Bleach Hereafter RPG

Parallel Destinies

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jun 6, 2022 9:59:15 GMT -5


Hibano
Location: Japan
Status: Alive



(Continued from here)

The two agents of Red Lotus acted quickly. As soon as Simone turned off the Fullbring suppressor, she appeared right behind Hibano and grabbed him by the shoulder while her peer rose from his seat.

"Wait-" Hibano barely managed to yelp before he and Simone disappeared off the face of the Earth, leaving Niji and Morgan alone in the interrogation room.

"-what's happening?" the Fullbringer finished his sentence, then paused, realizing that he appeared in a place... very different from anything he'd ever seen before. They were atop a dune of grey, lifeless sands, surrounded by a dark sky, with no living being beyond them in sight. The trail for Niji and Morgan's Reiatsu was completely lost, but Hibano didn't even need that to realize that he was somewhere... that was not Earth.

"Where are we..." he muttered, then pulled himself back up to his feet. Great, an another thing he didn't understand on top of thousand of different things he already didn't understand about this entire encounter... He wasn't even sure if he should expect to fight - Niji had turned extremely hostile, but this blonde woman might be protecting him from her instead of trying to eliminate him...

So, he turned towards her. "What happened back there?"

GAME MASTER

13th Division Captain

Partake the cup of my wrath

Muimina Hyakuji Avatar

Muimina Hyakuji

Post by Muimina Hyakuji on Jun 7, 2022 11:28:00 GMT -5

In a matter of seconds, the interrogation room flashed out, and the two fullbringers appeared somewhere…

… otherworldly.

Gray sands. Thick air. Skies devoid of light.

This place was the definition of utter gloom, of desperation… of death.

Simone had been here countless times. Either merely for fun… or for eliminating targets for fun. No one’s gonna hear the pain of broken bones here anyway, or the screams of a desperate soul begging for their lives.

This place, was the perfect hideout for a clean murder. Here, there would be no witness, no police, nor evidence that someone had been killed. Only reports of missing persons would end up in the news, probably, but even that could easily be covered up.

The blonde fullbringer briefly let go of the confused teen, and after a series of questions, she didn’t bother answering. Instead, she cracked a sly grin moments before she closed the distance between them in an attempt to grapple him and pin him to the ground. If in case she was successful, mounted on top of him despite her petite frame, he would have trouble forcing his way out. In the blink of an eye, a curved knife was pointed at the boy, almost kissing his skin. One wrong move, and it could be the end of him. At least, that’s what she thought. He sounded far too naive from the looks of things, and if he was just acting… well, he’s quite good at it.

Whatever the case, it didn’t really matter. She was restraining herself for far too long since their duty at the Akai Hasu. Now’s the time to play. And having the chance to play with a handsome teen would be a good interruption to her sickly responsibility.

“Who knows?” Simone giggled, “perhaps Morgan’s also having fun with her…”

[305]

Last Edit: Jun 7, 2022 11:30:19 GMT -5 by Muimina Hyakuji

Shadows still hunt us in broad daylight.

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jun 8, 2022 3:53:54 GMT -5


Hibano
Location: Hueco Mundo
Status: Alive



Simone did not answer Hibano's questions - instead, she suddenly tackled him. "Wait-" he barely managed to yelp out before getting pushed onto the sand with a loud thud. As soon as he fell on his back, the French woman hopped on top of him, sitting down and pinning down his arms. The sudden, unexpected touch, and Simone spreading her legs quite literally in front of his face got a brief flash of red to appear on Hibano's cheeks, but that died down as soon as the woman pulled her dagger out.

There was no mistake - this woman was not merely a hostile, she was here to kill him.

If that's the case... that means Morgan was a hostile as well, and if he was left with Niji in the interrogation room, then who knows what he could be doing to her as they speak. Niji was certainly powerful, but he didn't know how she matched up with this Fullbringer duo - they appeared high ranking in the organization.

Hibano clenched his teeth, distancing his chin away from the edge of the blade. His pinned down right arm was tapping across the sand, trying to find the grip of his sword.

"What do you know about Val..? Or, Rose?" he gushed out to keep a conversation going. From Niji and Morgan's arguing before, he managed to guess that Val and Rose were referring to the same, or at least similar person. Maybe those were pseudonyms, maybe those were different forms, but Niji and Morgan appeared to use both pretty much interchangeably. "Gaia... Gaia tells me that she's locked away in my body..."

Maybe that will hold her back a little.

GAME MASTER

13th Division Captain

Partake the cup of my wrath

Muimina Hyakuji Avatar

Muimina Hyakuji

Post by Muimina Hyakuji on Jun 13, 2022 14:56:28 GMT -5



It was a bit underwhelming that the man did not even try to dodge or resist her, instead, he allowed himself to be trapped as the lady fullbringer mounted on top of him. Nothing was embarrassing in this situation, whether he took a peek underneath as she went for him, it didn’t really matter. This was just among the few techniques to get an opponent; and she could go as far as entertaining their lust if it meant she could kill them and call the mission a success.

The two fullbringers continued to struggle; her dagger closing in to the young man’s chin, meanwhile Hibano was doing his best to avoid the laceration. Even then, he managed to stop Simone’s attempt as he asked about Rose, the sharp end made contact with his skin which should cause some tiny bleeding, but nothing more serious than he feared.

To be honest, she didn’t know anything about her except being a naïve Russian girl adopted and turned into a weapon. She also knew about her being a wanderlust just like her; other than that, she really did not know her well.

Well, there was not any opportunity to go through missions together. So there wasn’t really time to get to know each other. The Zodiacs usually go on missions on their own. With little help from one another or from their subordinates really. Other agents were also usually on their own, unless they really needed guidance from higher-ups. But those were usually requested by weaklings.

“Nothing,” Simone responded with a giggle; she could not wait to wound him. Draw his blood, and see that agonising pain painted on his face. Yes! Yes! Retracting the knife from contact, swinging it and then reversing the grip to stab the boy on his chest, still locked in place, she was positive she could kill him if he didn’t put up a fight.

[324]
Last Edit: Jun 13, 2022 20:14:11 GMT -5 by Muimina Hyakuji

Shadows still hunt us in broad daylight.

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jun 14, 2022 5:38:10 GMT -5


Hibano
Location: Hueco Mundo
Status: Alive



For a brief moment, Hibano held hope that he actually managed to hold Simone back with words. Perhaps, if they were living in a slightly better world, she'd respond with questions of her own, or at least move off his body so he would have more freedom of movement. Simone did not do either, however. Her brief pause was only that - a brief pause.

She did not care for Val being inside Hibano's body - she knows nothing about her. What mattered more was putting Hibano down - so, after a faint, narrow cut on the Fullbringer's throat, Simone went straight for his chest. There was no more talking her down now - she's here to put down a threat. Hibano immediately tensed up, aiming to throw Simone off his body before he could get hurt, but, at this point, it was too late.

"Gah!"

Hibano responded in a frenzy of adrenaline. A split second after the brutal stab, his hands grabbed Simone's hips and threw her upwards with all of the force he could possibly muster - then, he rolled back, landing on his feet on the dead grey sands, though still slumped on one knee.

Pain was searing the entire left side of his body and blood was clotting up in his lungs, but Hibano pushed himself against the pain, grabbing the knife by its grip and pulling it out with force. He tossed the weapon to the ground, and clutched onto the gaping wound with his left hand.

"Alright..." he muttered, weakly, and pulled out his Asauchi with his right. "Thinking you're more than a monster... was a mistake... so I'll die on my feet, instead."

GAME MASTER

13th Division Captain

Partake the cup of my wrath

Muimina Hyakuji Avatar

Muimina Hyakuji

Post by Muimina Hyakuji on Jun 15, 2022 9:18:27 GMT -5

How cute. This boy here, who Simone thought could not put up a fight suddenly rose to his feet and grew some balls. At least, he proved he’s not anything like a chivalrous prince who refrains from brawling with women.

This is gonna be interesting.

In one swift turn, after being stabbed, the other fullbringer grabbed Simone by the hips, which wasn’t really hard given her petite frame. She yielded herself, allowing the momentum to carry her if only for a short while, and then spinning mid-air to regain her composure.

Meanwhile, Hibano was already standing on his feet, while one bent down as he endured the searing pain on his chest.

Simone took a lusty gaze at the boy’s wound. That stab on his chest was indeed satisfying, and she couldn’t help but imagine her prey being torn apart.

That weakened state. That struggle for composure. They were all making her feel giddy about this encounter. Rarely would a target be courageous enough to fight for their lives, most were begging, pleading to survive. Hibano was a rare gem.

“Heh,” the blonde gave out a smug look, “You’re brave. I like it.”


She watched him pull out the knife from his chest, tossing it to the ground. If he was thinking that was her only weapon, he was clearly mistaken.

As soon as the tip of the weapon touched the powdery sand, the girl in front of Hibano would disappear and reappear behind him with a kick, picking up the knife before it completely made contact with the ground.

She would follow through with a slash upwards, aiming for his wounded torso to further tear his flesh.

There is no escaping now.

[288]

COMBAT TRACKER
SUMMARY
Attacc

At-Will: Sneak Attack
Direct Damage: aw|K2zCs4d12
Blind: 2 stacks [+1 stack due to Vitriol]
Stun: 2 stacks [+1 stack due to Vitriol]

Bonus Action: Shimoku| -10 reishi cost

Standard Action: Slash 1[Byakurai] | -10 reishi cost
Acc - 1d100+50
Dmg - 2d12
Status Chance (65%) Poison- 1d100 [Shimoku, Cleverness: +15% chance, Vitriol: +1 stack if hit]
Status Chance (55%) Burn- 1d100 [Infuse, Cleverness: +15% chance, Vitriol: +1 stack if hit]

Standard Action: Slash 2[Byakurai] | -10 reishi cost
Acc - 1d100+50
Dmg - 2d12
Status Chance (65%) Poison- 1d100 [Shimoku, Cleverness: +15% chance, Vitriol: +1 stack if hit]
Status Chance (55%) Burn- 1d100 [Infuse, Cleverness: +15% chance, Vitriol: +1 stack if hit]




ACTIVE EFFECTS


RACIAL PERK
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. 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.

CLASS

ASSASSIN

HONED SENSES
As a passive effect, you gain +1 extra use, per thread, of all Techniques specifically labeled a Movement Technique. For every attack you successfully evade using a Movement Technique, you gain +10 Accuracy on any attacks used during your following turn. Max of +30 per turn. Cannot use the Talented Trait to gain another use of Movement Techniques.

SHROUD
You start with the Enhanced Rapid Movement Technique. As a passive effect, for every attack you successfully evade with this technique, you gain +3 bonus damage with your attacks on your following turn. Max of +9 per turn.

NOXIOUS TRAP
As a passive effect, whenever your foe uses a Movement Technique to avoid one of your attacks, they suffer a 35% chance to be inflicted with the special Snared status effect. Snared automatically deals 1d12 Direct Damage and inflicts one stack of the Poison status effect. The max chance to inflict with any effect is 95%

SNEAK ATTACK
Once per battle, you can make a surprise attack as an at-will action. The attack automatically deals 4d12 Direct Damage and inflicts one stack of Blind + Stun status effects. No roll necessary. Class Perks are not considered "attacks" and are immune to effects of techniques such as Mirror Gate and Barrier.




TECHNIQUES AND TRAITS:


Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn. [4/4]

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.

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

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.


TECHNIQUES & SPELLS:

Utsusemi: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Movement Technique [-10 rei, 1/1]
Hanki: As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. [-10 rei, 1/1]
Bakudo #32: 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 rei, 4/4]
Speed Clones: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.[-5 rei, 4/4]
Bakudo #14: 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%.[-10 rei, 1/1, 5 turns]
Nadegiri: As a bonus action you have a 80% chance to inflict the Wound status on your target and upon infliction, the target loses a 3d6 worth of armor. The max chance to inflict with any effect is 95%.[-5 rei, 2/2]
Bakudo #22: : 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. The max chance to inflict with any effect is 95% [5 rei, 2/2]
Bakudo #27: 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%.[5 rei, 2/2]


ADVANCED SPELLS AND TECHNIQUES

Cushion Return: As a bonus action you have a 35% chance to inflict the Stun, Immobilize, and Stagger effects on your target. Roll each separately. The max chance to inflict with any effect is 95%. [15 rei, 2/2]
Bakudo #40: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade. [15 rei, once per target]

Takigoi: As a bonus action you have a 35% chance to inflict the Blind, Cripple, and Wound effects on your target. Roll each separately. The max chance to inflict with any effect is 95%. [15 rei, 2/2]

Rift Gate: 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 rei, 1/1]

FORBIDDEN TECHNIQUE

Black Coffin: As a standard action, you have a 70% chance to inflict two stacks of the Wound status on your target and upon infliction your foe is dealt 5d12 worth of direct damage. The max chance to inflict with any effect is 95%.
Special Effect: Wound status effect stacks cannot be removed or shortened any means. [25 rei, 1/1]

RELEASE TECHNIQUES:



ATTACK RELEASE TECH: ????


Single: Standard Action. + Versatile
Stage 1: Rolls 3 damage die against one to three targets. Costs 12 Reishi. Once per turn
Stage 2: Upgrades to 4 damage dice. Cost: 13 reishi. Twice per thread
Stage 3: Upgrades to 5 damage dice. Cost: 14 reishi. Twice per thread.

SLASHING:This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.

FIRST RELEASE:

Ethereal: 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. [-20 rei, 2 turns, 2/2]

Enhancement: Calculating| As a passive effect you have a +10% chance to inflict statuses with Release Attack Techs.

SECOND RELEASE:

Mitigate: As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself.[20 rei. 3/3]

Enhancement: Instinctive| As a passive effect your defense is increased by +5 against Basic Attacks.
Heightened| As a passive effect your defense is increased by +5 against Non-Basic Attacks.




REIATSU: 650,000 |
HP: 75/75 | REISHI: 200/200 | DEF: 100/100| DMG DIE: d12| ACC: +50

4d12·1d100+50·2d12·1d100·1d100·1d100+50·2d12·1d100·1d100
Last Edit: Jun 15, 2022 9:24:53 GMT -5 by Muimina Hyakuji

Shadows still hunt us in broad daylight.

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jun 16, 2022 5:30:14 GMT -5


Hibano
Location: Hueco Mundo
Status: Alive



(I sharpen the knife, and look down upon the bay...)

Blood continued flowing from Hibano's wound freely, collecting in his palm and trickling upon the dead sands below. Already, he was starting to feel a little dizzy and dazed from the blood loss - what chance will he have the longer this battle continues? The Fullbringer chose to not answer that question. Let the blades do the talking.

Simone was just as fast as he expected, appearing before him in the blink of an eye. Instinct took control of Hibano immediately, swinging his sword against the incoming kick and parrying it with a powerful clang. The sheer force of her blow pushed him back, and its shocks reverbrated across his body, forcing the teen to wince. Another slash came, then another. Even at his weakened state, Hibano managed to block both, weaving his sword across the air, then lifting it above his head in a defensive posture.

There is no escaping now.

From the brief showcase of her skills, Hibano was not certain if he could beat this girl normally. Now, he had to do so with his entire left lung out of commission and bleeding out. In a desolate, foreign dimension, which he had no idea how to escape from even if he did manage to beat this girl.

Defeat was inevitable. But Hibano was going to try anyway.

"Is everyone in your organization sociopaths like you?"

Right after the question, Hibano lunged forth, opening up with a sudden sword thrust forth, aiming for a stab, before just as swiftly pulling back and continuing with an elbow smash, intended to stun the girl and slow her down.

HIBANO
DEFENSIVE PHASE
Start out with 40 starting damage from Simone's knife stab. Also suppress Accuracy by -20 and Damage Tier by -2.

Speed Clones activated - all Direct Damage avoided!
Blinded for 2 turns! Stunned for 2 turns!

Simone's Slash - vs 80 def - miss!
Simone's Slash - vs 80 def - miss!




At-Will (Blur): Supernatural Reflexes (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

Bonus Action: Defensive Posture (Pesquisa - As a bonus action you gain +15 bonus defense for 3 turns.) -10 Reishi

Standard Action: Sword Thrust (Enhanced Strike)
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Blind (-25 accuracy), Stun (-2 damage tier)
Accuracy - pJIAqVGu1d100+10
Damage - 2d7
Stun (Need 30 or less) - 1d100

Standard Action: Stun Strike (Bakudo #22: Hakufuku - 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
Need 80 or less to inflict Stagger - 1d100
If successful, deals 3d6 Direct Damage.



ACTIVE EFFECTS
First Release (Tempered): x2 RL per turn, 2 Reishi per turn, Basics Crit on 85+, +5 Reflex.

Near Death Experience (Suppression): -20 Accuracy, -2 Damage Tier
Blind: 1/2 turns
Stun: 1/2 turns

Flawless Strikes: 0 stacks.

CLASS
Fighter
- 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.
Monk
- 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.
- 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

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.
(0/1)
Blitz: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
(0/3)
Alacrity: As a passive effect you have +10 to defense while above half max HP.
Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn.
(1/4)
Haste: When you activate Haste, you gain 1 additional Bonus Action on your turn.
(0/3)
Tempered: 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.

TECHNIQUES
Enhanced Basic
Strike - Upgrades to two damage dice.

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)
Pesquisa - As a bonus action you gain +15 bonus defense for 3 turns. -10 Reishi
(1/1)
Bakudo #12: 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. -5 Reishi
(0/2)
Bakudo #21: Sekienton - 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. -10 Reishi
(0/1)

Utility
Puppet Theater - 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. -10 Reishi
(0/1)
Tsukiyubi - 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)
Bakudo #22: Hakufuku - 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
(1/2)
Bakudo #9: Geki - 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
(0/2)

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
(0/1)
Thunder King Fist - As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect. Treat this Barrage like an area attack that also deals the Spread major effect. -20 Reishi
(0/3)
Bakudo #40: Goyogai - As a bonus action, remove all status effects (non-special.) Can be used on self or a comrade. -15 Reishi
(0/1)
Bakudo #26: Kyokko - As an at-will action you have a 50% chance to inflict the special status effect Obscured for four turns 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. On the turn after the end of the duration, you gain an extra Standard Action. -15 Reishi
(1/1)

Forbidden
Shunko - As a bonus action you activate Shunkō. For 6 turns, 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., -10 Reishi
(0/1)
Full Cancel - After reacting to a foe's attack on your previous turn (whether you avoided or were hit by it), you can spend a standard action to redirect the same attack back at them the next time they use it. It deals direct damage equal to the amount of damage it would have hit you for. You take no damage from the attack itself., -25 Reishi
(0/2)

RELEASE

Amplified Trait
Reflex
+5 at First Release
+10 at Second Release

Enhancements:
- Meticulous (First Release): As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher while in a Released State.
- Desolation (Second Release): As a passive effect your Basic Attacks deal an extra +10 bonus damage when you score a critical hit in a Released state.

Techniques:

1st Release:
- Turning Swallow Cut, Barrage/Slashing, -25 Reishi (Unlimited)
- Multi-Arms, 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., -20 Reishi (0/3)
2nd Release:
- Time Shift, As an at-will action you gain either an additional standard action or an additional bonus action on your turn., -20 Reishi (0/3)

REIATSU: 492,000 -> 984,000
HP: 35/75 | REISHI: 180/200 | DEF: 105 (100) | DMG DIE: d10 | ACC: +45
1d100+10·2d7·1d100·1d100·3d6
Last Edit: Jun 16, 2022 6:55:03 GMT -5 by Hibano

GAME MASTER

13th Division Captain

Partake the cup of my wrath

Muimina Hyakuji Avatar

Muimina Hyakuji

Post by Muimina Hyakuji on Jun 23, 2022 7:38:16 GMT -5

"Is everyone in your organization sociopaths like you?"

“Bla. Qui sait?” The sociopath fullbringer responded in a bored tone, shifting her gaze to her opponent expecting him to lunge forth.

She was ready to disappear from his sight again. For sure, it would be just as easy as it was earlier…

A gust of wind, and the boy was in front of her in a split second.

That was truly unexpected.

Eyes widened, she managed to dodge, her arm blocking his weapon on instinct. Thankfully, the blade barely touched her skin, grazing the side which caused a small cut. Narrowing her eyes to gauge his next move, she parried the elbow smash with her palm tapping his arms to slow him down. Undeniably, the impact still caused her to get disoriented if only for a brief moment.

On the outside, this kid looked like someone inexperienced. But his moves were definitely showing, and even with such lousy and unplanned attacks, she could tell he seemed to have experienced enough battles to be able to wound her.

“Heh.” Simone chuckled, as she leapt a few steps away from the mysterious boy.

“You seemed tougher than you look. frè...re aîné...” the girl teased in a smug.

Hand at the back, she pulled out a pair of pistols, swiftly aiming and firing at her hostage. The bullets were no ordinary as they seemed almost invisible through the air. If Hibano thought this was her main assault this round, he was mistaken as she only used it to serve as distraction.

Once again, disappearing from his sight, the blonde fullbringer did not waste any time with her playmate; after a beat, she turned up to his left, close enough to deal another slash, aiming at the wounds on his chest again in an attempt to incapacitate her prey.

The idea was to jab on the already-present injury. But some serious lacerations on the limbs seemed exciting as well.

Later then.

But this would be the first time she is gonna chopped off the parts of her target.

How thrilling.

[338]


COMBAT TRACKER
SUMMARY
87 acc vs 110 def= missed
4 direct damage received thru Hakufuku. Staggered! (+10 rei on attack spells)


Bonus Action: Bakudo 22| -5 reishi cost
Status Chance (95%) Stagger- 2hYTYclr1d100

Bonus Action: Bullet Strain| -5 reishi cost
Status Chance (85%) Blindr- 1d100

Standard Action: Slash 1[Byakurai] | -10 reishi cost (+10 due to Stagger)
Acc - 1d100+50
Dmg - 2d12
Status Chance (65%) Poison- 1d100 [Shimoku, Cleverness: +15% chance, Vitriol: +1 stack if hit]
Status Chance (55%) Burn- 1d100 [Infuse, Cleverness: +15% chance, Vitriol: +1 stack if hit]

Total rei cost: 5+5+20=30 rei



ACTIVE EFFECTS
Staggered 1/1


RACIAL PERK
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. 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.

CLASS

ASSASSIN

HONED SENSES
As a passive effect, you gain +1 extra use, per thread, of all Techniques specifically labeled a Movement Technique. For every attack you successfully evade using a Movement Technique, you gain +10 Accuracy on any attacks used during your following turn. Max of +30 per turn. Cannot use the Talented Trait to gain another use of Movement Techniques.

SHROUD
You start with the Enhanced Rapid Movement Technique. As a passive effect, for every attack you successfully evade with this technique, you gain +3 bonus damage with your attacks on your following turn. Max of +9 per turn.

NOXIOUS TRAP
As a passive effect, whenever your foe uses a Movement Technique to avoid one of your attacks, they suffer a 35% chance to be inflicted with the special Snared status effect. Snared automatically deals 1d12 Direct Damage and inflicts one stack of the Poison status effect. The max chance to inflict with any effect is 95%

SNEAK ATTACK
Once per battle, you can make a surprise attack as an at-will action. The attack automatically deals 4d12 Direct Damage and inflicts one stack of Blind + Stun status effects. No roll necessary. Class Perks are not considered "attacks" and are immune to effects of techniques such as Mirror Gate and Barrier.




TECHNIQUES AND TRAITS:


Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn. [4/4]

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.

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

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.


TECHNIQUES & SPELLS:

Utsusemi: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Movement Technique [-10 rei, 1/1]
Hanki: As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. [-10 rei, 1/1]
Bakudo #32: 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 rei, 4/4]
Speed Clones: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.[-5 rei, 4/4]
Bakudo #14: 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%.[-10 rei, 1/1, 5 turns]
Nadegiri: As a bonus action you have a 80% chance to inflict the Wound status on your target and upon infliction, the target loses a 3d6 worth of armor. The max chance to inflict with any effect is 95%.[-5 rei, 2/2]
Bakudo #22: : 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. The max chance to inflict with any effect is 95% [5 rei, 2/2]
Bakudo #27: 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%.[5 rei, 2/2]


ADVANCED SPELLS AND TECHNIQUES

Cushion Return: As a bonus action you have a 35% chance to inflict the Stun, Immobilize, and Stagger effects on your target. Roll each separately. The max chance to inflict with any effect is 95%. [15 rei, 2/2]
Bakudo #40: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade. [15 rei, once per target]

Takigoi: As a bonus action you have a 35% chance to inflict the Blind, Cripple, and Wound effects on your target. Roll each separately. The max chance to inflict with any effect is 95%. [15 rei, 2/2]

Rift Gate: 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 rei, 1/1]

FORBIDDEN TECHNIQUE

Black Coffin: As a standard action, you have a 70% chance to inflict two stacks of the Wound status on your target and upon infliction your foe is dealt 5d12 worth of direct damage. The max chance to inflict with any effect is 95%.
Special Effect: Wound status effect stacks cannot be removed or shortened any means. [25 rei, 1/1]

RELEASE TECHNIQUES:



ATTACK RELEASE TECH: ????


Single: Standard Action. + Versatile
Stage 1: Rolls 3 damage die against one to three targets. Costs 12 Reishi. Once per turn
Stage 2: Upgrades to 4 damage dice. Cost: 13 reishi. Twice per thread
Stage 3: Upgrades to 5 damage dice. Cost: 14 reishi. Twice per thread.

SLASHING:This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.

FIRST RELEASE:

Ethereal: 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. [-20 rei, 2 turns, 2/2]

Enhancement: Calculating| As a passive effect you have a +10% chance to inflict statuses with Release Attack Techs.

SECOND RELEASE:

Mitigate: As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself.[20 rei. 3/3]

Enhancement: Instinctive| As a passive effect your defense is increased by +5 against Basic Attacks.
Heightened| As a passive effect your defense is increased by +5 against Non-Basic Attacks.




REIATSU: 650,000 |
HP: 71/75 | REISHI: 140/200 | DEF: 100[110]| DMG DIE: d12| ACC: +50
1d100·1d100·1d100+50·2d12·1d100·1d100

Shadows still hunt us in broad daylight.

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jun 25, 2022 3:44:26 GMT -5


Hibano
Location: Hueco Mundo
Status: Alive



(I sharpen the knife, and look down upon the bay...)

In response to Hibano's question, Simone answered in a language he couldn't understand - not expecting that, he paused for a second, thinking he misheard what she said, before finally coming to the conclusion that it wasn't he who was at fault. Whatever Simone may have tried to tell him was lost to him.

Hibano's counterattack went about as well as he expected - he surprised the Zodiac with his speed, but could barely lay a finger on her. After the brief clash, Simone stepped back, taunting him, displaying her disappointment at his weakness - to which the teenage Fullbringer answered with a faint scoff, and raised his weapon for another round.

Her bullets caught him by surprise, however, slipping past his defenses and slamming against his body, forcing him back. They weren't strong enough to punch through, but they didn't seem like normal bullets, anyway - after the very first barrage, Hibano slumped to one knee, clutching onto his chest, struggling to breathe against the agonizing sensation. Debilitated by the pistol barrage, he could not put up a defense against Simone's slash, either - as soon as she appeared in front of him, he raised his sword, but it got deflected by the blow and the edge of the Zodiac's blade slashed against his bleeding wound, further opening it up.

Thrown back, Hibano crashed across the grey sand, rolling for several meters before finally coming to a full stop. A small trail of blood, trickling from his chest, followed his path.

And yet, he weakly pulled himself up, holding onto his sword like a balance stick, and gushed out:

"...don't be so sure, I'm not dead yet..."

As terrible as he looked, Hibano had a little bit of a plan. I just need a bit more time...

The teen lunged forth, using the same combination of thrust and elbow strike he used before - this time, however, he moved slower, deliberately, seeking to bait Simone into dodging, and so giving him a clearer idea of how her reflexes work.

HIBANO
DEFENSIVE PHASE
Pesquisa and Blind activate!

Staggered for 2 turns! Blinded for 2 turns!

Simone's Slash - vs 95 def - hits for 8 damage! Poisoned for 4 turns! Burned for 4 turns!

10 status damage received!




Bonus Action: Bait (Puppet Theater), -10 Reishi

Need to roll 60 or less to force Simone to use Utsusemi - QMgSn4wU1d100

Standard Action: Sword Thrust (Enhanced Strike), -10 Reishi
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Blind (-25 accuracy), Stun (-2 damage tier)
Accuracy - 1d100+10
Damage - 2d7
Stun (Need 30 or less) - 1d100

Standard Action: Stun Strike (Bakudo #22: Hakufuku - 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
Need 80 or less to inflict Stagger - 1d100
If successful, deals 3d6 Direct Damage.



ACTIVE EFFECTS
First Release (Tempered): x2 RL per turn, 2 Reishi per turn, Basics Crit on 85+, +5 Reflex.

Pesquisa: 1/3 turns, +15 Defense

Near Death Experience (Suppression): -20 Accuracy, -2 Damage Tier
Blind: 2/4 turns
Stun: 2/2 turns
Stagger: 1/2 turns
Wound: 1/2 turns
Poison: 1/2 turns

Flawless Strikes: 0 stacks.

CLASS
Fighter
- 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.
Monk
- 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.
- 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

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.
(0/1)
Blitz: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
(0/3)
Alacrity: As a passive effect you have +10 to defense while above half max HP.
Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn.
(1/4)
Haste: When you activate Haste, you gain 1 additional Bonus Action on your turn.
(0/3)
Tempered: 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.

TECHNIQUES
Enhanced Basic
Strike - Upgrades to two damage dice.

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)
Pesquisa - As a bonus action you gain +15 bonus defense for 3 turns. -10 Reishi
(1/1)
Bakudo #12: 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. -5 Reishi
(0/2)
Bakudo #21: Sekienton - 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. -10 Reishi
(0/1)

Utility
Puppet Theater - 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. -10 Reishi
(1/1)
Tsukiyubi - 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)
Bakudo #22: Hakufuku - 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)
Bakudo #9: Geki - 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
(0/2)

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
(0/1)
Thunder King Fist - As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect. Treat this Barrage like an area attack that also deals the Spread major effect. -20 Reishi
(0/3)
Bakudo #40: Goyogai - As a bonus action, remove all status effects (non-special.) Can be used on self or a comrade. -15 Reishi
(0/1)
Bakudo #26: Kyokko - As an at-will action you have a 50% chance to inflict the special status effect Obscured for four turns 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. On the turn after the end of the duration, you gain an extra Standard Action. -15 Reishi
(1/1)

Forbidden
Shunko - As a bonus action you activate Shunkō. For 6 turns, 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., -10 Reishi
(0/1)
Full Cancel - After reacting to a foe's attack on your previous turn (whether you avoided or were hit by it), you can spend a standard action to redirect the same attack back at them the next time they use it. It deals direct damage equal to the amount of damage it would have hit you for. You take no damage from the attack itself., -25 Reishi
(0/2)

RELEASE

Amplified Trait
Reflex
+5 at First Release
+10 at Second Release

Enhancements:
- Meticulous (First Release): As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher while in a Released State.
- Desolation (Second Release): As a passive effect your Basic Attacks deal an extra +10 bonus damage when you score a critical hit in a Released state.

Techniques:

1st Release:
- Turning Swallow Cut, Barrage/Slashing, -25 Reishi (Unlimited)
- Multi-Arms, 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., -20 Reishi (0/3)
2nd Release:
- Time Shift, As an at-will action you gain either an additional standard action or an additional bonus action on your turn., -20 Reishi (0/3)

REIATSU: 492,000 -> 984,000
HP: 17/75 | REISHI: 155/200 | DEF: 105 (100) | DMG DIE: d10 | ACC: +45
[/quote]
1d100·1d100+10·2d7·1d100·1d100·3d6

GAME MASTER

13th Division Captain

Partake the cup of my wrath

Muimina Hyakuji Avatar

Muimina Hyakuji

Post by Muimina Hyakuji on Jul 5, 2022 23:31:42 GMT -5

The struggle, the pained look on his face… the wound that was getting deeper and more fatal were… satisfying, she couldn’t help but grin at his demise. It was just like the usual times she would assault her victims without mercy, leaving them terrified and begging for their survival.

While this fullbringer was perhaps different, heck stronger and more resilient, his hurting was bringing Simone excitement, and instead of wanting to conclude this battle, she chose to tread a slower pace, a more painful and insulting one.

The boy rolled against the grey sands, and even then, he did not waste any time coming back at his predator. Frail legs managed to pull himself up and with an almost breathless comment, he let her know he was not going to give up easily.

Such bravery. It might be a futile act, but amusing nonetheless. She was starting to be interested in this young lad.

She watched him get up, giggling, grinning… excited to see what’s next he could possibly offer.

"...don't be so sure, I'm not dead yet..."

Though weakly, the novice fullbringer managed to attack her again. The same move? Albeit slower. Seemed rather odd considering how swift he was earlier. This was probably intentional.

“I’m not gonna fall for that!”

Instead of dodging, she went for a block, dropping the gun quickly to pull out her knives and parry his sword. The elbow smash was completely dodged as she forced herself down to pick up the twin pistols. Using her arm as leverage, she intended to sweep off his feet, and then flip quickly to lock him in place again.

Before she could lift a shot to his shoulders, however, she felt a sting in her arms which made her feel a bit heavier.

The sudden discomfort had thrown her completely off guard, which could be in favour of the teen’s current disposition. Regardless she went on shooting him from the back while mounted, keeping her promise to deal a slow but painful death.

Now cry for me, pretty boy.

[346]

COMBAT TRACKER
SUMMARY
78 acc vs 110 def= missed
Used Speed Clones to avoid direct damage. Staggered! (+10 rei on attack spells)


Bonus Action: Speed Clones| -5 reishi cost
Avoided all Direct Dmg

Standard Action: Sweep Kick [Basic Attack] | 0 (+10 due to Stagger)
Acc - 7r7vBfHz1d100+50
Dmg - 1d12
Status Chance (65%) Poison- 1d100 [Shimoku, Cleverness: +15% chance, Vitriol: +1 stack if hit]
Status Chance (55%) Burn- 1d100 [Infuse, Cleverness: +15% chance, Vitriol: +1 stack if hit]

Standard Action: Gunshots [Byakurai] | -10 reishi cost (+10 due to Stagger)
Acc - 1d100+50
Dmg - 2d12
Status Chance (65%) Poison- 1d100 [Shimoku, Cleverness: +15% chance, Vitriol: +1 stack if hit]
Status Chance (55%) Burn- 1d100 [Infuse, Cleverness: +15% chance, Vitriol: +1 stack if hit]

Total rei cost: 5+10+20=35 rei



ACTIVE EFFECTS
Offense:
Shimoku 3/5

Defense:
Staggered 1/1



RACIAL PERK
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. 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.

CLASS

ASSASSIN

HONED SENSES
As a passive effect, you gain +1 extra use, per thread, of all Techniques specifically labeled a Movement Technique. For every attack you successfully evade using a Movement Technique, you gain +10 Accuracy on any attacks used during your following turn. Max of +30 per turn. Cannot use the Talented Trait to gain another use of Movement Techniques.

SHROUD
You start with the Enhanced Rapid Movement Technique. As a passive effect, for every attack you successfully evade with this technique, you gain +3 bonus damage with your attacks on your following turn. Max of +9 per turn.

NOXIOUS TRAP
As a passive effect, whenever your foe uses a Movement Technique to avoid one of your attacks, they suffer a 35% chance to be inflicted with the special Snared status effect. Snared automatically deals 1d12 Direct Damage and inflicts one stack of the Poison status effect. The max chance to inflict with any effect is 95%

SNEAK ATTACK
Once per battle, you can make a surprise attack as an at-will action. The attack automatically deals 4d12 Direct Damage and inflicts one stack of Blind + Stun status effects. No roll necessary. Class Perks are not considered "attacks" and are immune to effects of techniques such as Mirror Gate and Barrier.




TECHNIQUES AND TRAITS:


Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn. [4/4]

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.

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

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.


TECHNIQUES & SPELLS:

Utsusemi: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Movement Technique [-10 rei, 1/1]
Hanki: As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. [-10 rei, 1/1]
Bakudo #32: 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 rei, 4/4]
Speed Clones: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.[-5 rei, 3/4]
Bakudo #14: 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%.[-10 rei, 0/1, 5 turns]
Nadegiri: As a bonus action you have a 80% chance to inflict the Wound status on your target and upon infliction, the target loses a 3d6 worth of armor. The max chance to inflict with any effect is 95%.[-5 rei, 2/2]
Bakudo #22: : 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. The max chance to inflict with any effect is 95% [5 rei, 1/2]
Bakudo #27: 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%.[5 rei, 1/2]


ADVANCED SPELLS AND TECHNIQUES

Cushion Return: As a bonus action you have a 35% chance to inflict the Stun, Immobilize, and Stagger effects on your target. Roll each separately. The max chance to inflict with any effect is 95%. [15 rei, 2/2]
Bakudo #40: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade. [15 rei, once per target]

Takigoi: As a bonus action you have a 35% chance to inflict the Blind, Cripple, and Wound effects on your target. Roll each separately. The max chance to inflict with any effect is 95%. [15 rei, 2/2]

Rift Gate: 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 rei, 1/1]

FORBIDDEN TECHNIQUE

Black Coffin: As a standard action, you have a 70% chance to inflict two stacks of the Wound status on your target and upon infliction your foe is dealt 5d12 worth of direct damage. The max chance to inflict with any effect is 95%.
Special Effect: Wound status effect stacks cannot be removed or shortened any means. [25 rei, 1/1]

RELEASE TECHNIQUES:



ATTACK RELEASE TECH: ????


Single: Standard Action. + Versatile
Stage 1: Rolls 3 damage die against one to three targets. Costs 12 Reishi. Once per turn
Stage 2: Upgrades to 4 damage dice. Cost: 13 reishi. Twice per thread
Stage 3: Upgrades to 5 damage dice. Cost: 14 reishi. Twice per thread.

SLASHING:This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.

FIRST RELEASE:

Ethereal: 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. [-20 rei, 2 turns, 2/2]

Enhancement: Calculating| As a passive effect you have a +10% chance to inflict statuses with Release Attack Techs.

SECOND RELEASE:

Mitigate: As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself.[20 rei. 3/3]

Enhancement: Instinctive| As a passive effect your defense is increased by +5 against Basic Attacks.
Heightened| As a passive effect your defense is increased by +5 against Non-Basic Attacks.




REIATSU: 650,000 |
HP: 71/75 | REISHI: 105/200 | DEF: 100[110]| DMG DIE: d12| ACC: +50

1d100+50·1d12·1d100·1d100·1d100+50·2d12·1d100·1d100

Shadows still hunt us in broad daylight.

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jul 6, 2022 5:08:59 GMT -5


Hibano
Location: Hueco Mundo
Status: Alive



(For all of my life, a stranger I remain!)

Hibano's feint did not work - Simone figured out what the teen was aiming for and blocked his sword swings instead, fairly easily too. That did not help, but at this point he could not really choose what this fight gives him. He was running off fumes and desperation, constantly on the back foot, and unsure how to turn the fight around.

After blocking his attacks, Simone weaved around him, grabbed his arm in a lock and began shooting to puncture him more and more. With his teeth clenched, Hibano tried to pull back, struggling to keep himself on his feet - if he was locked down on the ground again, he was done for. She'd be able to unload all the bullets into him she liked, paralyze him, and leave him for dead...

Already, his lungs and bloodstream felt like they were burning, coarsing with poison, and his stamina was rapidly failing. Death was inevitable. The most he could do was delay it.

...No! It's never inevitable!

In the last moment, the survival instincts of the soul inside Hibano's body kicked in, and, with sudden, renewed vigor, Hibano pushed himself off Simone's grasp, briefly sliding backwards and immediately clutching onto his wound. Slowly, it started to clot, and his body was feeling a little... lighter. He was still weak, but it was if he got suddenly injected with an anesthetic, pushing the pain into the background.

"I... I see now..." he muttered, looking down at his bloodied hand. Perhaps this is his last hope, as worrisome as this form may be. "I... I might have still kept you alive, but I don't know if she will..."

A powerful aura of Reishi swirled around him, picking up the grey sands of Hueco Mundo - the sensation of Hibano's Reiatsu began to shift, merging with the soul hidden deep within his body. Invigorated by the fusion, Hibano spun the sword in his hand, moved into a much more confident fighting stance and finished:

"Let's go, Josephine."

Hibano lunged forth in an instant - his sword thrust much faster, much more deadly, and much less sloppy than before, aiming straight for Simone's heart. After briefly pulling back, he returned back on the attack, swinging his Asauchi in a series of wide, furious slashes, aiming to overpower the Zodiac's defenses and reflexes.

Briefly, he ducked down - then, in an instant, he was already above Simone and swinging his sword down for a heavy slam.

HIBANO
DEFENSIVE PHASE
Pesquisa and Blind activate!

Simone's Slash - vs 95 def - hits for 5 damage! Poisoned for 4 turns!
Simone's Slash - vs 95 def - miss!

10 status damage received!




Bonus Action: Spiritual Cleansing (Bakudo #40: Goyogai - As a bonus action, remove all status effects (non-special.) Can be used on self or a comrade.) -15 Reishi

At-Will: As I am already in 1st Release - move into 2nd Release (Full Soul Fusion) - x4 RL, 6 Reishi per turn, Basics crit on 85+ and deal +10 bonus dmg, +10 Reflex. Recovers +20 HP upon activation

At-Will: Renewed Fighting Spirit (Tsukiyubi - 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

At-Will: Haste - Gain an additional Bonus Action.

At-Will: Offensive Fighting Stance (Multi-Arms - 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.), -20 Reishi

Bonus Action (Haste): Sword Lunge (Enhanced Strike)
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Tsukiyubi (+20 acc/+2 dmg tier), Multi-Arms (Rolls an additional damage die)
Accuracy - 1T7kUrfY1d100+55
Damage - 3d11
Stun (Need 30 or less) - 1d100

Standard Action: Furious Swings (Enhanced Strike)
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Tsukiyubi (+20 acc/+2 dmg tier), Multi-Arms (Rolls an additional damage die)
Accuracy - 1d100+55
Damage - 3d11
Stun (Need 30 or less) - 1d100

Standard Action: Furious Swings (Enhanced Strike)
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Tsukiyubi (+20 acc/+2 dmg tier), Multi-Arms (Rolls an additional damage die)
Accuracy - 1d100+55
Damage - 3d11
Stun (Need 30 or less) - 1d100

At-Will: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.

Standard Action (Blitz): Furious Swings (Enhanced Strike)
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Tsukiyubi (+20 acc/+2 dmg tier), Multi-Arms (Rolls an additional damage die)
Accuracy - 1d100+55
Damage - 3d11 (Critical - +19 damage!)
Stun (Need 30 or less) - 1d100

At-Will: Faster Than Time (As an at-will action you gain either an additional standard action or an additional bonus action on your turn.), -20 Reishi

Standard Action (Time Shift): Finishing Blow (Enhanced Strike)
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Tsukiyubi (+20 acc/+2 dmg tier), Multi-Arms (Rolls an additional damage die)
Accuracy - 1d100+55
Damage - 3d11 (Critical - +17 damage!)
Stun (Need 30 or less) - 1d100



ACTIVE EFFECTS
Final Release: x4 RL, 6 Reishi per turn, Basics crit on 85+ and deal +10 bonus dmg, +10 Reflex.

Pesquisa: 2/3 turns, +15 Defense

Near Death Experience (Suppression): -20 Accuracy, -2 Damage Tier

Flawless Strikes: 0 stacks.

CLASS
Fighter
- 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.
Monk
- 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.
- 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

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.
(0/1)
Blitz: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
(1/3)
Alacrity: As a passive effect you have +10 to defense while above half max HP.
Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn.
(1/4)
Haste: When you activate Haste, you gain 1 additional Bonus Action on your turn.
(1/3)
Tempered: 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.

TECHNIQUES
Enhanced Basic
Strike - Upgrades to two damage dice.

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)
Pesquisa - As a bonus action you gain +15 bonus defense for 3 turns. -10 Reishi
(1/1)
Bakudo #12: 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. -5 Reishi
(0/2)
Bakudo #21: Sekienton - 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. -10 Reishi
(0/1)

Utility
Puppet Theater - 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. -10 Reishi
(1/1)
Tsukiyubi - 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
(1/2)
Bakudo #22: Hakufuku - 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)
Bakudo #9: Geki - 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
(0/2)

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
(0/1)
Thunder King Fist - As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect. Treat this Barrage like an area attack that also deals the Spread major effect. -20 Reishi
(0/3)
Bakudo #40: Goyogai - As a bonus action, remove all status effects (non-special.) Can be used on self or a comrade. -15 Reishi
(0/1)
Bakudo #26: Kyokko - As an at-will action you have a 50% chance to inflict the special status effect Obscured for four turns 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. On the turn after the end of the duration, you gain an extra Standard Action. -15 Reishi
(1/1)

Forbidden
Shunko - As a bonus action you activate Shunkō. For 6 turns, 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., -10 Reishi
(0/1)
Full Cancel - After reacting to a foe's attack on your previous turn (whether you avoided or were hit by it), you can spend a standard action to redirect the same attack back at them the next time they use it. It deals direct damage equal to the amount of damage it would have hit you for. You take no damage from the attack itself., -25 Reishi
(0/2)

RELEASE

Amplified Trait
Reflex
+5 at First Release
+10 at Second Release

Enhancements:
- Meticulous (First Release): As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher while in a Released State.
- Desolation (Second Release): As a passive effect your Basic Attacks deal an extra +10 bonus damage when you score a critical hit in a Released state.

Techniques:

1st Release:
- Turning Swallow Cut, Barrage/Slashing, -25 Reishi (Unlimited)
- Multi-Arms, 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., -20 Reishi (1/3)
2nd Release:
- Time Shift, As an at-will action you gain either an additional standard action or an additional bonus action on your turn., -20 Reishi (1/3)

REIATSU: 492,000 -> 1,968,000
HP: 22/75 | REISHI: 84/200 | DEF: 110 (100) | DMG DIE: d10 | ACC: +45

1d100·1d100+10·2d7·1d100·1d100·3d6·1d100+55·3d11·1d100·1d100+55·3d11·1d100·1d100+55·3d11·1d100
Last Edit: Jul 6, 2022 5:15:51 GMT -5 by Hibano

GAME MASTER

13th Division Captain

Partake the cup of my wrath

Muimina Hyakuji Avatar

Muimina Hyakuji

Post by Muimina Hyakuji on Jul 19, 2022 23:16:29 GMT -5

“Heh…”

“I knew there’s something odd about you. I am not dumb…” the fulbringer managed to say as she watched the boy entrapped in his own energy, building up into something stronger… picking up dusts of sands, which were also swirling around him.

That stance… that confidence… and him calling her… with her real name? Only the zodiac knew of her real name, unless they were the most powerful agents who Virgil saw potential. Even then, they could be counted in a single hand.

Whoever he truly was… she now knew it has got something to do with the other agents.

The other fullbringer immediately flashed before Simone; much faster than he was earlier that she could barely dodge the sword thrust, jumping up, her legs almost caught by his weapon. She used the tip as a leverage, if only so briefly as the boy pulled his weapon back to swing it against her, chasing her as she teleported from one place to another; desperate and furious like a beast hungry for a fight.


In his last charge, he ducked briefly causing the lady to halt as well, as she gauged his next move. Then again, in a flash, he disappeared from her sight.

A moment of brief silence covered the dense deserted place, until a furious breeze was heard from above; the fullbringer now levitating mid-air with his sword swinging down to catch the Zodiac off-guard.

Josephine gritted her teeth. She didn’t want to exert more effort in this fight, but she couldn’t also put herself to shame by appearing weak.

It can’t be helped.

Standing still as she waited for the fullbringer, her own reiatsu flared up, in the hope to overwhelm her foe. Perhaps the mere burst of energy would send him away, or at least reduce the impact. But just to be sure…

She held onto her fullbring, which eventually glowed and ate her up, seemingly replicating a copy of the fullbringer… and another… and another… Each of the clones moved on their own, overwhelming her enemy.

An infinite number of Simone surrounded Hibano, albeit, in truth, there was still just one of her with him. It was as if she could be at an infinite number of places in a single time.

Once she made sure that the boy was too confused to make an offense, she would lunge forth for a counter using a series of gunshots and knife swings as she drew near him.


[415]

COMBAT TRACKER
SUMMARY


Bonus Action: 2nd Release| -2 rei
Skill up: Reflex +10
Heightened: +10 def against Non-Basic
Instinctive: +10 def against Basic
Edge 1: +5 def, +5 acc, +1 bonus dmg, +1 DR
Sense: +5 def. +5 acc
Def: 140

Bonus Action: Mitigate| Crit hits reduced to Normal hits| -20

At will Action: Utsusemi| avoided 2 non-crits| -10 rei

Standard Action: 'Round the world| -20 reishi cost
Acc - NLVf0gkq1d100+60 +1 bonus dmg (Edge 1)
Dmg - 4d12
Status Chance (65%) Immobilise- 1d100 [Versatile Major effect; Cleverness: +15% chance, Vitriol: +1 stack if hit]


Total rei cost: 2+20+10+20=57 rei



ACTIVE EFFECTS
Offense:
Shimoku 4/5



RACIAL PERK
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. 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.

CLASS

ASSASSIN

HONED SENSES
As a passive effect, you gain +1 extra use, per thread, of all Techniques specifically labeled a Movement Technique. For every attack you successfully evade using a Movement Technique, you gain +10 Accuracy on any attacks used during your following turn. Max of +30 per turn. Cannot use the Talented Trait to gain another use of Movement Techniques.

SHROUD
You start with the Enhanced Rapid Movement Technique. As a passive effect, for every attack you successfully evade with this technique, you gain +3 bonus damage with your attacks on your following turn. Max of +9 per turn.

NOXIOUS TRAP
As a passive effect, whenever your foe uses a Movement Technique to avoid one of your attacks, they suffer a 35% chance to be inflicted with the special Snared status effect. Snared automatically deals 1d12 Direct Damage and inflicts one stack of the Poison status effect. The max chance to inflict with any effect is 95%

SNEAK ATTACK
Once per battle, you can make a surprise attack as an at-will action. The attack automatically deals 4d12 Direct Damage and inflicts one stack of Blind + Stun status effects. No roll necessary. Class Perks are not considered "attacks" and are immune to effects of techniques such as Mirror Gate and Barrier.




TECHNIQUES AND TRAITS:


Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn. [4/4]

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.

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

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.


TECHNIQUES & SPELLS:

Utsusemi: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Movement Technique [-10 rei, 1/1]
Hanki: As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. [-10 rei, 1/1]
Bakudo #32: 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 rei, 4/4]
Speed Clones: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.[-5 rei, 3/4]
Bakudo #14: 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%.[-10 rei, 0/1, 5 turns]
Nadegiri: As a bonus action you have a 80% chance to inflict the Wound status on your target and upon infliction, the target loses a 3d6 worth of armor. The max chance to inflict with any effect is 95%.[-5 rei, 2/2]
Bakudo #22: : 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. The max chance to inflict with any effect is 95% [5 rei, 1/2]
Bakudo #27: 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%.[5 rei, 1/2]


ADVANCED SPELLS AND TECHNIQUES

Cushion Return: As a bonus action you have a 35% chance to inflict the Stun, Immobilize, and Stagger effects on your target. Roll each separately. The max chance to inflict with any effect is 95%. [15 rei, 2/2]
Bakudo #40: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade. [15 rei, once per target]

Takigoi: As a bonus action you have a 35% chance to inflict the Blind, Cripple, and Wound effects on your target. Roll each separately. The max chance to inflict with any effect is 95%. [15 rei, 2/2]

Rift Gate: 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 rei, 1/1]

FORBIDDEN TECHNIQUE

Black Coffin: As a standard action, you have a 70% chance to inflict two stacks of the Wound status on your target and upon infliction your foe is dealt 5d12 worth of direct damage. The max chance to inflict with any effect is 95%.
Special Effect: Wound status effect stacks cannot be removed or shortened any means. [25 rei, 1/1]

RELEASE TECHNIQUES:



ATTACK RELEASE TECH: ????


Single: Standard Action. + Versatile
Stage 1: Rolls 3 damage die against one to three targets. Costs 12 Reishi. Once per turn
Stage 2: Upgrades to 4 damage dice. Cost: 13 reishi. Twice per thread
Stage 3: Upgrades to 5 damage dice. Cost: 14 reishi. Twice per thread.

SLASHING:This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.

FIRST RELEASE:

Ethereal: 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. [-20 rei, 2 turns, 2/2]

Enhancement: Calculating| As a passive effect you have a +10% chance to inflict statuses with Release Attack Techs.

SECOND RELEASE:

Mitigate: As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself.[20 rei. 3/3]

Enhancement: Instinctive| As a passive effect your defense is increased by +5 against Basic Attacks.
Heightened| As a passive effect your defense is increased by +5 against Non-Basic Attacks.




REIATSU: 2,600,000 (650,000 x4) |
HP: 71/75 | REISHI: 48/200 | DEF: 110[140]| DMG DIE: d12| ACC: +50

1d100+60·4d12·1d100
Last Edit: Jul 19, 2022 23:18:19 GMT -5 by Muimina Hyakuji

Shadows still hunt us in broad daylight.

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jul 20, 2022 12:15:37 GMT -5


Hibano
Location: Hueco Mundo
Status: Alive



(For all of my life, a stranger I remain!)



After the final blow of his combo, a downwards smash at Simone, Hibano remained kneeling down, and clutched onto his chest with his free left hand. Fusion with his mother's soul soothed the pain somewhat, but he still felt dizzy from the blood loss and exhaustion. And even Soul Fusion was not enough to punch through Simone - she was fast, and grew in power to become even faster, avoiding each and every one of his attacks. Even the ones he was sure he would be able to land.

That... was not good. The best he could offer now is a hail mary last offensive before his untimely demise. Is this really where he is going to die..? Lost in the sands of a desolate desert dimension, after an encounter he still didn't understand the purpose of, at the blade of a Fullbringer to whom he is just an ordinary victim?

One after another, an army was popping into existence around Hibano. Clones of Simone, flickering occasionally to reveal their identity as teleporting after-images of the Zodiac, surrounded him from every side, each one brandishing the same knives that the original wielded just a few moments ago. Briefly staring at the army in shock, Hibano rose to his feet, holding his weapon calmly, watching the approaching horde, awaiting Simone to make the first strike.

As soon as the first bullets flew, the teen turned to deflect each one and then lunged at his opponent to parry her. The army of teleportation clones may have been distracting, but focusing on his sixth, Reiatsu sense helped Hibano discern the direction from which danger was actually coming.

His Asauchi locked against Simone's dagger, before he slid to the side, moving to a counter-offensive. Hibano opened up with a sword thrust at the real Simone and continued with a flurry of slashes, aimed not only at the Zodiac, but at any of the clones which may have tried to approach him. Finally, he would suddenly reach forth with his hand, aiming to grab Simone by the throat and smash her into the sand below, where she would, hopefully, be pinned down.

"You... can tell that there's something odd with me... then will you finally stop and listen..?"

HIBANO
DEFENSIVE PHASE
Pesquisa and Sense activates!

Simone's Round the World - vs 130 def - miss!




Bonus Action: Full Power (As a bonus action you activate Shunkō. For 6 turns, 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.), -10 Reishi

At-Will: Renewed Fighting Spirit (Tsukiyubi - 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

At-Will: Sense - Gain +5 Defense and +5 Accuracy with all attacks.

At-Will: Haste - Gain an additional Bonus Action.

At-Will: Offensive Fighting Stance (Multi-Arms - 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.), -20 Reishi

Bonus Action (Haste): Sword Thrust (Enhanced Strike)
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Tsukiyubi (+20 acc/+2 dmg tier), Shunko (+15 acc/+2 dmg tier) Multi-Arms (Rolls an additional damage die)
Accuracy - dhX_Z1fi1d100+80
Damage - 3d13 (CRITICAL! +22 dmg)
Stun (Need 30 or less) - 1d100

Standard Action: Furious Swings (Enhanced Strike)
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Tsukiyubi (+20 acc/+2 dmg tier), Shunko (+15 acc/+2 dmg tier) Multi-Arms (Rolls an additional damage die)
Accuracy - 1d100+80
Damage - 3d13
Stun (Need 30 or less) - 1d100

Standard Action: Furious Swings (Enhanced Strike)
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Tsukiyubi (+20 acc/+2 dmg tier), Shunko (+15 acc/+2 dmg tier) Multi-Arms (Rolls an additional damage die)
Accuracy - 1d100+80
Damage - 3d13
Stun (Need 30 or less) - 1d100

At-Will: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.

Standard Action (Blitz): Furious Swings (Enhanced Strike)
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Tsukiyubi (+20 acc/+2 dmg tier), Shunko (+15 acc/+2 dmg tier) Multi-Arms (Rolls an additional damage die)
Accuracy - 1d100+80
Damage - 3d13
Stun (Need 30 or less) - 1d100

At-Will: Faster Than Time (As an at-will action you gain either an additional standard action or an additional bonus action on your turn.), -20 Reishi

Standard Action (Time Shift): Throat Smash (Enhanced Strike)
Affected by: Suppression (-20 acc/-2 dmg tier) Perfected Form (+10 acc/+1 dmg tier), Intense Training (30% Stun), Tsukiyubi (+20 acc/+2 dmg tier), Shunko (+15 acc/+2 dmg tier) Multi-Arms (Rolls an additional damage die)
Accuracy - 1d100+80
Damage - 3d13
Stun (Need 30 or less) - 1d100



ACTIVE EFFECTS
Final Release: x4 RL, 6 Reishi per turn, Basics crit on 85+ and deal +10 bonus dmg, +10 Reflex.

Pesquisa: 3/3 turns, +15 Defense

Shunko: 1/6 turns, +15 acc/+2 dmg tier with Strikes, +6 DR, +50% RL
Near Death Experience (Suppression): -20 Accuracy, -2 Damage Tier

Flawless Strikes: 0 stacks.

CLASS
Fighter
- 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.
Monk
- 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.
- 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

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.
(0/1)
Blitz: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
(2/3)
Alacrity: As a passive effect you have +10 to defense while above half max HP.
Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn.
(1/4)
Haste: When you activate Haste, you gain 1 additional Bonus Action on your turn.
(2/3)
Tempered: 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.

TECHNIQUES
Enhanced Basic
Strike - Upgrades to two damage dice.

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)
Pesquisa - As a bonus action you gain +15 bonus defense for 3 turns. -10 Reishi
(1/1)
Bakudo #12: 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. -5 Reishi
(0/2)
Bakudo #21: Sekienton - 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. -10 Reishi
(0/1)

Utility
Puppet Theater - 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. -10 Reishi
(1/1)
Tsukiyubi - 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)
Bakudo #22: Hakufuku - 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)
Bakudo #9: Geki - 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
(0/2)

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
(0/1)
Thunder King Fist - As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect. Treat this Barrage like an area attack that also deals the Spread major effect. -20 Reishi
(0/3)
Bakudo #40: Goyogai - As a bonus action, remove all status effects (non-special.) Can be used on self or a comrade. -15 Reishi
(0/1)
Bakudo #26: Kyokko - As an at-will action you have a 50% chance to inflict the special status effect Obscured for four turns 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. On the turn after the end of the duration, you gain an extra Standard Action. -15 Reishi
(1/1)

Forbidden
Shunko - As a bonus action you activate Shunkō. For 6 turns, 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., -10 Reishi
(1/1)
Full Cancel - After reacting to a foe's attack on your previous turn (whether you avoided or were hit by it), you can spend a standard action to redirect the same attack back at them the next time they use it. It deals direct damage equal to the amount of damage it would have hit you for. You take no damage from the attack itself., -25 Reishi
(0/2)

RELEASE

Amplified Trait
Reflex
+5 at First Release
+10 at Second Release

Enhancements:
- Meticulous (First Release): As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher while in a Released State.
- Desolation (Second Release): As a passive effect your Basic Attacks deal an extra +10 bonus damage when you score a critical hit in a Released state.

Techniques:

1st Release:
- Turning Swallow Cut, Barrage/Slashing, -25 Reishi (Unlimited)
- Multi-Arms, 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., -20 Reishi (2/3)
2nd Release:
- Time Shift, As an at-will action you gain either an additional standard action or an additional bonus action on your turn., -20 Reishi (2/3)

REIATSU: 492,000 738,000 -> 2,952,000
HP: 22/75 | REISHI: 18/200 | DEF: 110 (100) | DMG DIE: d10 | ACC: +45


1d100+80·3d13·1d100·1d100+80·3d13·1d100·1d100+80·3d13·1d100·1d100+80·3d13·1d100·1d100+80·3d13·1d100
Last Edit: Jul 20, 2022 12:16:34 GMT -5 by Hibano

GAME MASTER

13th Division Captain

Partake the cup of my wrath

Muimina Hyakuji Avatar

Muimina Hyakuji

Post by Muimina Hyakuji on Jul 28, 2022 5:35:23 GMT -5


Even with a multitude of “clones” the other fullbringer was still able to parry her attacks. Now that, was definitely interesting. This guy seemed to be hotter and cooler than he looked.

The dagger was blocked, and with gritted teeth, the boy swung his sword at the “real” Simone; the blade tore her school uniform, exposing a part of her breast, the pink brassiere peeking from underneath. It did not cause distraction for her however, as she was more focused on dodging and avoiding the next flurry of slashes from the defensive Hibano.

She merely teleported from one place to the other, allowing the other fullbringer to chase her as if they were playing tag. The young lad was fast, and she couldn’t help but giggle at his persistence.

Once she was about to counter however, she noticed the tear on her uniform, causing a red flush on her face. A perfect distraction which was also the perfect time Hibano grabbed her. Instead of her throat however, he was able to grab her shoulders, and upon her resistance, they tumbled together on the ground.

Contrary to what the gentleman had hoped, Simone was on top of him; his hands still on her shoulders. The blonde girl, staring straight into her eyes, still with reddened cheeks, mumbled:

“Y-you… you’re a naughty one. And you’re going to pay for this!”

Without warning, she kissed him. A passionate one, but one devoid of romantic feelings. While it was true that he captivated her with his strength, it was difficult for her to fall in love. She was a psychopath after all. And psychopaths do not have such feelings, they can only appear to be one, but they usually use it to manipulate others to their advantage.

“Now, I can listen,” she grinned.

[302]


COMBAT TRACKER
SUMMARY
Simone used Mitigate: 32 dmg reduced to 15
Stunned for 2 stacks, 2 turns
Simone did not attack

Bonus Action: 2nd Release| -2 rei
Skill up: Reflex +10
Heightened: +10 def against Non-Basic
Instinctive: +10 def against Basic
Edge 1: +5 def, +5 acc, +1 bonus dmg, +1 DR
Sense: +5 def. +5 acc
Def: 140

Bonus Action: Mitigate| Crit hits reduced to Normal hits| -20

Bonus Action: Cushion Return| -15
Status chance[Stun: 45%]| v3yKb_eH1d100 [+1 stack due to Vitriol]
Status chance[Immobilise: 45%]| 1d100 [+1 stack due to Vitriol]
Status chance[Stagger: 45%]| 1d100 [+1 stack due to Vitriol]

Total rei cost: 2+20+15=37 rei



ACTIVE EFFECTS
Offense:
Shimoku 5/5

Defense:
Stunned [1/2]

RACIAL PERK
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. 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.

CLASS

ASSASSIN

HONED SENSES
As a passive effect, you gain +1 extra use, per thread, of all Techniques specifically labeled a Movement Technique. For every attack you successfully evade using a Movement Technique, you gain +10 Accuracy on any attacks used during your following turn. Max of +30 per turn. Cannot use the Talented Trait to gain another use of Movement Techniques.

SHROUD
You start with the Enhanced Rapid Movement Technique. As a passive effect, for every attack you successfully evade with this technique, you gain +3 bonus damage with your attacks on your following turn. Max of +9 per turn.

NOXIOUS TRAP
As a passive effect, whenever your foe uses a Movement Technique to avoid one of your attacks, they suffer a 35% chance to be inflicted with the special Snared status effect. Snared automatically deals 1d12 Direct Damage and inflicts one stack of the Poison status effect. The max chance to inflict with any effect is 95%

SNEAK ATTACK
Once per battle, you can make a surprise attack as an at-will action. The attack automatically deals 4d12 Direct Damage and inflicts one stack of Blind + Stun status effects. No roll necessary. Class Perks are not considered "attacks" and are immune to effects of techniques such as Mirror Gate and Barrier.




TECHNIQUES AND TRAITS:


Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn. [4/4]

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.

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

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.


TECHNIQUES & SPELLS:

Utsusemi: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Movement Technique [-10 rei, 1/1]
Hanki: As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. [-10 rei, 1/1]
Bakudo #32: 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 rei, 4/4]
Speed Clones: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.[-5 rei, 3/4]
Bakudo #14: 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%.[-10 rei, 0/1, 5 turns]
Nadegiri: As a bonus action you have a 80% chance to inflict the Wound status on your target and upon infliction, the target loses a 3d6 worth of armor. The max chance to inflict with any effect is 95%.[-5 rei, 2/2]
Bakudo #22: : 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. The max chance to inflict with any effect is 95% [5 rei, 1/2]
Bakudo #27: 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%.[5 rei, 1/2]


ADVANCED SPELLS AND TECHNIQUES

Cushion Return: As a bonus action you have a 35% chance to inflict the Stun, Immobilize, and Stagger effects on your target. Roll each separately. The max chance to inflict with any effect is 95%. [15 rei, 2/2]
Bakudo #40: As a bonus action remove all status effects (non-special.) Can be used on self or a comrade. [15 rei, once per target]

Takigoi: As a bonus action you have a 35% chance to inflict the Blind, Cripple, and Wound effects on your target. Roll each separately. The max chance to inflict with any effect is 95%. [15 rei, 2/2]

Rift Gate: 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 rei, 1/1]

FORBIDDEN TECHNIQUE

Black Coffin: As a standard action, you have a 70% chance to inflict two stacks of the Wound status on your target and upon infliction your foe is dealt 5d12 worth of direct damage. The max chance to inflict with any effect is 95%.
Special Effect: Wound status effect stacks cannot be removed or shortened any means. [25 rei, 1/1]

RELEASE TECHNIQUES:



ATTACK RELEASE TECH: ????


Single: Standard Action. + Versatile
Stage 1: Rolls 3 damage die against one to three targets. Costs 12 Reishi. Once per turn
Stage 2: Upgrades to 4 damage dice. Cost: 13 reishi. Twice per thread
Stage 3: Upgrades to 5 damage dice. Cost: 14 reishi. Twice per thread.

SLASHING:This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage.

FIRST RELEASE:

Ethereal: 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. [-20 rei, 2 turns, 2/2]

Enhancement: Calculating| As a passive effect you have a +10% chance to inflict statuses with Release Attack Techs.

SECOND RELEASE:

Mitigate: As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself.[20 rei. 3/3]

Enhancement: Instinctive| As a passive effect your defense is increased by +5 against Basic Attacks.
Heightened| As a passive effect your defense is increased by +5 against Non-Basic Attacks.




REIATSU: 2,600,000 (650,000 x4) |
HP: 66/75 | REISHI: 11/200 | DEF: 110[140]| DMG DIE: d12| ACC: +50
1d100·1d100·1d100

Shadows still hunt us in broad daylight.

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jul 29, 2022 9:31:26 GMT -5


Hibano
Location: Hueco Mundo
Status: Alive



(Come, mon gars...)

The duel between Hibano and Simone was starting to get annoying thanks to her teleportation, but, thankfully, he finally managed to get a hold of her, and pulled her down to the ground. The two Fullbringers rolled across the gray sands, picking up dust as they went. Unfortunately, Hibano couldn't quite pull off the pin - Simone managed to pull herself on the top regardless, plopping herself down on his waist again. The best he could do was soften the fall for himself, using his spiritual power to slow down their tumble.

Her demeanor was... different, however. Her cheeks were flushed with red, she was stumbling with her words, and she wasn't immediately gunning for his execution.

Then, she kissed him. To say that Hibano was shocked would be an understatement. Of all the possible responses Simone could have taken - stabbing him again, laughing his demands off, poisoning him... she chose that. Now sure, on objective grounds, Simone was certainly attractive - and had they not gone through a battle of life and death mere moments prior, Hibano might have taken this kiss quite a lot differently. Now, though... he wasn't sure how to react. A faint blush on his cheeks appeared regardless, involuntarily.

The cut across her clothes, he was ignorant to - in the middle of battle, it didn't even cross his mind that Simone may have taken her breast turning partially bare as an offense.

Even though the Zodiac assured him that she would listen, Hibano did not hesitate to take precautions - so, using the hold he still had over her shoulders, he suddenly pushed her, aiming to pin her down on the ground and get on top.

"Look, I... I remember almost nothing of myself from more than a few days ago," he then began explaining - at this point, bleeding out and full of adrenaline, he had no reason to hold any cards back. "All I remember is that my mother's soul... was sealed away inside of my body... and when I first met Gaia, I thought she was the villain who did this to me. She, however, believes that the person inside me... is Val, or Rose, who... was one of your comrades, and died just a few days ago..."

Hibano sighed. "Gaia brought me here to answer her own questions... but I'm here because I want to learn if any of you know who I am... or who Val is... and I'm not here to be your enemy! We have... no reason to fight... we're on the same side..."

HIBANO
DEFENSIVE PHASE

Simone's Cushion Return - all avoided with Yugure no Manto!




At-Will: Slow Down Fall (Bakudo #12: 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.) -5 Reishi

At-Will: Talented - Gain an another use of Hakufuku.

Bonus Action: Invigorate, +25 Reishi

Standard Action: Throw Her Off (Bakudo #22: Hakufuku - 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

Need to roll 80 or less to Stagger - L|XakkT41d100
Damage - 3d4

Standard Action:



ACTIVE EFFECTS
Final Release: x4 RL, 6 Reishi per turn, Basics crit on 85+ and deal +10 bonus dmg, +10 Reflex.

Shunko: 2/6 turns, +15 acc/+2 dmg tier with Strikes, +6 DR, +50% RL
Near Death Experience (Suppression): -20 Accuracy, -2 Damage Tier

Flawless Strikes: 0 stacks.

CLASS
Fighter
- 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.
Monk
- 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.
- 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

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.
(1/1)
Blitz: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
(2/3)
Alacrity: As a passive effect you have +10 to defense while above half max HP.
Blur: As a passive effect you can use one Movement Tech as an at-will action on your turn.
(1/4)
Haste: When you activate Haste, you gain 1 additional Bonus Action on your turn.
(2/3)
Tempered: 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.

TECHNIQUES
Enhanced Basic
Strike - Upgrades to two damage dice.

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)
Pesquisa - As a bonus action you gain +15 bonus defense for 3 turns. -10 Reishi
(1/1)
Bakudo #12: 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. -5 Reishi
(1/2)
Bakudo #21: Sekienton - 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. -10 Reishi
(0/1)

Utility
Puppet Theater - 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. -10 Reishi
(1/1)
Tsukiyubi - 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)
Bakudo #22: Hakufuku - 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
(3/3)
Bakudo #9: Geki - 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
(0/2)

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
(0/1)
Thunder King Fist - As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect. Treat this Barrage like an area attack that also deals the Spread major effect. -20 Reishi
(0/3)
Bakudo #40: Goyogai - As a bonus action, remove all status effects (non-special.) Can be used on self or a comrade. -15 Reishi
(0/1)
Bakudo #26: Kyokko - As an at-will action you have a 50% chance to inflict the special status effect Obscured for four turns 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. On the turn after the end of the duration, you gain an extra Standard Action. -15 Reishi
(1/1)

Forbidden
Shunko - As a bonus action you activate Shunkō. For 6 turns, 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., -10 Reishi
(1/1)
Full Cancel - After reacting to a foe's attack on your previous turn (whether you avoided or were hit by it), you can spend a standard action to redirect the same attack back at them the next time they use it. It deals direct damage equal to the amount of damage it would have hit you for. You take no damage from the attack itself., -25 Reishi
(0/2)

RELEASE

Amplified Trait
Reflex
+5 at First Release
+10 at Second Release

Enhancements:
- Meticulous (First Release): As a passive effect your Basic Attacks score a critical hit on a natural 85 or higher while in a Released State.
- Desolation (Second Release): As a passive effect your Basic Attacks deal an extra +10 bonus damage when you score a critical hit in a Released state.

Techniques:

1st Release:
- Turning Swallow Cut, Barrage/Slashing, -25 Reishi (Unlimited)
- Multi-Arms, 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., -20 Reishi (2/3)
2nd Release:
- Time Shift, As an at-will action you gain either an additional standard action or an additional bonus action on your turn., -20 Reishi (2/3)

REIATSU: 492,000 738,000 -> 2,952,000
HP: 22/75 | REISHI: 32/200 | DEF: 110 (100) | DMG DIE: d10 | ACC: +45

1d100·3d4