This had gone about as poorly as Fiore had hoped it would not. Luckily, his dodge had worked against the strange faceless creature's punch, but he was nearly frozen in shock at the sound and sight of the next attack.
He simply stood, tail lashing around his legs. There was no need to show fear.
There was no way to tell how this creature was reacting, due to his mask covering his entire face. The effect was uncomfortably similar to coming across a member of the Exequias. The irony was close to painful.
"I ask you this once again. Where is the key you hold? I would advise you to answer soon, or else..." Fiore held up one clawed hand and flexed its fingers. His eyes widened suddenly.
"I believe you can take a hit. So, allow me to show you some of my minimal efforts, as a sort of...further warning. Luz Exceso."
At that, a flash of light flared from Fiore's tail. Hopefully, even without visible eyes, his adversary could be blinded, and there was a chance that this attempt at intimidation would work. Even so, Fiore hid a radiating pulse of Reiatsu-sensing within the burst of light.
SUMMARYLet the dance begin.
Defense: N/A
At-Will: Technique
Bonus Action: Shibireyubi | -5 reishi cost
Status Chance (95%) -
|JUmKYvZ1d100Standard Action: Kare--Burn | -5 reishi cost
Acc - N/A
Dmg - N/A
Status Chance (80%) -
1d100Bonus Action: Pesquisa | -10 reishi cost
ACTIVE EFFECTSStatuses:
Additional Uses:
Learned Techniques:
Limits: Observant 3/3, Backfire 4/4, Resolve 50/50, Contingency 2/2, Surge 3/3, Instinct 3/3, Usutsemi 1/1, Pesquisa 0/1, Invigorate 100/100, Sense 3/3, Bandage 1/1 , Distract 3/3, Intercept 3/3, Bolster 0/0 , Sekienton 1/1, Shibireyubi 1/2, Inemuri 2/2, Yugure No Manto 2/2, Hainawa 2/2, Tsukiyubi 2/2, Meyui 0/0 , Curse 1/1
CLASS OBSERVANT
Three times per battle as a Reactive At-Will Action, you may immediately learn any Non-Basic Technique or Spell (Including Racial 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 Kare Basic Kido Spell and may spend 5 additional reishi to target up to three opponents with it. 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.
BACKFIRE
Once you have taken damage to your HP from any of your foe's attacks, you may activate this as an At-Will action. Your foe will now suffer from the Status Effect Stagger (Attack Techs/Spells cost an additional 10 Reishi) until they remove it, if they are able. There is no turn limit. Stagger will remain until it is manually removed. It can then be reapplied three more times you take damage to your HP.
JUST AS PLANNED
You gain the Traits Cleverness and Contingency and they do not take up any extra Trait Slots.
TRAITSINDOMITABLE
Prerequisite: Resilience Skill of 35/Arrancar
Activate: None (Passive)
Effect: Increase your DR by +3 against all Attacks.
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.
CLEVERNESS
Prerequisite: None/Mastermind
Activate: None (Passive)
Effect: You have a passive +15% bonus to inflict a status effect from any source.
Limit: Indefinite
RESOLVE
Prerequisite: None
Activate: At-Will
Effect: As an at-will action you recover 2 Reishi for each point of damage negated with Damage Reduction.
Limit: Max of 50 Reishi restored via this trait.
CONTINGENCY
Prerequisite: None/Mastermind
Activate: At-Will
Effect: As an at-will action, roll two d100s for each non-special status roll you make this turn. Use the lower of the two rolls for each.
Limit: Twice per battle.
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
SURGE
Prerequisite: Focus Skill of 50
Activate: At-Will
Effect: As an at-will action, you add an additional damage die with a value of 2d6 for Non-Basic Attacks and 1d6 for Basic Attacks with each attack you make.
Limit: Three times per battle.
INSTINCT
Prerequisite: Reflexes Skill of 40
Activate: At-Will
Effect: As an at-will action, you evade a single non-critical basic attack that would have hit you.
Limit: Three times per battle.
TECHNIQUES
UTSUSEMI (CICADA SHELL)/SUPLENTE SONIDO (UNDERSTUDY SOUND)
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.
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.
TSUKIYUBI (THRUST FINGERS)
A technique that allows the user to greatly increase the damage of normally weak attacks.
Type: Utility
Activate: At-Will
Effect: As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2.
Cost: 10 Reishi
Limit: Twice per battle.
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
GUARD
You hunker down against incoming attacks to survive them.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)
Cost: 4 Reishi
Limit: Once per turn.
INVIGORATE
You take a quick moment to replenish lost Reishi to continue the fight!
Type: Utility
Action: Bonus Action
Effect: You regain 25 Reishi.
Cost: None
Limit: Once per turn. Max of 100 Reishi restored per battle.
RAPID MOVEMENT (SHUNPO / SONIDO / HIRENKYAKU / BRINGER LIGHT)
You use your Reishi to enhance your speed and allow yourself to escape attacks easier.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain +15 Defense against all attacks targeting you this turn. Considered a Movement Power.
Cost: 10 Reishi
Limit: Once per turn.
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.
SUPPRESSION
You compress your Reishi down inside of you and lower your Reiatsu Level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Reiatsu Level to a value of your choice. While your Reiatsu Level is suppressed, you cannot use Intimidate or any Releases.
Cost: None
Limit: None
STRIKE
You unleash a single powerful physical attack or a flurry of quick strikes.
Type: Basic Attack - Physical
Action: Standard Action
Damage: Roll 1 damage dice.
Effects: None
Cost: None
Bandage
You quickly apply a bandage to mend a wound in the midst of combat.
Type: Defense
Action: Bonus
Effect: Choose yourself or a target ally. Roll a 1d12. For the duration of this technique, at the end of your turn, regain HP equivalent to the results of the roll and remove one instance of Wound, Burn, or Poison. This is considered a Healing Technique.
Duration: 3 turns
Cost: 5 Reishi
Limit: Once per target.
With allies:
DISTRACT
You maneuver or feint, sacrificing your action to give an opening to an ally.
Type: Utility
Action: At-Will
Effect: You can give one of your standard actions to an ally that goes in the turn order after you.
Cost: None.
Limit: Each team (or group of allies in an event) shares a total of 3 uses per battle.
INTERCEPT
You rush to the aid of your ally, jumping in front of an attack that targets them.
Type: Defense
Action: Bonus Action
Effect: You take an attack intended for a team member. It must beat your defense to hurt you. Cannot be used against area attacks.
Cost: None.
Limit: Three uses per battle.
BOLSTER
You funnel your own Reiatsu into another person, thus lending them some of your power.
Type: Utility
Action: Bonus Action
Effect: You boost the Base Reiatsu Level of a teammate or ally by +25% of your current RL. The total boost cannot exceed more than 50% of their current RL.
Cost: 10 Reishi
Limit: Once per comrade.
SPELLS
BAKUDŌ #21: SEKIENTON (RED SMOKE VANISH)/NEBLINA (MIST)
You place the palms of your hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing for a quick getaway.
Type: Defense - Kido Spell
Action: Bonus Action - Reactive
Effect: 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, 10 or lower. For advanced attacks, 12 or lower. For Release and Forbidden attacks, 14 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.
Cost: 10 Reishi
Limit: Once per battle.
BAKUDŌ #19: SHIBIREYUBI (NUMBING FINGER)/LUZ EXCESO (LIGHT OVERDRIVE)—HIGH INTENSITY
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 #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 #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.
BAKUDŌ #4: HAINAWA (CRAWLING ROPE)
You create a crackling yellow energy rope within your hand and throw it toward the opponent. The energy winds around the opponent's arms and body, immobilizing them.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have an 80% chance to inflict two stacks of the Immobilize status on your target. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi.
Limit: Twice per battle.
HADŌ #4: BYAKURAI (PALE LIGHTNING)/CERO DIVIDIDO (SPLIT ZERO)
You fire a bolt of white lightning from the fingertip.
Type: Basic Attack - Kido Spell
Action: Standard Action
Damage: Roll 2 damage dice.
Effects: None
Cost: 10 Reishi
BAKUDŌ #2: KARE (BLIGHT)/LUZ EXCESO (LIGHT OVERDRIVE)—LOW-MEDIUM INTENSITY
A spell with great utility. You focus your reishi to hinder the target in various ways.
Type: Basic Kido Spell
Activate: Standard Action
Effect: As a standard action you have a 45% chance to inflict one stack of one of the following effects on the target: cripple, stun, immobilize, stagger, wound, burn, or poison. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Once per turn.
Enhanced: The probability to apply any status effect increases to 65%
With allies:
BAKUDŌ #18: MEIYU (LUMINOUS HEALING)
You use Kaidō to channel restorative energy into your ally, bringing them back from the brink.
Type: Defense - Kido Healing Spell
Action: Standard Action
Effect: As a standard action you restore 30 HP to a target comrade.
Cost: 5 Reishi
Limit: Once per comrade.
RELEASE1ST RELEASE
Activate: Bonus Action / At-Will
Effect: As a bonus 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.
Techniques: You gain the use of one Attack Release Tech and also one Defense/Utility Release Tech at Stage 1.
Enhancement: You may choose 1 Enhancement at Stage 1.
Skill Bonus: You gain a +5 bonus to one base skill, either Fighting, Focus, or Reflexes.
HP Bonus: +10 HP upon activation.
Cost: 4 Reishi per turn
GLORIOUS MOMENT
Fiore smiles and dramatically raises one hand, as spotlights dance around him. Soon, the light gets so bright that it does damage.
AREA: Standard Action. Rolls 4 damage dice against one to three targets. No minor effect. 20 Reishi (+5 per target after first 3)
PIERCING: On successful hit, this technique bypasses up to 5 Armor and/or ignores up to 5 DR. This stacks with other DR reducing effects.
CURSE
/OBERTURA (OVERTURE)A dangerous release ability that seeps into the very essence of your foe and harms them from within.
Type: Utility
Activate: Bonus Action
Effects: As a bonus action you have a 70% chance to inflict two stacks of special status effect Cursed on the target. While Cursed a foe is dealt 3 status damage each time they activate anything that requires a Bonus Action for duration.
Duration: Each stack lasts 3 turns.
Cost: 12 Reishi
Limit: Once per battle.
CONDEMNING
Activate: None (Passive)
Effect: As a passive effect any attack that hits you siphons -1 Reishi from the attacker while you are in your Released state.
Limit: Indefinite.
REIATSU: 128,000 (256,000)
HP: 80/80 | REISHI: 126/150 | DEF: 90 (105)| DMG DIE: d14 (d15)| ACC: +30