technique which combines the physical techniques of Hakuda with the spell-based techniques of Kidō.
Type: Utility (Considered a Forbidden Technique)
Requirement: Focus Skill of 45
Action: Bonus Action
Effect: As a bonus action you activate Shunkō. For the duration only, increase your Accuracy with Strikes on this turn by +15, increase your damage tier with Strikes by 2, increase your Base RL by 50%, and increase your DR by 6. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 6 Turns
Cost: 15 Reishi
Limit: Once per battle. Cannot be used alongside the Hollow Mask or Soul Trigger techniques.
KAZAGURUMA (WINDMILL)
You jump into the air and perform a devastating kick which sends the target flying away with tremendous force.
Type: Attack - Single
Action: Standard
Effect: As a standard action, you make a single attack with 3 dmg dice that deals the Bashing major effect and Stagger minor effect. The max chance to inflict with any effect is 95%.
Special Effect: For an extra cost of 10 Reishi you can add the Stun minor effect and it lasts one extra turn.
Cost: 15 Reishi
Limit: Twice per battle.
KAGAMIBIRAKI (MIRROR OPENING)
After puncturing their target with the tips of their fingers, the practitioner rips their opponent in half through sheer physical strength.
Type: Attack - Single
Action: Standard
Effect: As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect.
Special Effect: This attack always applies bonus damage as if it were a critical hit. If you roll a critical hit, then you double the normal bonus damage.
Cost: 15 Reishi
Limit: Twice per battle.
RAIŌKEN (THUNDER KING FIST)
You perform a series of ultra-high-speed punches with both arms that are devastating and have enough power to destroy the surrounding area.
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: 20 Reishi
Limit: Twice per battle.
BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER)
This spell creates a pentagonal barrier that is used for stabilization of any ailment, allowing you to continue fighting unhampered.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade.
Cost: 15 Reishi
Limit: Once per target.
RELEASETIME SHIFT
You temporarily slow the passage of time to give yourself an advantage in combat.
Type: Utility
Activate: At-Will
Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone.
Cost: 20 Reishi
Limit: Three times per battle.
MULTI-ARMS
Your release gives you extra appendages to assist you in combat.
Type: Utility
Action: At-Will
Requirements: Requires Fighting skill of 35.
Effect: As an at-will action you can use 1 Bonus Action on your turn to make a Basic Attack. Also all Basic Attacks on your turn roll 1 extra damage dice.
Stage 2: Can now use 4 times in battle.
Stage 3: Gain Stage 2 upgrade and only costs 15 Reishi.
Cost: 20 Reishi
Limit: Three times per battle.
EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, your 1st Release now costs -1 less Reishi to maintain.
Limit: Indefinite.
Stage 2: Your 2nd Release now costs -2 less Reishi.
Stage 3: Your 3rd Release now costs -3 less Reishi.
DEADLY
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +5 to accuracy with 2 Basic Attacks, per turn, while in a Released state.
Limit: Indefinite.
Stage 2: Accuracy bonus increases to +10.
Stage 3: Accuracy bonus increases to +15.
REIATSU: 232,000 (464,000)
HP: 75/75 | REISHI: 170/200 | DEF: 100 (115) (135) | DMG DIE: d9 (d12) | ACC: +50 (+60)(+80)