Bleach Hereafter RPG

Secret Jungle Fight 2: Electric Boogaloo

ADMINISTRATOR

Shinigami

There are many causes I would die for, but not a single cause I would kill for.

Momoshiro Avatar

Momoshiro

Post by Momoshiro on Jun 8, 2022 21:09:54 GMT -5

Initiative Roll: RjLGqkLb1d100




A S U R A
Hollow - Independent


𝖳𝖠𝖦𝖲:


Underground Jungle | Antarctica


SECRET JUNGLE FIGHT 2: ELECTRIC BOOGALOO


Asura yet again found himself strolling through the impressive underground jungle. It actually occurred to him that he had no idea where on the mortal planet they were actually situated. They could be anywhere. He would never have guessed Antarctica, not in a million years.

Apparently, it was called Haven and was created by someone else, although Takano and Yoshi both quickly changed the subject when Asura pried any further.

The pink-haired Hollow summoned his Zanpakuto and twirled it about in his hand. The extra blades gave it a weird balance, but he had gotten used to it over time and with some practice. During Takano's experiments, the scientist mentioned that it might be wise to try and make amends with the sword's spirit.

It took some time, but he managed to at least get it to acknowledge him as someone who meant no harm. That murderous intent that hung in the air had vanished. There was still much work to be done, but it was a start.

With a sigh, Asura glanced up at the ceiling and noticed the chunk that the Menos had scorched with its cero beam. He made a face and continued walking. While the fight was a blast, it was a reminder of what he really was. He wasn't like the rest of them. He wasn't a Shinigami. He was a Hollow. A monster.

A snarl curled his lips and he threw the sword in a somewhat more restrained display of anger. It flew through the air, spinning like a shuriken until it struck and embedded itself into the trunk of a huge tree.
1d100

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on Jun 15, 2022 10:49:55 GMT -5

In reality, it had only been a short time since his fateful spar against Asura in the underground jungle in Antarctica. Yet to Yoshinori, it felt like an eternity. Between his battle against Valentina Tokareva, and the short leave of absence that had followed such a turning point in his life, Yoshinori felt at least two centuries older than he was. The world was viewed through new eyes, and the silver haired Third Seat that within this new world, he came to hate his place in it.

Trapped in a seemingly never-ending emotional slump that had captured his soul since Valentina's sealing, Yoshinori took solace in what few sanctuaries he had left. While he had a few within Soul Society itself, from his house to Kabuto's Tea Shop, Yoshinori found himself with precious few options as far as spiritual escape went in the World of the Living. Previously, he would bury his insecurities in drugs and gambling at whatever casino captured his fancy. But such distractions felt...beyond the man, in a way. For the moment, at least, they lacked the same joy and wonder that Yoshinori had come to associate gambling with.

So, he took refuge in the only place he could think of that could accommodate him. The very same jungle where he had done combat with Asura. The remote continent it was located on eliminated the possibility of interruptions to his spiritual recovery, as well as the need to actually hunt Hollows. To his knowledge, the only people who occupied the space was Takano and Asura. Luckily, they were both--

Thunk

Yoshinori's eyes widened as he felt the slightest of tremors in the tree that he was resting in. Was something here? Daring to glance down to examine what the nature of the disruption was, confusion only spread across the young man's face as he took note of the offender. A Zanpakuto? Not just any Zanpakuto, but about the most warped-looking Zanpakuto he had ever had the misfortune of laying eyes on. Whose sword was this?

Thankfully, Yoshinori did not have to look far to find the true culprit. Located not far from the tree trunk, the silver haired Third Seat caught eye of Asura, standing still with a very sour expression on his face. Huh. With a soft groan, the Reaper leapt to his feet atop the tree branch, before swinging his way down. Landing on the ground before Asura, Yoshinori gradually rose to his feet, his hands already moving towards a fold in his Shihakushō in search of his smoking pipe.

Sealed Ball


"What's up, Doc?" Yoshinori inquired. See? He wasn't two centuries behind on everything.

Initiative Roll - v7CAcTS21d100

Post Count: 1 | 1d100
Last Edit: Jun 15, 2022 10:51:51 GMT -5 by Yoshinori Okamoto

ADMINISTRATOR

Shinigami

There are many causes I would die for, but not a single cause I would kill for.

Momoshiro Avatar

Momoshiro

Post by Momoshiro on Jun 22, 2022 21:00:17 GMT -5


A S U R A
Hollow - Independent


𝖳𝖠𝖦𝖲:


"What's up, Doc?"

Asura paused, watching the Shinigami pull out his smoking pipe.

"Another day off or are you just slacking on the job?"

He smirked at the silver haired man as he strode past him to grab and yank his Zanpakuto out of the tree. He twirled it about for a bit but then let it disappear.

"It's a wonder you Reapers get anything done at all."

He was deflecting with cutting remarks. Jokes, but sharp nonetheless.

There was a sudden cold gust of air. It caused his robes to flutter outward and pushed his hair back. There must be some sort of natural ventilation. The air down here was crisp, not stagnate like it can be in caves.

Asura hopped up onto the same boulder he was on before their last spar and it gave him an idea.

"Come on, Reaper. Show me you aren't completely useless."


He raised his brow and smirked, showing off a fanged, toothy grin. He was trying to bait the Shinigami into a fight, but it wasn't for any kind of fun. No, Asura was depressed and the only way he knew how to deal with it was to lash out... or distract himself.

"I'll give you the first shot for free, but be quick..."

His eyes suddenly went dark.

"Because I'll carve you up if you don't have the nerve to strike first."

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on Jul 27, 2022 16:48:04 GMT -5

"Another day off or are you just slacking on the job?"

It was not a wild question, Yoshinori supposed. Even if Asura couldn't possibly be aware of it, Yoshinori was an odd balance of considerable efficiency in the workplace and an almost convenient absence that would have brought about more serious disciplinary action had Yoshinori ever fallen behind on his work. Few truly knew the paradoxical nature of his work ethic, and even if it were more well known, it wasn't a concept that many would find common ground with the silver haired Third Seat on.

But that was fine.

"Come now, Asura. I was efficient enough to repel you from Egypt, so that has to count for something." Yoshinori quipped back, his words punctuated by a long stream of smoke expelled from his nostrils. His words weren't conveyed with a sharpness, but in fact reflecting a lax cadence that matched the rest of his body language. Maybe he was really intent on hiding his inner turmoil. Or maybe what he was smoking wasn't tobacco.

Removing his strange Zanpakuto from the tree trunk, Yoshinori's eyes silently trailed the Hollow as he hopped onto the same boulder from their previous engagement. A strange sense of nostalgia ran across Yoshinori's mind, and a soft smile ran across his face. Despite the spar's less than perfect outcome, it was the first time that Yoshinori had begun to see the person behind the Hollow status. It was the first time that he had begun to see Asura as a person.

And it was the first time Asura had seen him as such as well.

"Fine, but let's keep these surroundings nice and clean, alright? I'm sure Takano wouldn't like his beautiful underground paradise spoiled by any more mishaps, yes?"

Sealed Ball


Clapping his hands together, Yoshinori's spiritual energy would suddenly buffet outwards, the outward aura reflecting a bright blue color, while it's inner layers would reflect a reddish/black color. Emerald eyes focused on Asura, Yoshinori would lazily cast his right hand out towards the Hollow, and would indeed make the first move:

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

Sealed Ball


A spell that would quite familiar to Asura from his last bout with Yoshinori. A customized Kido spell born from the humble roots of Bakudo #4 Hainawa, Yoshinori's aura would coalesce around his right hand, before projecting outwards into tangible form. The blue aura would shoot outwards, a chain of pure Kido materializing as it shot out from the Third Seat's body. As if possessing a life of its own, the chain would seek to ensnare itself around Asura's body with surprising swiftness. If the Hollow permitted himself to be restrained, the chains would immediately tighten around his body, reflecting perhaps an even greater stopping power than the man might have experienced even a short time ago.

Assuming Asura was indeed restrained by Yoshinori's spell, the chains would immediately vanish, almost as if they became both invisible and intangible. Yet, their restraining sensation would remain consistent upon Asura's body, weighing down his body and making freedom of movement difficult. Adding insult to injury, Yoshinori's body would radiate a tangible aura once more, expanding its reach from his body as the Kido Specialist prepared his next Kido Spell.

"Hadō #11. Tsuzuri Raiden."

Sealed Ball


Dedicating more focus and energy into the spell than he normally would, a powerful expulsion of lightning energy would shoot from Yoshinori's body, traveling along the invisible chain that bound himself to Asura. Clasping his hands together once more, as the electricity shot towards Asura, it would seek to give the Hollow a rather shocking entry into their newest spar.

Yoshinori wasn't playing around today.

Post Count: 2 |

BATTLE TRACKER


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

OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Bonus Action: Yoshinori uses Hakufuku on Asura!
At-Will: Yoshinori uses Byakurai as an At-Will! (2/3 uses remaining)
Standard Action: Yoshinori uses Strike against Asura!




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

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

Need 95 or below to inflict Stagger - 2BN4bxLQ1d100 Success! Stagger inflicted!

Direct Damage Upon Infliction - 3d6




Standard Action: Hadō #11. Tsuzuri Raiden (Strike)
Acc - 1d100+60
Dmg - 1d11
Reishi Cost - 0 Rei
Special Effect (Versatile) - If attack successfully hits, 10 Reishi is drained.

At-Will Action: Hadō #11. Tsuzuri Raiden (Byakurai)
Acc - 1d100+60
Dmg - 2d11
Reishi Cost - 6 Rei (Potent Reduced)
Special Effect (Versatile) - If attack successfully hits, 1 Reishi is drained.

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




ACTIVE EFFECTS
Invigorate Uses (4/4 Uses Remaining))

RACE

SHINIGAMI: You gain the Resilience Keystone Trait Alacrity and it does not take up a Trait slot or require your Resilience Skill to be 30.

TECHS & SPELLS | STANDARD

BAKUDŌ #21: SEKIENTON: BONUS ACTION | This technique scales based on the type of attack it is used against. As a bonus action you avoid damage from all natural damage dice that roll a certain number or lower during your turn. For basic attacks, 8 or lower. For non-basic attacks, 10 or lower. Only damage rolled via dice is counted into calculations - any bonus damage is still counted. If you take zero damage from an attack this way, it counts as fully avoided. | -10 Reishi | (1/1 use remaining)
BAKUDŌ #44: SEKISHO: BONUS ACTION | You gain 30 Armor and are immune to status effects inflicted by attacks. | -10 Reishi | (0/1 use remaining)
BAKUDŌ #22: HAKUFUKU: BONUS ACTION | As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. | -5 Reishi | (1/2 uses remaining))
BAKUDŌ #39: ENKŌSEN: BONUS ACTION | As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.) | -10 Reishi | (2/2 uses remaining)
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK): AT-WILL | As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with. | -5 Reishi | (2/2 uses remaining)
BAKUDŌ #33: SŌEIGEKI: BONUS ACTION | As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. Frostbite drains for 5 Reishi per turn and lasts for two more turns after Cripple is removed. | -5 Reishi | (2/2 uses remaining)
BAKUDŌ #4: HAINAWA: BONUS ACTION | As a bonus action, you have an 80% chance to inflict two stacks of the Immobilize status on your target. | -5 Reishi | (2/2 uses remaining)
BAKUDŌ #19: SHIBIREYUBI: BONUS ACTION | As a bonus action you have a 80% chance to inflict two stacks of the Stun status on your target. | -5 Reishi | (2/2 uses remaining)

TECHS & SPELLS | ADVANCED

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



TECHS & SPELLS | FORBIDDEN

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



CLASS: CASTER | ADVANCED CLASS: MAGUS

ATTUNED - PASSIVE | As a passive effect, your max Reishi is increased by 50, you regain 3 Reishi at the end of your turn, and all non-basic Kido spells cost -5 less Reishi.

POTENT - PASSIVE |You start with the Enhanced Byakurai Basic Attack Spell and the cost is reduced to 6 Reishi.

VERSATILE - PASSIVE | As a passive effect, any turn where you use both a Kido Spell and a Non-Kido Technique, increase the Accuracy (by +15) and Damage Tier (by +2) of two attacks on that turn. Also, all successful attacks you land on that turn will drain your foe's Reishi as well as their HP/Armor. Total amount of Reishi drained will be equal to the lowest rolled damage die from the attack.

RATION - PASSIVE | As a passive effect your Advanced and Forbidden Kido Spells have a 30% chance to inflict the Immobilize or Stagger status effect (Choose one per thread). The max chance to inflict with any effect is 95%. The additional reishi cost is then siphoned to you for the duration.

TRAITS

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

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

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

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

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

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

RELEASE

FIRST RELEASE: Bonus Action. Boosts your base RL by 2x. | -2 Reishi per turn. | +5 Reflexes
ENHANCEMENT: STUBBORN - As a passive effect you gain +2 Armor at the end of your turn.
RELEASE ATTACK TECHNIQUE: PHANTOM FIRE - SINGLE | Single attack that rolls 4 damage dice against one target and has the Bashing Major Effect and Cripple Minor Effect. (Bashing: The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.) | -20 Reishi
RELEASE UTILITY TECHNIQUE: ILLUSION - BONUS ACTION | As a bonus action, you have a 60% (75% with Cleverness) chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. | 4 Turn Duration | -20 Reishi

SECOND RELEASE: Bonus Action / At-Will. Boosts your base RL by 4x. | -4 Reishi per turn. | +10 Reflexes
ENHANCEMENT: HEIGHTENED - As a passive effect your defense is increased by +5 against Non-Basic Attacks.
ENHANCEMENT: INSTINCTIVE - As a passive effect your defense is increased by +5 against Basic Attacks.
RELEASE ATTACK TECHNIQUE: PHANTOM FIRE - SINGLE | Single attack that rolls 4 damage dice against one target and has the Bashing Major Effect and Cripple Minor Effect. (Bashing: The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.) | -20 Reishi
RELEASE UTILITY TECHNIQUE: ILLUSION - BONUS ACTION | As a bonus action, you have a 60% (75% with Cleverness) chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. | 4 Turn Duration | -20 Reishi
RELEASE UTILITY TECHNIQUE: CONSUME - AT-WILL | As an-will action, you have a 75% chance (Cleverness) to gain the special status effect Glutton. When Glutton is activated, you passively siphon 5 Reishi from your foe(s) for each Standard Action they used on their turn. You may target up to 3 enemies. | 4/4 Uses Remaining | -0 Reishi



BASE REIATSU: 303,000 | CURRENT REIATSU: 303,000
HP: 80/80 | REISHI: 241/250 | DEF: 100 (110) | DMG DIE: d9 | ACC: +45


1d100·3d6·1d100+60·1d11·1d100+60·2d11
Last Edit: Jul 27, 2022 16:54:27 GMT -5 by Yoshinori Okamoto

ADMINISTRATOR

Shinigami

There are many causes I would die for, but not a single cause I would kill for.

Momoshiro Avatar

Momoshiro

Post by Momoshiro on Aug 2, 2022 3:10:22 GMT -5


A S U R A
Hollow - Independent


𝖳𝖠𝖦𝖲:


"Fine, but let's keep these surroundings nice and clean, alright? I'm sure Takano wouldn't like his beautiful underground paradise spoiled by any more mishaps, yes?"

Asura made a face, but nodded in a kind of grudging acceptance. He recalled the Menos that he unintentionally summoned.

"Tch."

The pink-haired Hollow widened his stance and took a defensive pose. He then grinned before gesturing for Yoshi to 'come at him.'

His nails extended into sharp claws and the black markings on his body glowed faintly with an intense red outline before fading away. He watched Yoshi's spiritual energy ramp up and billow outwards. Asura could feel the Shinigami's Reiatsu pushing against his own, like two different oceans meeting and clashing with one another.

Subconsciously, Asura's own innately corrupting reiryoku mixed with and contaminated Yoshi's energy. The feeling would be subtle, like a tingle up the back of your neck. Yoshi might sense something was off, but maybe not know the source. Or, then again, being an expert at Reishi manipulation, he might recognize it right away. Either way, Asura wasn't even aware he was perverting Yoshi's own energy.

Then came the familiar energy chains of Yoshi's Kongō Fūsa. Asura recalled them from their previous fight and had a feeling they would be coming out first. It quickly ensnared the white-robed Hollow and tightened against his body before disappearing entirely. The effect remained, just like before, but this time Asura was able to focus and shatter the hold the spell had on him.

His victory over the chains was short-lived as Yoshi did what he did best and compounded one spell on top of the previous one. This time it was Tsuzuri Raiden, another spell Asura was familiar with. The arc of electric energy traveled over the invisible chains and struck him directly, bolts of crackling electricity flowing over and around him.

He gritted his teeth as the bolts jumped around his body and singed his clothes and skin but by the time it was over, he was largely unaffected. His tough Hollow skin and regenerative abilities were keeping up with the damage output so far.

Asura's body shivered and he shook his limbs out like an athlete or a performer might do to get rid of the jitters.

"That tickled."

He chuckled to himself and without saying a word, he quickly thrust his hand forward and pointed back at the Shinigami. From the tip of his clawed finger, a blinding bolt of red electricity shot towards him. It was the same exact type of spell Yoshi had just tried to use on him but slightly changed.

"I've been working on this with Takano... manipulating and redistributing Reis-- Yow!"

He jumped a bit as an arc of the lightning energy struck back at him.

"Heh, well... still working out the kinks."

BATTLE INFO

SUMMARY
▢ Asura has Edge 1 on Yoshi! (Your RL must be 1.5x an opponent’s) - As a passive you gain +5 def against all foe's attacks, you reduce total damage taken by 1, you gain +1 bonus damage and +5 accuracy with all your attacks.
▢ Kaizō Kidō: Kongō Fūsa (Hakufuku) is successful!
--- Stagger is successful! (Does not inflict due to Barrier Armor)
--- Asura takes 4 Direct DMG!
▢ Hadō #11. Tsuzuri Raiden (Strike) | 109 ACC VS 85 | HIT! | 10 DMG!
--- Indomitable reduces that by 3 to 7 DMG
--- Yoshi takes 20 Damage back per Resist (Retribution)! (RPed as Bolt attack)
--- Asura is drained of 10 Reishi!
--- Yoshi is siphoned of 3 Reishi! (Reiryoku Absorption)
--- Yoshi is drained of 10 Reishi! (Rebuke)
▢ Hadō #11. Tsuzuri Raiden (Byakurai) | 103 ACC VS 85 | HIT! | 2 DMG!
--- Indomitable reduces that by 3 to 0 DMG
--- Yoshi takes 4 Damage back per Resist (Retribution)! (RPed as Bolt attack)
--- Asura is drained of 1 Reishi!
--- Yoshi is siphoned of 6 Reishi! (Reiryoku Absorption)
--- Yoshi is drained of 1 Reishi! (Rebuke)
▢ Asura takes a total of 11 DMG this round!
--- DR from Edge 1 reduces that to 10 DMG!
--- Guard reduces that to 0 DMG! (Deals 4 Direct DMG back per Enhanced Guard (Retribution)! RPed as Bolt attack)

ACTIONS
PASSIVE: Endure (+15 Armor) | Dauntless (+10 Armor)
AT-WILL: Guard (-5 Reishi / +10 DR) | Reiryoku Absorption | | Rebuke | Talented (Extra use of Barrier)
BONUS ACTION #1: Barrier 1 (-10 Reishi / +30 Armor & immune to non-special status effects)
BONUS ACTION #2: Barrier 2 (-10 Reishi / +30 Armor & immune to non-special status effects)
STANDARD ACTION #1:

ACC ROLL: N/A
DMG ROLL: N/A



STATS
REIATSU LEVEL: 552,000 (Base: 276,000)
ARMOR: 30/30 (Barrier 1) | 30/30 (Barrier 2) | 25/25 (Endure & Dauntless)
HP: 105/105
REISHI: 173/200
DEF: 80 (+5 per EDGE 1)
ACC: +50 (+5 per EDGE 1)
DMG TIER: d9 (+1 Bonus Dmg per EDGE 1)



NOTES
EDGE 1 - (Your RL must be 1.5x an opponent’s) - As a passive you gain +5 def against all foe's attacks, you reduce total damage taken by 1, you gain +1 bonus damage and +5 accuracy with all your attacks.

Reishi Calculations: 200 - 25 (Turn Actions) - 11 (Yoshi's Versatile) = 164 + 9 (Reiryoku Absorption) = 173



RACE

ARRANCAR: You gain the Resilience Keystone Trait Indomitable and it does not take up a Trait slot or require your Resilience Skill to be 35.



CLASS
COMMANDER | CONQUEROR

ENDURING MORALE: PASSIVE | Resilience is increased by +5, but when fighting side-by-side with an ally, Resilience is increased by +10 for yourself and all allies for the remainder of combat. Does not stack with other Commander Class players. These bonus points also bypass the normal level cap of 50.

DAUNTLESS: PASSIVE | You start with the Enhanced Guard Basic Technique and begin each battle with +10 Armor. As a passive effect, you can use the Guard tech as an at-will action and can use the Intercept technique an unlimited number of times.

RETRIBUTION: PASSIVE | As long as you remain at max HP by the end of your turn; any tech, trait, or ability that deals "thorns" damage or direct/status damage back at a user when they hit you is now doubled. (Example thorns abilities include the Resist Trait and the Standard Tech Bound Lightning.) This effect is also applied to any allies fighting alongside you. (As long as they also remain at max HP.) Does not stack with other Commander Class players.

FIGHTING SPIRIT: PASSIVE | You gain the Grit Trait and it does not take up a Trait Slot. It also does not require a Resilience Skill of 40. Grit is also applied to any allies fighting alongside you who do not already possess the trait. (As long as they also remain below 50% HP.)



TRAITS

INDOMITABLE (RACIAL PERK): PASSIVE | You gain +3 Damage Reduction (DR) per attack on your turn.

GRIT (CLASS PERK): PASSIVE | When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +10, Defense by +10, Damage Tier by +2, and DR by +2.

ENDURE: PASSIVE | Start each combat thread with +15 Armor.

RESIST: PASSIVE |  When hit with any attack, you deal direct damage back to the attacker equal to the lowest rolled natural dice of the attack that hit you.

REBUKE: AT-WILL | When hit with any attack, you deal Reishi drain back to the attacker equal to the lowest rolled natural dice of the attack that hit you.

TALENTED: AT-WILL | 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)

TEMPERED: PASSIVE | 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.



RELEASES

1ST RELEASE: -0 Reishi per turn | PASSIVE | Boosts your base RL by 2x.

ENHANCEMENT: EFFICIENT (As a passive effect, your Releases now cost -2 less Reishi to maintain per turn. )

ATK TECHNIQUE: CLEAVE -25 Reishi | AREA | Area attack that rolls 4 damage dice against one to three targets and has the Delay Major Effect. (Delay: The turn after the attack misses its target you may spend an at-will action for a 75% chance to deal Delayed damage. A Delayed attack deals direct damage in value equal to the highest natural die roll from its damage rolls. Delayed attacks cannot inflict status effects.

DEF/UTIL TECHNIQUE: HUSK -20 Reishi | BONUS | You negate half the damage taken from all attacks, even critical hits. (3/3)

2ND RELEASE: -6 Reishi per turn | BONUS | Boosts your base RL by 4x.

ENHANCEMENTS: RESTORING & STUBBORN (As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state.) & (As a passive effect you gain +2 Armor at the end of your turn.)

ATK TECHNIQUE: CLEAVE -25 Reishi | AREA | Area attack that rolls 4 damage dice against one to three targets and has the Delay Major Effect. (Delay: The turn after the attack misses its target you may spend an at-will action for a 75% chance to deal Delayed damage. A Delayed attack deals direct damage in value equal to the highest natural die roll from its damage rolls. Delayed attacks cannot inflict status effects.

DEF/UTIL TECHNIQUE: BREACH -20 Reishi | BONUS | You redirect a single non-critical attack that would have hit you and deal its full damage back at a foe of your choice as direct damage. If your attack is redirected via Breach, you cannot use Breach to then send a Breached attack back at the caster. (3/3)



TECHS & SPELLS | STANDARD


BARRIER: -10 Reishi | BONUS | You gain 30 Armor and are immune to non-special status effects inflicted by attacks. (0/1)

ENKŌSEN: -10 Reishi | BONUS | Negate half the damage from two attacks that hit you during your turn (even critical hits.) (2/2)

CLEANSE: -5 Reishi per Stack | BONUS | As a bonus action remove a single stack of one non-special status effect on yourself or an ally.

KEIKATSU: -5 Reishi | AT-WILL | Restore 30 HP to self or a comrade. Once per target. (1/1)

REIRYOKU ABSORPTION: AT-WILL | Choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. (2/3)

BOUND LIGHTNING: -10 Reishi | BONUS | Choose two attacks that hit you during your turn. Deal 3 direct damage back to the attacker per damage die rolled on each attack. This damage bypasses all DR. (2/2)

HOLY SLAVE: -10 Reishi | BONUS | You have a 60% chance to inflict the special Enslaved status on your target. On their next turn, Enslaved foes will use up a standard action to roll an area attack that deals 3d6 direct damage to themselves and their allies. (1/1)

HAKUFUKU: -5 Reishi | BONUS | You have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. (2/2)



TECHS & SPELLS | ADVANCED

HIGH-SPEED REGENERATION: -15 Reishi | BONUS | Roll a 2d8. For the duration of this technique, at the end of your turn, regain HP equivalent to the results of the roll. Cannot use this technique while Bandage is active. Duration of 3 turns. (1/1)

HIERRO: -20 Reishi | BONUS | For the duration of this technique, reduce all regular and direct (non-critical) incoming damage by 20% (rounded down to the nearest whole number). Duration of 3 turns. (1/1)

SUMMON MENOS: -15 Reishi | AT-WILL | You summon a Gillian Menos into the battle. It fires a Cero that automatically deals 3d12 direct damage to all foes. (1/1)

BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER): -15 Rieshi | BONUS | Remove all status effects (non-special.) Can be used on self or a comrade. (1/1)



TECHS & SPELLS | FORBIDDEN

BAKUDŌ #84: RYŪBI NO JŌMON (THE GATE OF DRAGON TAIL): -25 Reishi | BONUS | You gain +10 armor per each damage die rolled with a single attack that has targeted you. If the enemy used multiple attacks on their turn, then it is only the attack with the most damage dice that is counted. If targeted by multiple foes at the same time, you may gain armor from their attacks in the same fashion as well. One attack per foe. (1/1)
Last Edit: Aug 5, 2022 5:21:16 GMT -5 by Momoshiro

PLAYER

13th Division - Vice Captain

"Enjoy yourself while you can."

Yoshinori Okamoto Avatar

Yoshinori Okamoto

Post by Yoshinori Okamoto on Aug 6, 2022 0:37:15 GMT -5

Did Yoshinori expect to finish this attack in the first go? No. He had done battle with Asura too many times to be so naïve.

Did he expect things to go wrong so quickly? No, he did not.

First was the corrupting essence of Asura's own aura. Being someone dedicated to the craft of Reishi manipulation as he was, Yoshinori was acutely aware of his own spiritual presence, especially given how much time he dedicated to active study and creation of new Kido spells to play with. As such, when Asura began to exert his own influence over Yoshinori's aura, the Third Seat immediately retracted his presence, the buffeting aura calming down to a simple blue colored outline that defined his features. But the damage was already done. Yoshinori could feel a portion of his strength leaving him, feeding the ever consuming monster that was Asura's own presence.

Every time I face him, he becomes stronger.

On one hand, Yoshinori couldn't help but feel impressed. The pink-haired Hollow's ability to learn and adapt eclipsed that of many he knew. In fact, Yoshinori was certain that it well eclipsed his own. That, paired with obvious signs of compassion from their last bout, gave Yoshinori some security that the Hollow could eventually become a valued ally, and a force for good overall. But at the same time, Yoshinori couldn't help but feel the age old feelings of suspicion creeping into his heart. The knowledge that if Asura ever flipped the script, Yoshinori wouldn't be strong enough to put him down.

Aren't you tired of the bloodshed? Stop thinking like that.

His thoughts were suddenly interrupted by the flash of electricity that ran across his body. Gritting his teeth at the Hollow's own wild attempt at Kido, it took nearly all of Yoshinori's concentration to maintain a hasty defense, his aura acting as a shield that protected his flesh from the volatile electricity. It was only when the electricity finally began to fade, that the silver haired Shinigami would speak.

"You learned the intricacies of Kido quicker than I did." He praised. Raising his right knuckle to his lips, Yoshinori's next actions were rather peculiar. He kissed his knuckle.

Sealed Ball


Chains once more materializing on that hand as he completed the action, Asura would be able to feel the sudden tugging of chains reappearing across his body, attempting to ensnare him once more. His body fizzling out of view, Yoshinori would seek to close the distance between himself and Asura with a rapid Shunpo. Appearing suspended in midair a few meters away to Asura's right, Yoshinori would suddenly whip his right hand forward, sending a linked chain forward from his middle finger. At the end of the chain was a small blade, augmented by refined Reishi to possess extreme cutting power. While considerably dangerous for a spar, Yoshinori had enough experience with Asura by now to realize that his hardened skin could only be broken by the most considerable of Kido spells.

Sealed Ball


"Has Takano been treating you well?" Yoshinori asked.

Post Count: 3 |

BATTLE TRACKER


DEFENSIVE SUMMARY
Enemy Action: Yoshinori takes 28 direct damage! Absorbed by Armor!
Enemy Action: Yoshinori is drained/siphoned of 20 Reishi!

OFFENSIVE SUMMARY
Versatile Passive Active! - Yoshinori gains +15 Accuracy to two attacks this turn + increased Dmg Tier by 2
Bonus Action: Yoshinori uses Focus Energy to gain +15 Accuracy to all attacks! Attacks cannot be Guarded!
At-Will: Yoshinori uses Sense to gain +5 Accuracy and +5 Defense this turn!
Standard Action: Yoshinori uses Byakurai against Asura!
Standard Action: Yoshinori uses Sokatsui against Asura! Magus Passive Ration is active! Immobilize has been chosen!




Bonus Action: Mastery of the Arcane (Focus Energy) - Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard. | -10 Reishi

At-Will Action: Pinpoint Accuracy (Sense) - You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. | No Reishi Cost (2 Uses Remaining)




Standard Action: Kaizō Kidō: Kongō Fūsa (Sokatsui)
Acc - fkCSv1Ut1d100+90
Dmg - 3d11 +8 = 24 DMG
Reishi Cost - 10 Rei
Charging Major Effect - Focus Energy grants this technique an additional +10 Accuracy
Burn Minor Effect Chance (65%) - 1d100 Success!
Special Effect - Does bonus damage equal to the highest rolled damage dice against users who are in their Released state and/or have Edge against you.
Special Effect (Versatile) - If attack successfully hits, 1 Reishi is drained.
Special Effect (Focus Energy) - Cannot be Guarded

Passive Effect (Ration) - As a passive effect your Advanced and Forbidden Kido Spells have a 30% chance to inflict the Immobilize or Stagger status effect (Choose one per thread). The max chance to inflict with any effect is 95%. The additional reishi cost is then siphoned to you for the duration. | Yoshinori chooses Immobilize!

Need 45 or below (Cleverness) to inflict Immobilize - 1d100

Standard Action: Kaizō Kidō: Kongō Fūsa (Byakurai)
Acc - 1d100+80
Dmg - 2d11
Reishi Cost - 6 Rei (Potent Reduced)
Special Effect (Versatile) - If attack successfully hits, 1 Reishi is drained.
Special Effect (Focus Energy) - Cannot be Guarded

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




ACTIVE EFFECTS
Invigorate Uses (4/4 Uses Remaining))
2/30 Armor
Immune to Statuses Inflicted By Attacks

RACE

SHINIGAMI: You gain the Resilience Keystone Trait Alacrity and it does not take up a Trait slot or require your Resilience Skill to be 30.

TECHS & SPELLS | STANDARD

BAKUDŌ #21: SEKIENTON: BONUS ACTION | This technique scales based on the type of attack it is used against. As a bonus action you avoid damage from all natural damage dice that roll a certain number or lower during your turn. For basic attacks, 8 or lower. For non-basic attacks, 10 or lower. Only damage rolled via dice is counted into calculations - any bonus damage is still counted. If you take zero damage from an attack this way, it counts as fully avoided. | -10 Reishi | (1/1 use remaining)
BAKUDŌ #44: SEKISHO: BONUS ACTION | You gain 30 Armor and are immune to status effects inflicted by attacks. | -10 Reishi | (0/1 use remaining)
BAKUDŌ #22: HAKUFUKU: BONUS ACTION | As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. | -5 Reishi | (1/2 uses remaining))
BAKUDŌ #39: ENKŌSEN: BONUS ACTION | As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.) | -10 Reishi | (2/2 uses remaining)
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK): AT-WILL | As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with. | -5 Reishi | (2/2 uses remaining)
BAKUDŌ #33: SŌEIGEKI: BONUS ACTION | As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. Frostbite drains for 5 Reishi per turn and lasts for two more turns after Cripple is removed. | -5 Reishi | (2/2 uses remaining)
BAKUDŌ #4: HAINAWA: BONUS ACTION | As a bonus action, you have an 80% chance to inflict two stacks of the Immobilize status on your target. | -5 Reishi | (2/2 uses remaining)
BAKUDŌ #19: SHIBIREYUBI: BONUS ACTION | As a bonus action you have a 80% chance to inflict two stacks of the Stun status on your target. | -5 Reishi | (2/2 uses remaining)

TECHS & SPELLS | ADVANCED

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



TECHS & SPELLS | FORBIDDEN

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



CLASS: CASTER | ADVANCED CLASS: MAGUS

ATTUNED - PASSIVE | As a passive effect, your max Reishi is increased by 50, you regain 3 Reishi at the end of your turn, and all non-basic Kido spells cost -5 less Reishi.

POTENT - PASSIVE |You start with the Enhanced Byakurai Basic Attack Spell and the cost is reduced to 6 Reishi.

VERSATILE - PASSIVE | As a passive effect, any turn where you use both a Kido Spell and a Non-Kido Technique, increase the Accuracy (by +15) and Damage Tier (by +2) of two attacks on that turn. Also, all successful attacks you land on that turn will drain your foe's Reishi as well as their HP/Armor. Total amount of Reishi drained will be equal to the lowest rolled damage die from the attack.

RATION - PASSIVE | As a passive effect your Advanced and Forbidden Kido Spells have a 30% chance to inflict the Immobilize or Stagger status effect (Choose one per thread). The max chance to inflict with any effect is 95%. The additional reishi cost is then siphoned to you for the duration.

TRAITS

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

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

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

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

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

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

RELEASE

FIRST RELEASE: Bonus Action. Boosts your base RL by 2x. | -2 Reishi per turn. | +5 Reflexes
ENHANCEMENT: STUBBORN - As a passive effect you gain +2 Armor at the end of your turn.
RELEASE ATTACK TECHNIQUE: PHANTOM FIRE - SINGLE | Single attack that rolls 4 damage dice against one target and has the Bashing Major Effect and Cripple Minor Effect. (Bashing: The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.) | -20 Reishi
RELEASE UTILITY TECHNIQUE: ILLUSION - BONUS ACTION | As a bonus action, you have a 60% (75% with Cleverness) chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. | 4 Turn Duration | -20 Reishi

SECOND RELEASE: Bonus Action / At-Will. Boosts your base RL by 4x. | -4 Reishi per turn. | +10 Reflexes
ENHANCEMENT: HEIGHTENED - As a passive effect your defense is increased by +5 against Non-Basic Attacks.
ENHANCEMENT: INSTINCTIVE - As a passive effect your defense is increased by +5 against Basic Attacks.
RELEASE ATTACK TECHNIQUE: PHANTOM FIRE - SINGLE | Single attack that rolls 4 damage dice against one target and has the Bashing Major Effect and Cripple Minor Effect. (Bashing: The target of this attack loses 5 Reishi and -5% of their Base Reiatsu Level on hit. The maximum Base RL loss from all sources is 50%.) | -20 Reishi
RELEASE UTILITY TECHNIQUE: ILLUSION - BONUS ACTION | As a bonus action, you have a 60% (75% with Cleverness) chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. | 4 Turn Duration | -20 Reishi
RELEASE UTILITY TECHNIQUE: CONSUME - AT-WILL | As an-will action, you have a 75% chance (Cleverness) to gain the special status effect Glutton. When Glutton is activated, you passively siphon 5 Reishi from your foe(s) for each Standard Action they used on their turn. You may target up to 3 enemies. | 4/4 Uses Remaining | -0 Reishi



BASE REIATSU: 303,000 | CURRENT REIATSU: 303,000
HP: 80/80 | REISHI: 198/250 | DEF: 100 (110) | DMG DIE: d9 | ACC: +45


1d100+90·3d11·1d100·1d100·1d100+80·2d11
Last Edit: Aug 6, 2022 0:42:51 GMT -5 by Yoshinori Okamoto

ADMINISTRATOR

Shinigami

There are many causes I would die for, but not a single cause I would kill for.

Momoshiro Avatar

Momoshiro

Post by Momoshiro on Aug 7, 2022 21:01:27 GMT -5


A S U R A
Hollow - Independent


𝖳𝖠𝖦𝖲:


"You learned the intricacies of Kido quicker than I did."


Asura nodded at the compliment but what Yoshi didn't know or maybe didn't realize was that Asura didn't know anything about Kido, spells or otherwise. All he was able to do was absorb that Reishi and redistribute it back out again, almost like controlling a current. He couldn't create or destroy it, just manipulate that energy. What Takano had helped him with was the finer details of that control.

What Asura found impressive was Yoshi's ability to actually create all new spells by merging or adapting existing ones. It was similar to what he could do, but so much more intricate and efficient. The Shinigami made it look easy. To Asura, that was more remarkable than what he could do.

He raised a brow as Yoshi lifted his fist up and kissed his knuckle. Suddenly, the very same chains as before materialized on Yoshi's hand. Asura could then feel the invisible chains around his body pull towards Yoshi. The pink-haired Hollow narrowed his eyes and watched to see what Yoshi would do next, excited and curious all at the same time.

Asura kind of enjoyed being a punching bag... but not in a weird masochistic sort of way. He was very willing to take the hits and let his friends test out their abilities on him. He could take it when others couldn't. That and he was helping them reach their potential which he took great pride in.

Overall, he was just glad to have friends at all.

Suddenly Yoshi's form dissipated and then he reappeared on his right side, hovering in mid-air. He slung his arm around and sent a chain with a blade on the end flying toward Asura.

"Hrk!"

The blade sunk into Asura's chest, completely embedding itself so that the blade could no longer be seen at all. Asura had the sudden realization that if he weren't who he was, this attack would have killed him. He reached up and grabbed the chain. He could feel the Reishi flowing through it, coming from Yoshi. He plucked the blade from his chest and tossed the chain away. The wound closed up quickly, leaving just a faint stain of blood behind.

Asura looked at his hand, he could see Yoshi's Reishi mixing and merging with his own.

"Has Takano been treating you well?"

Again, Asura nodded and crouched down. He put that hand down atop the ground and grinned.

"He is a good teacher. Let me show you some more of what I've learned."

The ground around the two quaked slightly as Asura directed the merged Reishi into it. Then, abruptly, bladed chains shot out of the earth all around Yoshi, all aimed at either ensnaring or piercing him. They were entirely constructs created out of the Reishi. They looked similar to Yoshi's but crooked and jagged. The chains were interwoven with what looked like tendrils or blood vessels almost as if they were a part of Asura's body.

BATTLE INFO

SUMMARY
▢ Asura has Edge 1 on Yoshi! (Your RL must be 1.5x an opponent’s) - As a passive you gain +5 def against all foe's attacks, you reduce total damage taken by 1, you gain +1 bonus damage and +5 accuracy with all your attacks.
▢ Kaizō Kidō: Kongō Fūsa (Sokatsui) | 153 ACC VS 85 | HIT! | 24 DMG!
--- Indomitable reduces that by 3 to 21 DMG
--- Yoshi takes 2 Damage back per Resist (Retribution)! (RPed as Chain attack)
--- Asura is drained of 1 Reishi!
--- Yoshi is drained of 1 Reishi! (Rebuke)
--- Immobilize is not successful!
▢ Kaizō Kidō: Kongō Fūsa (Byakurai) | 84 ACC VS 85 | MISS! | 0 DMG!
▢ Asura takes a total of 21 DMG this round!
--- DR from Edge 1 reduces that to 20 DMG!
--- Asura takes 20 DMG to Barrier 1 Armor which reduces it to 10!

ACTIONS
PASSIVE:
AT-WILL: Rebuke
BONUS ACTION #1: Chain Attack (Holy Slave / -10 Reishi)
BONUS ACTION #2: Chain Attack (Hakufuku / -5 Reishi)
BONUS ACTION #3: Invigorate (+25 Reishi)

HOLY SLAVE CHANCE ROLL: UoR_Zevo1d100 ≤ 60% SUCCESS!
You have a 60% chance to inflict the special Enslaved status on your target. On their next turn, Enslaved foes will use up a standard action to roll an area attack that deals 3d6 direct damage to themselves and their allies.

HAKUFUKU CHANCE ROLL: 1d100 ≤ 80% FAILURE!
HAKUFUKU DMG ROLL: 3d6
You have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage.



STATS
REIATSU LEVEL: 552,000 (Base: 276,000)
ARMOR: 10/30 (Barrier 1) | 30/30 (Barrier 2) | 25/25 (Endure & Dauntless)
HP: 105/105
REISHI: 182/200
DEF: 80 (+5 per EDGE 1)
ACC: +50 (+5 per EDGE 1)
DMG TIER: d9 (+1 Bonus Dmg per EDGE 1)



NOTES
EDGE 1 - (Your RL must be 1.5x an opponent’s) - As a passive you gain +5 def against all foe's attacks, you reduce total damage taken by 1, you gain +1 bonus damage and +5 accuracy with all your attacks.

Reishi Calculations: 173 - 15 (Turn Actions) - 1 (Yoshi's Versatile) = 157 + 25 (Invigorate) = 182

Invigorate: 25/100 Reishi Regained



RACE

ARRANCAR: You gain the Resilience Keystone Trait Indomitable and it does not take up a Trait slot or require your Resilience Skill to be 35.



CLASS
COMMANDER | CONQUEROR

ENDURING MORALE: PASSIVE | Resilience is increased by +5, but when fighting side-by-side with an ally, Resilience is increased by +10 for yourself and all allies for the remainder of combat. Does not stack with other Commander Class players. These bonus points also bypass the normal level cap of 50.

DAUNTLESS: PASSIVE | You start with the Enhanced Guard Basic Technique and begin each battle with +10 Armor. As a passive effect, you can use the Guard tech as an at-will action and can use the Intercept technique an unlimited number of times.

RETRIBUTION: PASSIVE | As long as you remain at max HP by the end of your turn; any tech, trait, or ability that deals "thorns" damage or direct/status damage back at a user when they hit you is now doubled. (Example thorns abilities include the Resist Trait and the Standard Tech Bound Lightning.) This effect is also applied to any allies fighting alongside you. (As long as they also remain at max HP.) Does not stack with other Commander Class players.

FIGHTING SPIRIT: PASSIVE | You gain the Grit Trait and it does not take up a Trait Slot. It also does not require a Resilience Skill of 40. Grit is also applied to any allies fighting alongside you who do not already possess the trait. (As long as they also remain below 50% HP.)



TRAITS

INDOMITABLE (RACIAL PERK): PASSIVE | You gain +3 Damage Reduction (DR) per attack on your turn.

GRIT (CLASS PERK): PASSIVE | When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +10, Defense by +10, Damage Tier by +2, and DR by +2.

ENDURE: PASSIVE | Start each combat thread with +15 Armor.

RESIST: PASSIVE |  When hit with any attack, you deal direct damage back to the attacker equal to the lowest rolled natural dice of the attack that hit you.

REBUKE: AT-WILL | When hit with any attack, you deal Reishi drain back to the attacker equal to the lowest rolled natural dice of the attack that hit you.

TALENTED: AT-WILL | 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)

TEMPERED: PASSIVE | 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.



RELEASES

1ST RELEASE: -0 Reishi per turn | PASSIVE | Boosts your base RL by 2x.

ENHANCEMENT: EFFICIENT (As a passive effect, your Releases now cost -2 less Reishi to maintain per turn. )

ATK TECHNIQUE: CLEAVE -25 Reishi | AREA | Area attack that rolls 4 damage dice against one to three targets and has the Delay Major Effect. (Delay: The turn after the attack misses its target you may spend an at-will action for a 75% chance to deal Delayed damage. A Delayed attack deals direct damage in value equal to the highest natural die roll from its damage rolls. Delayed attacks cannot inflict status effects.

DEF/UTIL TECHNIQUE: HUSK -20 Reishi | BONUS | You negate half the damage taken from all attacks, even critical hits. (3/3)

2ND RELEASE: -6 Reishi per turn | BONUS | Boosts your base RL by 4x.

ENHANCEMENTS: RESTORING & STUBBORN (As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state.) & (As a passive effect you gain +2 Armor at the end of your turn.)

ATK TECHNIQUE: CLEAVE -25 Reishi | AREA | Area attack that rolls 4 damage dice against one to three targets and has the Delay Major Effect. (Delay: The turn after the attack misses its target you may spend an at-will action for a 75% chance to deal Delayed damage. A Delayed attack deals direct damage in value equal to the highest natural die roll from its damage rolls. Delayed attacks cannot inflict status effects.

DEF/UTIL TECHNIQUE: BREACH -20 Reishi | BONUS | You redirect a single non-critical attack that would have hit you and deal its full damage back at a foe of your choice as direct damage. If your attack is redirected via Breach, you cannot use Breach to then send a Breached attack back at the caster. (3/3)



TECHS & SPELLS | STANDARD


BARRIER: -10 Reishi | BONUS | You gain 30 Armor and are immune to non-special status effects inflicted by attacks. (0/1)

ENKŌSEN: -10 Reishi | BONUS | Negate half the damage from two attacks that hit you during your turn (even critical hits.) (2/2)

CLEANSE: -5 Reishi per Stack | BONUS | As a bonus action remove a single stack of one non-special status effect on yourself or an ally.

KEIKATSU: -5 Reishi | AT-WILL | Restore 30 HP to self or a comrade. Once per target. (1/1)

REIRYOKU ABSORPTION: AT-WILL | Choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. (2/3)

BOUND LIGHTNING: -10 Reishi | BONUS | Choose two attacks that hit you during your turn. Deal 3 direct damage back to the attacker per damage die rolled on each attack. This damage bypasses all DR. (2/2)

HOLY SLAVE: -10 Reishi | BONUS | You have a 60% chance to inflict the special Enslaved status on your target. On their next turn, Enslaved foes will use up a standard action to roll an area attack that deals 3d6 direct damage to themselves and their allies. (0/1)

HAKUFUKU: -5 Reishi | BONUS | You have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. (1/2)



TECHS & SPELLS | ADVANCED

HIGH-SPEED REGENERATION: -15 Reishi | BONUS | Roll a 2d8. For the duration of this technique, at the end of your turn, regain HP equivalent to the results of the roll. Cannot use this technique while Bandage is active. Duration of 3 turns. (1/1)

SUMMON MENOS: -15 Reishi | AT-WILL | You summon a Gillian Menos into the battle. It fires a Cero that automatically deals 3d12 direct damage to all foes. (1/1)

BAKUDŌ #40: GOYŌGAI (FIVE SUPPORT COVER): -15 Rieshi | BONUS | Remove all status effects (non-special.) Can be used on self or a comrade. (1/1)

BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL): -20 Rieshi | BONUS | You either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure. They are then forced to spend a Standard Action on their turn to break free. (1/1)



TECHS & SPELLS | FORBIDDEN

BAKUDŌ #84: RYŪBI NO JŌMON (THE GATE OF DRAGON TAIL): -25 Reishi | BONUS | You gain +10 armor per each damage die rolled with a single attack that has targeted you. If the enemy used multiple attacks on their turn, then it is only the attack with the most damage dice that is counted. If targeted by multiple foes at the same time, you may gain armor from their attacks in the same fashion as well. One attack per foe. (1/1)
1d100·1d100·3d6
Last Edit: Aug 11, 2022 9:28:04 GMT -5 by Momoshiro