Post by Muimina Hyakuji on Aug 2, 2022 9:16:44 GMT -5
She was hoping to catch the fullbringer off guard, and while he did not reciprocate, she could feel his awkwardness and the confusion at the sudden, aggressive intimacy. When she parted her lips away from him, the boy did not hesitate to take precautions, grabbing her shoulders to dominate once again. She did not feel any hostility, thus she allowed herself to be pulled by gravity, fulfilling the promise she just told him.
“Tch..” she shifted her gaze away from him. Quite far from how confident she was a few minutes ago, but it was not because Hibano was on top of her, but the mention of Rose, the fullbringer she somehow could identify with. While true, there wasn’t any opportunity for them to get to know each other well, she was a very much promising addition to the Zodiac. Her strength was something she envied from her.
“If I hadn’t fought you, I would have believed you were a lunatic,” she said with tinted cheeks, “... your style, when your reiatsu went up… it was undeniably similar to Rose’s…”
Simone sighed, the thought about Valentina missing was something she couldn’t understand herself. It was abrupt, and no one knew how and why it happened.
For a moment, she was focused on the thought, and then got distracted once she veered her eyes again towards him, and realised he was still mounted on top of her.
She immediately composed herself however, and teased, “ So, what fun can you offer me for such information? I’ve been… craving for… “ she’d wet her lips with her tongue, reaching for the other fullbringer’s cheeks eventually trailing down to his lips, “...a wild ride lately…”
Whatever his reaction towards her jest, she would push him away, and pull herself to sit down with him while she laughed at their current situation.
“Ahahahaha… I kid, I kid…”
“So, how did you absorb her? I admit I really don’t know what happened to her. The last time I saw her, she was with a blonde guy. But that’s just it. I really had not a chance to get to know her better but she seems to have a lover…”
“....Odd as it might be… you are not the fruit of their labour… are you?”
[385]
COMBAT TRACKER
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.
“Tch..” she shifted her gaze away from him. Quite far from how confident she was a few minutes ago, but it was not because Hibano was on top of her, but the mention of Rose, the fullbringer she somehow could identify with. While true, there wasn’t any opportunity for them to get to know each other well, she was a very much promising addition to the Zodiac. Her strength was something she envied from her.
“If I hadn’t fought you, I would have believed you were a lunatic,” she said with tinted cheeks, “... your style, when your reiatsu went up… it was undeniably similar to Rose’s…”
Simone sighed, the thought about Valentina missing was something she couldn’t understand herself. It was abrupt, and no one knew how and why it happened.
For a moment, she was focused on the thought, and then got distracted once she veered her eyes again towards him, and realised he was still mounted on top of her.
She immediately composed herself however, and teased, “ So, what fun can you offer me for such information? I’ve been… craving for… “ she’d wet her lips with her tongue, reaching for the other fullbringer’s cheeks eventually trailing down to his lips, “...a wild ride lately…”
Whatever his reaction towards her jest, she would push him away, and pull herself to sit down with him while she laughed at their current situation.
“Ahahahaha… I kid, I kid…”
“So, how did you absorb her? I admit I really don’t know what happened to her. The last time I saw her, she was with a blonde guy. But that’s just it. I really had not a chance to get to know her better but she seems to have a lover…”
“....Odd as it might be… you are not the fruit of their labour… are you?”
[385]
COMBAT TRACKER
SUMMARY
8 dmg received
Staggered
Stunned for 2 stacks, 2 turns [2\2]
Simone did not attack
[no actions done]
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.
8 dmg received
Staggered
Stunned for 2 stacks, 2 turns [2\2]
Simone did not attack
[no actions done]
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: 650,000
HP: 58/75 | REISHI: 11/200 | DEF: 110| DMG DIE: d12| ACC: +50
HP: 58/75 | REISHI: 11/200 | DEF: 110| DMG DIE: d12| ACC: +50
Shadows still hunt us in broad daylight.