Bleach Hereafter RPG

Daisho's Creations

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jul 12, 2022 14:58:14 GMT -5


Hibano
Location: Germany
Status: Alive

Tags:


In the dead of night, a chase was taking place over the rooftops of a sleeping European city. One was a wounded Hollow, dragging itself throughout the sky and the roofs, breaking apart tiles, panels and TV antennas as it went with a dismembered arm, pushing itself forward in desperation. Another was a lone swordsman with a red jacket, leaping past buildings gracefully and maintaining his distance towards the Hollow without much difficulty.

The Hollow probably did not know why its hunt for wayward souls in the night was interrupted, but now it was desperately seeking for the opportunity to escape so it can retreat to its home dimension. No dice, however. The chase reached a street crossing, an empty gap now getting in the way of the Hollow's retreat - so, it leapt to the sky. Hibano leapt right after it, immediately catching up.

Before the creature could even realize what was going on, several powerful slashes diced it apart, cleaving it into several pieces and sending a gust of wind across the neighbourhood. Flying past with his momentum, Hibano landed on the street with a slide, where he shoved his Asauchi back into its sheath with a powerful clang.

Ever so often, he'd find Hollows like these terrorizing lost souls and causing a ruckus, their spiritual signature easy to sense from a mile away - but so far, none of them seemed to be able to pose a threat to him.

Initiative - z13Qny3j1d1001d100
Last Edit: Jul 12, 2022 16:28:56 GMT -5 by Hibano

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 Jul 13, 2022 20:25:20 GMT -5

Initiative Roll: F84pmlwq1d100




A S U R A
Hollow - Independent


𝖳𝖠𝖦𝖲:


"Aww man... that was the last one in this area."

The pink haired, tattooed man stepped out of the shadows with a look of disappointment spread across his pale face. With red eyes he watched as the hollow's body disintegrated into spirit particles and then dispersed up into the night sky. Those same eyes slowly moved toward the direction the monster had come from. He could see the little hints of the chase. The broken tiles and bent antenna towers among other things.

He sighed and slowly walked across the rooftop, his white robe flapping around him in the wind. When he got to the edge he finally turned his head to look in the direction of what he only assumed was a fullbringer. He smelled like the others he had met of the same type. He certainly didn't smell like a shinigami or a quincy. Then again, he himself was living proof that assumptions weren't always accurate.

Suddenly his stomach growled loudly and he made a face. He was so hungry. He had been training in Haven for months now, working with Takano and Yoshi. The entire time he hadn't eaten a single soul. His shinigami body provided endless amounts of Reiryoku for his parasite body to feed off of but it was only enough to keep him alive and not enough to really sate his natural hunger. He was lucky Daisho found this body so he can survive, but still needed to eat.

Asura was practically running on fumes. His mouth watered looking at the spiritual energy coming off of the fullbringer.

"I promised I wouldn't eat innocent people but for you I might make an exception..."1d100
Last Edit: Jul 14, 2022 13:31:38 GMT -5 by Momoshiro

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jul 14, 2022 13:12:04 GMT -5


Hibano
Location: Germany
Status: Alive

Tags:


It did not take Hibano long to realize that he was still not alone.

Hibano remained standing in the middle of the street, his eyes glancing from one side to another, trying to ascertain where this slightly nauseating feeling was coming from - as if something incredibly powerful, yet also painfully corrupted, had just arrived to his vicinity, and was setting its eyes upon him. At first, he thought that the Hollow may not yet be gone, but, the faint crack of a roof tile being stepped upon in the distance alarmed the teen that this was something else.

Hibano turned around. A man with pink, spiky hair was looking down upon him from above, standing on the edge of a house's roof. Tattoos surrounded two reddish eyes, staring straight at him. The Reiatsu did not feel like that of a Hollow's, but still wasn't quite right.

The teen did not expect much good news to come from the man's mouth - and he soon confirmed that guess, declaring that Hibano will become his next meal. That sort of introduction hardly required any further elaboration. Hibano immediately drew his Asauchi, raising it over his head in a defensive posture.

"Who are you?" he immediately called out - though, he did not expect much of an answer. His body was already bracing for impact.

HIBANO
DEFENSIVE PHASE
Nothing yet.




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

Standard Action: Matter Soul Manipulation, -25 Reishi
Choose HATE: As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit.

Standard Action: No action



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

Matter Soul Manipulation: As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit.

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.
(0/4)
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
(0/2)
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
(0/2)
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)
Mirror Opening - As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect. This attack always applies bonus damage as if it were a critical hit. If you roll a critical hit, then you double the normal bonus damage. -15 Reishi
(0/2)
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)
Soul Recharge - As a bonus action you leech half of the Reishi that your opponent spent on two of their attacks. You can then either keep that Reishi or add bonus damage to a single type attack equal to the amount of Reishi you previously leeched. You must use that leeched Reishi in the turn this is activated whether it is added to an attack or kept to replenish your own. You also have a 50% chance to inflict the special status effect Sapped that leeches 10 extra Reishi. Sapped also reduces max Reishi by 15.
(0/1)

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)
Bakudo #81: Danku - As a bonus action, you conjure this protective wall and avoid all attacks targeting you this turn, even critical hits. Cannot be used against Hadō spells higher than #88., -25 Reishi
(0/1)

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: 75/75 | REISHI: 163/200 | DEF: 115 (100) | DMG DIE: d10 | ACC: +45

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 Jul 14, 2022 17:12:53 GMT -5


A S U R A
Hollow - Independent


𝖳𝖠𝖦𝖲:


"Who are you?"

The kid called out, questioning the Hollow who was practically drooling at this point. Asura licked his lips and was about to answer, but he was rudely interrupted by an uninvited third party.

A roar echoed out above them as a rip in space and time tore through the once tranquil skies and out of the tear clawed a gigantic Gillian-class Menos! Without a moment's hesitation, it opened its huge mouth and launched a giant red cero right at the teenager. The beam would have caught Asura too, but he jumped out of the way at the last second.



Even before the beam had fully dissipated, Asura appeared next to its head and growled loudly.

"Die you damn pest! He's not yours to eat!"

Then he decapitated the huge creature with one slash of his claws before landing back down onto another rooftop. He looked back up to see the Gillian start to fragment and wither, eventually turning into spirit particles just like the wounded Hollow before.

It was then that Asura realized the mistake he made. He had cut down another potential meal, blinded by frustration and anger.

"AWW SHIT!"

He then turned his attention back down to the street below. Where the heck did that kid go anyway?

BATTLE INFO

SUMMARY
Asura prepares for battle!

ACTIONS
PASSIVE:
AT-WILL: Summon Menos (-15 Reishi)
BONUS ACTION #1: Bastion (-20 Reishi / +30 Armor)
BONUS ACTION #2: Barrier (-10 Reishi / +30 Armor & immune to non-special status effects)
BONUS ACTION #3: Hierro (-20 Reishi / Reduce all incoming regular and direct dmg by 20%)

MENOS DMG ROLL: zdCAkVld3d12



STATS
REIATSU LEVEL: 532,000 (Base: 266,000)
ARMOR: 30/30 (Barrier Armor) | 30/30 (Bastion Armor) | 25/25
HP: 105/105
REISHI: 135/200
DEF: 80
ACC: +50
DMG TIER: d9



NOTES
Hierro (3/3 turns left)



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.

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

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. (1/1)

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: BASTION -20 Reishi | BONUS | You conjure a temporary protective barrier between you and your foes. Mechanically, you and up to 2 allies gain 30 Armor. This armor is unique and is not added to an existing Armor pool. The Armor has a natural DR of 5 against Advanced Techs/Spells and Release Attacks. This DR cannot be bypassed or nullified by any means. The effect is lost once all the Armor is gone. (0/1)

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 | As a bonus action, you redirect two non-critical attacks that would have hit you and deal their 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. (2/2)



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 | Siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (3/3)

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. (0/1)

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. (0/1)

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)
3d12
Last Edit: Jul 15, 2022 14:23:35 GMT -5 by Momoshiro

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jul 15, 2022 6:24:44 GMT -5


Hibano
Location: Germany
Status: Alive

Tags:


(Locked and loaded!)

Before Hibano's duel with this mysterious being could begin, a third party suddenly intervened - a Menos, tearing itself out of the Garganta, clearly attracted by the two powerful wells of Reiatsu which could satiate it for days. Much larger, and clearly more powerful, than the Hollows which Hibano had been cleaving through before he arrived.

After briefly staring at the creature in shock, Hibano swiftly sheathed his Asauchi and crossed his arms against the incoming blast. It easily tore through the asphalt, flipping over cars and whipping up powerful winds across the entire neighbourhood in the process - but it was not enough to put down the teenage Fullbringer. Though pushed back with a long slide across the pavement, he stood his ground against the Cero and immediately ran off.

Once the dust of the attack had settled and Asura cut the Hollow apart, an empty street would greet him from below. Every once in a while, a streak of red or blue would flash past, indicating that Hibano was still somewhere down there, just moving quickly and hiding - he was hoping to distract his opponent with the after-images, perhaps even goad him into a more intense reaction than necessary.

Hibano's target, on the other hand, was the rapidly closing pathway to the garganta, from which the Gillian had arrived in the first place. Suddenly, propelling himself with a Flash Step, he'd throw himself at Asura from behind, aiming to drop-kick him straight into the portal.

HIBANO
DEFENSIVE PHASE
Edge I on Asura - +5 defense, 1 DR, +1 bonus dmg, +5 acc
Asura's Summon Menos - 23 direct damage!
Total damage reduced to 12 by Damage Reduction!




Bonus Action (Haste): Guard (10 Damage Reduction) -5 Reishi

Bonus Action: After-Image (Puppet Theater), -10 Reishi

Need to roll 60 or less to force Asura into activating Keikatsu - NGAfAUrz1d100

At-Will: Hate - Two Basic Attacks this turn siphon 5 Reishi on hit.

Standard Action: Dropkick (Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Edge I (+5 acc/+1 dmg)

Accuracy - 1d100+60
Damage - 2d11+1
Stun (Need 30 or less) - 1d100
Siphons 5 Reishi on hit.

Standard Action: Dropkick (Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Edge I (+5 acc/+1 dmg)

Accuracy - 1d100+60
Damage - 2d11+1
Stun (Need 30 or less) - 1d100
Siphons 5 Reishi on hit.



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

Matter Soul Manipulation: As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit.

Pesquisa: 1/3 turns, +15 defense

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.
(0/4)
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
(0/2)
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
(0/2)
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
(1/1)
Mirror Opening - As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect. This attack always applies bonus damage as if it were a critical hit. If you roll a critical hit, then you double the normal bonus damage. -15 Reishi
(0/2)
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)
Soul Recharge - As a bonus action you leech half of the Reishi that your opponent spent on two of their attacks. You can then either keep that Reishi or add bonus damage to a single type attack equal to the amount of Reishi you previously leeched. You must use that leeched Reishi in the turn this is activated whether it is added to an attack or kept to replenish your own. You also have a 50% chance to inflict the special status effect Sapped that leeches 10 extra Reishi. Sapped also reduces max Reishi by 15.
(0/1)

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)
Bakudo #81: Danku - As a bonus action, you conjure this protective wall and avoid all attacks targeting you this turn, even critical hits. Cannot be used against Hadō spells higher than #88., -25 Reishi
(0/1)

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: 63/75 | REISHI: 146/200 | DEF: 135 (100) | DMG DIE: d10 | ACC: +45


1d100·1d100+60·2d11+1·1d100·1d100+60·2d11+1·1d100

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 Jul 15, 2022 15:36:10 GMT -5


A S U R A
Hollow - Independent


𝖳𝖠𝖦𝖲:


The street below was a smoking mess now that the Gillian's Cero had torn through it. Yet the kid was nowhere to be seen. He was strong, Asura could tell that much. Stronger than him even. The pink haired Hollow had no doubt the kid managed to get away from the blast unharmed.

Suddenly he saw a blur of red and blue dart across the street and behind a bit of cover, then dart again, and again. Asura raised a brow. However, before he could make a move, the kid appeared behind him and landed a powerful drop kick into his back which sent him flying up towards the portal that was still closing.

Asura skid to a stop in the air, standing on the air itself like some kind of invisible platform. He stopped just short of the portal and when he realized what the kid had tried to do, he grabbed one end of it and yanked it closed, forcing the Garganta portal to disappear entirely. Then he turned back to the kid, who he assumed was still on the rooftop.

The robed Hollow's eyes widened when he realized the kid had struck him first. Now Yoshi and Takano wouldn't get mad at him. He was just defending himself at this point, right? A slow grin crept up along his face, twisting his features.

"That was a BIG mistake, kid!"

Then he gestured with a flick of his wrist and initiated his Cleave ability which instantaneously created slashes on his foe's body.

BATTLE INFO

SUMMARY
▢ After-Image (Puppet Theater) is unsuccessful!
▢ Dropkick (Enhanced Strike) | 133 ACC VS 80 | HIT! | 8 DMG!
--- Stun is successful! (Does not inflict due to Barrier Armor)
--- Hierro reduces that by 1 to 7 DMG
--- Indomitable reduces that by 3 to 4 DMG
--- Hibano takes 2 Damage back per Resist (Retribution)! (RPed as Cleave attack)
--- Hibano takes 12 Damage back per Bound Lightning (Retribution)! (RPed as Cleave attack)
--- Asura is siphoned of 5 Reishi!
--- Hibano is siphoned of 10 Reishi!
▢ Dropkick (Enhanced Strike) | 130 ACC VS 80 | HIT! | 9 DMG!
--- Hierro reduces that by 1 to 8 DMG
--- Indomitable reduces that by 3 to 5 DMG
--- Hibano takes 2 Damage back per Resist (Retribution)! (RPed as Cleave attack)
--- Hibano takes 12 Damage back per Bound Lightning (Retribution)! (RPed as Cleave attack)
--- Asura is siphoned of 5 Reishi!
--- Hibano is siphoned of 10 Reishi!
▢ Asura takes a total of 9 DMG from both attacks!
--- Guard reduces that to 0 DMG! (Deals 8 Direct DMG back per Enhanced Guard (Retribution)!)

ACTIONS
PASSIVE:
AT-WILL: Guard (-5 Reishi / +10 DR) | Reiryoku Absorption
BONUS ACTION #1: Bound Lightning (-10 Reishi)
BONUS ACTION #2: Invigorate (+25 Reishi)
STANDARD ACTION #1: N/A

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



STATS
REIATSU LEVEL: 532,000 (Base: 266,000)
ARMOR: 30/30 (Barrier Armor) | 30/30 (Bastion Armor) | 25/25
HP: 105/105
REISHI: 155/200
DEF: 80
ACC: +50
DMG TIER: d9



NOTES
Hibano has Edge 1 on Asura (+5 def / 1 DR / +1 bonus dmg / +5 acc)
Hierro (2/3 turns left)
Invigorate (25/100 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.

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

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. (1/1)

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: BASTION -20 Reishi | BONUS | You conjure a temporary protective barrier between you and your foes. Mechanically, you and up to 2 allies gain 30 Armor. This armor is unique and is not added to an existing Armor pool. The Armor has a natural DR of 5 against Advanced Techs/Spells and Release Attacks. This DR cannot be bypassed or nullified by any means. The effect is lost once all the Armor is gone. (0/1)

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 | As a bonus action, you redirect two non-critical attacks that would have hit you and deal their 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. (2/2)



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 | Siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (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. (1/2)

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. (0/1)

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. (0/1)

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: Jul 15, 2022 18:02:33 GMT -5 by Momoshiro

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jul 15, 2022 16:45:51 GMT -5


Hibano
Location: Germany
Status: Alive

Tags:


(Locked and loaded!)

The dropkick flung the mysterious man away, but, sadly, did not push him through the garganta - perhaps this fight would have been cut short and no one would have to walk away hurt. He stopped himself short mere meters away from the portal and shut it close as soon as he realized what Hibano's plan was. Guess the only way this is going to end is via cold blood.

Hibano's hand instinctively moved towards the grip of his weapon - right as he was about to draw, however, the man flicked his wrist and a powerful slash instantly swatted him to the roof. The teen yelled in pain, and a small trail of blood followed his arc until he crashed onto the roof tiles, sliding back.

What... what was that? Hibano knew he was keeping track of his opponent's movements, and was prepared to deflect any blow. All he saw was a flick of the man's wrist, and... a slash immediately ran past him. Not even faster than he could react - there was nothing he could have reacted to.

"I... see..." the teen muttered, in between a few heavy breaths, as he pulled himself back onto his feet. In spite of the precarious position he was in, he managed to force out a smile. "Yeah, you're right... so if that's what you're capable of, I'll have to beat you faster than you can react."

After this declaration, Hibano suddenly pulled out his Asauchi, swinging it across the air, and raising it in preparation. The real change took place inside of him, however. Once again, he allowed himself to connect with the mysterious soul bottled inside of his body, their souls fusing together and unleashing their collective power. Whereas it felt that only a single Fullbringer was standing on the rooftop just moments prior, now there were two, and they were acting in sync.

"Let's go."

HIBANO
DEFENSIVE PHASE
Edge I on Asura - +5 defense, 1 DR, +1 bonus dmg, +5 acc
Asura deals a total 32 Direct Damage to Hibano!
Total damage reduced to 21 by Damage Reduction!

10 Reishi total lost, discounting own siphoning!
Gain 2 stacks of Flawless Strikes!




Bonus Action: Guard (10 Damage Reduction) -5 Reishi

At-Will: Activate Second 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

Standard Action: Full Soul Fusion (Shunko - 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

Standard Action: Invigorate (+25 Reishi)



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

Matter Soul Manipulation: As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit.

Invigorate: 25/100 recovered
Pesquisa: 2/3 turns, +15 defense
Shunko: 1/6 turns, +15 acc/+2 dmg tier with Strikes, +6 DR, +50% RL

Flawless Strikes: 2 stacks (+10 acc/+2 dmg tier).

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.
(0/4)
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
(0/2)
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
(0/2)
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
(1/1)
Mirror Opening - As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect. This attack always applies bonus damage as if it were a critical hit. If you roll a critical hit, then you double the normal bonus damage. -15 Reishi
(0/2)
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)
Soul Recharge - As a bonus action you leech half of the Reishi that your opponent spent on two of their attacks. You can then either keep that Reishi or add bonus damage to a single type attack equal to the amount of Reishi you previously leeched. You must use that leeched Reishi in the turn this is activated whether it is added to an attack or kept to replenish your own. You also have a 50% chance to inflict the special status effect Sapped that leeches 10 extra Reishi. Sapped also reduces max Reishi by 15.
(0/1)

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)
Bakudo #81: Danku - As a bonus action, you conjure this protective wall and avoid all attacks targeting you this turn, even critical hits. Cannot be used against Hadō spells higher than #88., -25 Reishi
(0/1)

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: 492,000 738,000 -> 2,952,000
HP: 62/75 | REISHI: 140/200 | DEF: 140 (100) | DMG DIE: d10 | ACC: +45



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 Jul 15, 2022 22:32:26 GMT -5


A S U R A
Hollow - Independent


𝖳𝖠𝖦𝖲:


His grin widened into a toothy smirk as he saw the invisible slash draw blood. But then the kid got back up and stared back at him.

"Yeah, you're right... so if that's what you're capable of, I'll have to beat you faster than you can react."


Asura let out a brief chuckle. Speed had no bearing on Cleave and if the kid was intending to be quicker than him, well he probably already was without any kind of boost. Asura wasn't fast... he was just durable. Thanks to his Hollow origins anyway. His unnaturally tough skin and regenerative abilities were strong even by Espada standards.

Suddenly a change in spiritual pressure exerted an unseen force down atop Asura. He braced himself. It felt like someone dropped a skyscraper on top of him. It took him a second or two to adjust but even then it was like moving through syrup. He strained his neck to lift his head back up, to look at the kid.

"Let's go."

Asura's eyes went wide and his grin fell. That aura... he had felt it before but he couldn't quite place it. The pink-haired Hollow couldn't shake that familiar feeling resonating off of the kid now. Had he met him before? He certainly didn't look familiar.

He snarled out a question, his mind still trying to place where he knew the boy from.

"What's your name, kid?"

BATTLE INFO

SUMMARY
Asura has déjà vu!

ACTIONS
PASSIVE:
AT-WILL:
BONUS ACTION #1: Invigorate (+25 Reishi)
STANDARD ACTION #1:
STANDARD ACTION #2:

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



STATS
REIATSU LEVEL: 532,000 (Base: 266,000)
ARMOR: 30/30 (Barrier Armor) | 30/30 (Bastion Armor) | 25/25
HP: 105/105
REISHI: 180/200
DEF: 80
ACC: +50
DMG TIER: d9



NOTES
Hibano has Edge 4 on Asura (+20 def / 6 DR / +6 bonus dmg / +20 acc)
Hierro (1/3 turns left)
Invigorate (50/100 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.

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

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. (1/1)

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: BASTION -20 Reishi | BONUS | You conjure a temporary protective barrier between you and your foes. Mechanically, you and up to 2 allies gain 30 Armor. This armor is unique and is not added to an existing Armor pool. The Armor has a natural DR of 5 against Advanced Techs/Spells and Release Attacks. This DR cannot be bypassed or nullified by any means. The effect is lost once all the Armor is gone. (0/1)

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 | As a bonus action, you redirect two non-critical attacks that would have hit you and deal their 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. (2/2)



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 | Siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (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. (1/2)

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. (0/1)

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. (0/1)

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)

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jul 16, 2022 12:46:57 GMT -5


Hibano
Location: Germany
Status: Alive

Tags:


(Tear at the seams 'till you come undone!)

The complete Soul Fusion seemingly intimidated the mysterious man - his smirk dropped, and instead of a confident quip, asked a question. He was the one wondering about his opponent's identity this time - his name, in particular. Hibano, however, was past the questioning phase. The man will have to wait if he's concerned about who he's dealing with.

Not saying a single word in response, the teenager braced for a charge, raising his sword forward with one hand as an offensive stance - then, leapt. Propelling himself faster than the untrained eye could track, or even faster than the sound of his footsteps leaving the rooftop, Hibano lunged straight at his opponent, aiming to thrust his sword straight into the lungs and then smash him into the street below.

Whether or not he was successful, he'd pull back for a blink, then move on the offensive before he could get instant-slashed again. A flurry of fast strikes, cutting in multiple directions, all aiming to dice the pink-haired man apart with sheer force of will. Still...

Not fast enough...

So much bottled up energy was flowing through Hibano's veins as he drew upon everything that was stored inside him that it was starting to take an effect on the outside world - the perception of time itself began to slow down for the both of them, giving an impression of slow motion.

After finishing his melee barrage, Hibano flipped back and crouched, holding his weapon up by his waist, then suddenly swung across the air, sending a barrage of air slashes. They were not just simple cutting momentum, however. They cut the fabric of reality itself on their path, breaking it apart into misaligned blocks - for a few seconds, at least, before the laws of the universe started tugging them back into place. After the swing concluded, Hibano began to slowly sheathe his Asauchi again.

"Answer my question first."

HIBANO
DEFENSIVE PHASE
Edge IV on Asura - +20 defense, 6 DR, +6 bonus dmg, +20 acc
No attacks from Asura!




Bonus Action (Haste): Invigorate, +25 Reishi

At-Will: Hypersonic Speed (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: Offensive Combat 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: Sword Lunge (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge IV (+20 acc/+6 dmg), Shunko (+15 acc/+2 dmg tier), Tsukiyubi (+20 acc/+2 dmg tier), Flawless Strikes (+10 acc/+2 dmg tier)

Accuracy - 7GivP1oE1d100+100
Damage - 3d17+6
Stun (Need 30 or less) - 1d100

Standard Action: Full-Power Melee Assault (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge IV (+20 acc/+6 dmg), Shunko (+15 acc/+2 dmg tier), Tsukiyubi (+20 acc/+2 dmg tier), Flawless Strikes (+10 acc/+2 dmg tier)

Accuracy - 1d100+100
Damage - 3d17+6
Stun (Need 30 or less) - 1d100

Standard Action: Full-Power Melee Assault (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge IV (+20 acc/+6 dmg), Shunko (+15 acc/+2 dmg tier), Tsukiyubi (+20 acc/+2 dmg tier), Flawless Strikes (+10 acc/+2 dmg tier)

Accuracy - 1d100+100
Damage - 3d17+6
Stun (Need 30 or less) - 1d100

At-Will: Overpower Reality (Time Shift - As an at-will action you gain either an additional standard action or an additional bonus action on your turn.) -20 Reishi
At-Will: Blitz - As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.

Standard Action (Time Shift): Judgement Cut (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge IV (+20 acc/+6 dmg), Shunko (+15 acc/+2 dmg tier), Tsukiyubi (+20 acc/+2 dmg tier), Flawless Strikes (+10 acc/+2 dmg tier)

Accuracy - 1d100+100
Damage - 3d17+6
Stun (Need 30 or less) - 1d100

Siphons 5 Reishi on hit.

Standard Action (Time Shift - Blitz): Judgement Cut (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge IV (+20 acc/+6 dmg), Shunko (+15 acc/+2 dmg tier), Tsukiyubi (+20 acc/+2 dmg tier), Flawless Strikes (+10 acc/+2 dmg tier)

Accuracy - 1d100+100
Damage - 3d17+6
Stun (Need 30 or less) - 1d100

Siphons 5 Reishi on hit.



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

Matter Soul Manipulation: As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit.

Invigorate: 50/100 recovered
Pesquisa: 3/3 turns, +15 defense
Shunko: 2/6 turns, +15 acc/+2 dmg tier with Strikes, +6 DR, +50% RL

Flawless Strikes: 2 stacks (+10 acc/+2 dmg tier).

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.
(0/4)
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
(0/2)
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
(0/2)
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
(1/1)
Mirror Opening - As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect. This attack always applies bonus damage as if it were a critical hit. If you roll a critical hit, then you double the normal bonus damage. -15 Reishi
(0/2)
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)
Soul Recharge - As a bonus action you leech half of the Reishi that your opponent spent on two of their attacks. You can then either keep that Reishi or add bonus damage to a single type attack equal to the amount of Reishi you previously leeched. You must use that leeched Reishi in the turn this is activated whether it is added to an attack or kept to replenish your own. You also have a 50% chance to inflict the special status effect Sapped that leeches 10 extra Reishi. Sapped also reduces max Reishi by 15.
(0/1)

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)
Bakudo #81: Danku - As a bonus action, you conjure this protective wall and avoid all attacks targeting you this turn, even critical hits. Cannot be used against Hadō spells higher than #88., -25 Reishi
(0/1)

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: 492,000 738,000 -> 2,952,000
HP: 62/75 | REISHI: 109/200 | DEF: 155 (100) | DMG DIE: d10 | ACC: +45




1d100+100·3d17+6·1d100·1d100+100·3d17+6·1d100·1d100+100·3d17+6·1d100·1d100+100·3d17+6·1d100·1d100+100·3d17+6·1d100

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 Jul 16, 2022 14:38:01 GMT -5


A S U R A
Hollow - Independent


𝖳𝖠𝖦𝖲:


He quickly realized the teen had no intention of answering him and he half-shrugged and made a face that said, without words, "Well, alright then."

The kid disappeared again, likely moving once more at insane speed. Asura couldn't follow with his eyes. All he could do was brace for the attack when it came. Even then, the stab into his chest caused his eyes to widen in brief surprise. In a flash, the sword was ripped away with surgical accuracy and Asura was knocked down into the already broken street below.

He hit and bounced off of the fractured pavement, causing the surrounding area to rumble and shake. People nearby would brace themselves as their walls shook and they heard a faint 'thoom' sound in the distance.

As his body floated in the air, the kid charged back in for a flurry of sword slashes. Asura didn't even have time to react as the sword cut him in various places, shredding his robes to bits in the process. Blood sprayed out in all directions, layering the ground and surrounding area with red.

But then, time itself seemed to slow and yet somehow Asura still couldn't react. His suffering was just prolonged as he was left in a suspended state between the initial impact with the ground and falling back down.

The next cuts somehow sliced reality itself as the area around him started to look like a cracked mirror before reality pulled itself back together and he finally fell back to the ground a bloody and diced mess of flesh and fabric.

"Answer my question first."

Asura first noticed both of his arms were severed at different sections, his hands were gone, probably somewhere nearby. He was cut in half through the waist, completely bisected. His legs were in pieces and everything was some shade of red as the blood pooled below him on the pavement.

The pieces of his body that had been severed started to disintegrate into spirit particles and eventually fade away completely. The larger parts of his intact body pulsated and squelched then suddenly the severed portions regrew. New arms shooting out from the severed sections on his shoulder and elbow. New lower half and legs regrowing just as quickly.

Finally he stood up and dusted himself off. Asura spit out the remnants of blood in his mouth and then looked at the kid. At this point he was almost naked. A shred of his robes somehow remained, covering just enough to retain any sort of modesty. Not that it mattered to Asura though. He'd be just as comfortable fighting naked if he had to.

"My name's Asura... Bankai."



BATTLE INFO

SUMMARY
▢ Sword Lunge (Multi-Arms Enhanced Strike) | 166 ACC VS 80 | HIT! | 30 DMG!
--- Stun is successful! (Does not inflict due to Barrier Armor)
--- Hierro reduces that by 6 to 24 DMG
--- Indomitable reduces that by 3 to 21 DMG
--- Hibano takes 4 Damage back per Resist (Retribution)! (RPed as Cleave attack)
--- Hibano is siphoned of 10 Reishi!
▢ Full-Power Melee Assault (Multi-Arms Enhanced Strike) | 140 ACC VS 80 | HIT! | 33 DMG!
--- Hierro reduces that by 7 to 26 DMG
--- Indomitable reduces that by 3 to 23 DMG
--- Hibano takes 12 Damage back per Resist (Retribution)! (RPed as Cleave attack)
--- Hibano is siphoned of 10 Reishi!
▢ Full-Power Melee Assault (Multi-Arms Enhanced Strike) | 145 ACC VS 80 | HIT! | 24 DMG!
--- Hierro reduces that by 5 to 19 DMG
--- Indomitable reduces that by 3 to 16 DMG
--- Hibano takes 4 Damage back per Resist (Retribution)! (RPed as Cleave attack)
--- Hibano is siphoned of 10 Reishi!
▢ Judgement Cut (Multi-Arms Enhanced Strike) | 157 ACC VS 80 | HIT! | 36 DMG!
--- Enkosen reduces that by half to 18 DMG
--- Hierro reduces that by 3 to 15 DMG
--- Indomitable reduces that by 3 to 12 DMG
--- Hibano takes 4 Damage back per Resist (Retribution)! (RPed as Cleave attack)
--- Asura is siphoned of 5 Reishi!
--- Hibano is siphoned of 10 Reishi!
▢ Judgement Cut (Multi-Arms Enhanced Strike) | 141 ACC VS 80 | HIT! | 42 DMG!
--- Enkosen reduces that by half to 24 DMG
--- Hierro reduces that by 5 to 19 DMG
--- Indomitable reduces that by 3 to 16 DMG
--- Hibano takes 12 Damage back per Resist (Retribution)! (RPed as Cleave attack)
--- Asura is siphoned of 5 Reishi!
--- Hibano is siphoned of 10 Reishi!
▢ Asura takes a total of 88 DMG from all attacks!
--- Guard reduces that to 78 DMG
--- Barrier Armor reduces that by 30 to 48 DMG
--- Bastion Armor reduces that by 30 to 18 DMG
--- Barrier Armor (Talented) reduces that by 18 to 0 DMG

ACTIONS
PASSIVE:
AT-WILL: Guard (-5 Reishi / +10 DR) | Reiryoku Absorption | Talented
BONUS ACTION #1: Enkosen (-10 Reishi)
BONUS ACTION #2: Barrier (-10 Reishi / +30 Armor / Talented)
BONUS ACTION #3: Bankai (2nd Release / -6 Reishi)

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



STATS
REIATSU LEVEL: 1,064,000 532,000 (Base: 266,000)
ARMOR: 12/30 (Barrier Armor) | 0/30 (Bastion Armor) | 27/27
HP: 105/105
REISHI: 179/200
DEF: 80
ACC: +50
DMG TIER: d9



NOTES
▢ Hibano has Edge 2 on Asura (+10 def / 2 DR / +2 bonus dmg / +10 acc)
▢ Restoring (As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state.)
▢ Stubborn (As a passive effect you gain +2 Armor at the end of your turn.)
▢ Hierro (last turn)
▢ Invigorate (50/100 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.

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

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: BASTION -20 Reishi | BONUS | You conjure a temporary protective barrier between you and your foes. Mechanically, you and up to 2 allies gain 30 Armor. This armor is unique and is not added to an existing Armor pool. The Armor has a natural DR of 5 against Advanced Techs/Spells and Release Attacks. This DR cannot be bypassed or nullified by any means. The effect is lost once all the Armor is gone. (0/1)

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 | As a bonus action, you redirect two non-critical attacks that would have hit you and deal their 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. (2/2)



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.) (1/2)

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 | Siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (1/3)

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. (1/2)

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. (0/1)

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. (0/1)

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: Jul 17, 2022 8:43:06 GMT -5 by Momoshiro

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jul 17, 2022 6:33:19 GMT -5


Hibano
Location: Germany
Status: Alive

Tags:


(Tear at the seams 'till you come undone!)

Hibano's assault, however powerful, was not enough to defeat the mysterious man in one strike. Not only was he, introducing himself as Asuna, able to inflict slashes and wounds upon mere thought, he was a regenerator too. Dicing him apart into several pieces, severing his limbs and stabbing through his torso barely managed to slow him down.

That... was not good. That placed even more weight upon his shoulders, to win before this creature's natural endurance grinds him down. Especially as... he was feeling a whole lot more exhausted after that barrage than he should have been.

Hibano watched Asura's regeneration while still kneeling after the Judgement Cut, his sword sheathed, but his hand ready to pull it and swing at any time. After giving his name - which wasn't quite what the teen was hoping to receive, the name alone didn't tell him anything, but he didn't expect to extract any more information for now - Asura activated a transformation of his own. Bankai, the final release of a Shinigami's Zanpakuto, its burst of power starting to catch up to the fused Fullbringer.

But this man... couldn't possibly be a Shinigami? From what little Hibano knew of the reapers, they didn't look like that, act like that, especially not to the point of threatening innocent people that he'll eat them... that was a Hollow trait.

Right after the Bankai transformation, the first Cleave slash appeared on Hibano's body - then another, and another. Forcing himself forward against the pain, the teen lunged forward, once again making the distance between him and Asura in a snap, and yelled:

"That won't work anymore!"

While Cleave did slash against Hibano's body, the wounds did not bleed - Hibano's Reiatsu tightened around each of the wounds to overpower the technique, keeping them temporarily shut, like fingers pinching the tear of a balloon to keep it from spilling out. It wasn't going to last long, so, he had to make the best possible use of his limited time.

First, lunging straight at Asura again, aiming to pierce his lungs and then slash across his chest with the momentum.

Next, a sudden volley of swift slashes, each swung with one hand and aiming to dice the man apart - finished off with a powerful sword uppercut, aiming to lift Asura into the air.

Finally, leaping after him, descend upon Asura, sword briefly sheathed and flying alongside Hibano, before pulling it out at the last moment for a wide arc slash. Perhaps, sliced in half, this creature will cease regenerating.

And at last, after landing back onto the surface...

"My name is Hibano."

HIBANO
DEFENSIVE PHASE
Edge II on Asura - +10 defense, 2 DR, +2 bonus dmg, +10 acc
Total 36 Direct Damage dealt - all avoided with Speed Clones!
40 Reishi total lost, discounting own siphoning!

Gain 2 stacks of Flawless Strikes!




At-Will (Blur): Overpower Cleave (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 (Haste): Invigorate, +25 Reishi

At-Will: Offensive Combat 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: Sword Lunge (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge II (+10 acc/+2 dmg), Shunko (+15 acc/+2 dmg tier), Flawless Strikes (+20 acc/+4 dmg tier)

Accuracy - cSYiFyzr1d100+100
Damage - 3d17+2 (CRITICAL! +27 dmg!)
Stun (Need 30 or less) - 1d100

Standard Action: Full-Power Melee Combo (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge II (+10 acc/+2 dmg), Shunko (+15 acc/+2 dmg tier), Flawless Strikes (+20 acc/+4 dmg tier)

Accuracy - 1d100+100
Damage - 3d17+2 (CRITICAL! +13 dmg)
Stun (Need 30 or less) - 1d100

Standard Action: Jetstream (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge II (+10 acc/+2 dmg), Shunko (+15 acc/+2 dmg tier), Flawless Strikes (+20 acc/+4 dmg tier)

Accuracy - 1d100+100
Damage - 3d17+2
Stun (Need 30 or less) - 1d100

Siphons 5 Reishi on hit.

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

Standard Action (Blitz): Jetstream (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge II (+10 acc/+2 dmg), Shunko (+15 acc/+2 dmg tier), Flawless Strikes (+20 acc/+4 dmg tier)

Accuracy - 1d100+100
Damage - 3d17+2
Stun (Need 30 or less) - 1d100

Siphons 5 Reishi on hit.



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

Matter Soul Manipulation: As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit.

Invigorate: 75/100 recovered
Shunko: 3/6 turns, +15 acc/+2 dmg tier with Strikes, +6 DR, +50% RL

Flawless Strikes: 4 stacks (+20 acc/+4 dmg tier).

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.
(3/3)
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
(0/2)
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
(1/1)
Mirror Opening - As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect. This attack always applies bonus damage as if it were a critical hit. If you roll a critical hit, then you double the normal bonus damage. -15 Reishi
(0/2)
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)
Soul Recharge - As a bonus action you leech half of the Reishi that your opponent spent on two of their attacks. You can then either keep that Reishi or add bonus damage to a single type attack equal to the amount of Reishi you previously leeched. You must use that leeched Reishi in the turn this is activated whether it is added to an attack or kept to replenish your own. You also have a 50% chance to inflict the special status effect Sapped that leeches 10 extra Reishi. Sapped also reduces max Reishi by 15.
(0/1)

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)
Bakudo #81: Danku - As a bonus action, you conjure this protective wall and avoid all attacks targeting you this turn, even critical hits. Cannot be used against Hadō spells higher than #88., -25 Reishi
(0/1)

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 (1/3)

REIATSU: 492,000 738,000 -> 2,952,000
HP: 62/75 | REISHI: 69/200 | DEF: 130 (100) | DMG DIE: d10 | ACC: +45




1d100+100·3d17+2·1d100·1d100+100·3d17+2·1d100·1d100+100·3d17+2·1d100·1d100+100·3d17+2·1d100
Last Edit: Jul 17, 2022 6:34:11 GMT -5 by Hibano

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 Jul 17, 2022 10:10:02 GMT -5


A S U R A
Hollow - Independent


𝖳𝖠𝖦𝖲:


When Asura's Bankai activated, it overtook the surrounding area and swallowed everything it touched, covering it in darkness at first. Then, as if rising from the water, a shrine appeared. It was distorted and disfigured, a building corrupted. There were horns growing out of the top of it, skulls hanging from the corners, and huge open mouths on each side. The thing sat atop a pile of horned bull skulls and outside that was an endless expanse of water. The water was only ankle deep but it reflected the real world in an upside down mirrored image.

Standing in front of it was Asura himself, proud as ever of his creation. When he first used it, the scenery was much different. It was a peaceful shrine, sitting in the middle of a tranquil lake, but each time he brought it out, it got more and more corrupted. He liked it this way. It reminded him of home.

The pink haired Hollow was about to say something but the next second he was stabbed once more in the chest. The blade was then ripped upward across his chest and out just above his shoulder. Next another barrage of slashes and cuts. Asura could hear the blade slicing through his flesh and he saw the blood spray but he wasn't quick enough to act against it or defend himself. Then another slash from below launched him up into the sky.

Hibano took to the air as well and met Asura in the middle. He unleashed a powerful wide arcing slash aiming to bisect Asura into two halves. The cut ran up Asura's middle, across his chest, and out from his shoulder right next to his neck. The Hollow was lucky he was able to twist his body in just a way to avoid the blade cutting through his head. It was about all he could do in the moment.

The various parts of his body landed with a splash in the water below, and just like before... the smaller bits all dissipated but the largest part regenerated the rest and he stood up again, virtually unscathed aside from the scrap of fabric covering his lower half.

"You gotta be tiring out by now."

Asura joked as he ran a hand through his now wet hair.

"Oh, let me show you something. I've been practicing this."

He brought his hands forward and held them in front of him as a small ball of swirling fire energy formed between his palms. He pushed his hands together, squishing the ball slightly just as he pulled his hands back out and stretched the ball. It seemed malleable. He then turned to the side and pulled one hand away in a wide arc over his head. The fire energy followed and stretched out. With his other hand he turned it so the palm was facing away from him with two fingers pointed towards Hibano. With the other hand he pulled the energy back like stringing a bow. The blazing energy formed a sort of makeshift arrow as he drew it back.



"I haven't named it yet, but pretty cool right?"


Then he released and instead of a fire arrow shooting towards him, it was more akin to a gigantic beam of cero energy.

BATTLE INFO

SUMMARY
▢ Sword Lunge (Multi-Arms Enhanced Strike) | 198 ACC VS 80 | CRIT! | 70 DMG!
--- Stun is successful! (Does not inflict due to Barrier Armor)
--- Enkosen reduces that by half to 35 DMG
--- Indomitable reduces that by 3 to 32 DMG
--- Hibano takes 20 Damage back per Resist (Retribution)! (RPed as Flame Arrow attack)
--- Restoring (Retribution) siphons 4 HP from Hibano to Asura!
--- Hibano is siphoned of 10 Reishi!
--- Bakudo #84 Converts 3 DMG Dice into 30 Armor!
▢ Full-Power Melee Combo (Multi-Arms Enhanced Strike) | 191 ACC VS 80 | CRIT! | 20 DMG!
--- Enkosen reduces that by half to 10 DMG
--- Indomitable reduces that by 3 to 7 DMG
--- Hibano takes 2 Damage back per Resist (Retribution)! (RPed as Flame Arrow attack)
--- Restoring (Retribution) siphons 4 HP from Hibano to Asura!
--- Hibano is siphoned of 10 Reishi!
▢ Jetstream (Multi-Arms Enhanced Strike) | 156 ACC VS 80 | HIT! | 32 DMG!
--- Asura uses Breach to redirect this attack! Hibano takes 32 Direct DMG! (RPed as Flame Arrow attack)
▢ Jetstream (Multi-Arms Enhanced Strike) | 178 ACC VS 80 | HIT! | 28 DMG!
--- Asura uses Breach to redirect this attack! Hibano takes 28 Direct DMG! (RPed as Flame Arrow attack)
▢ Asura takes a total of 39 DMG from all attacks!
--- Guard reduces that to 29 DMG
--- Barrier Armor (Talented) reduces that by 12 to 17 DMG
--- Base Armor reduces that by 17 to 0 DMG
▢ Asura gains 2 Armor per Stubborn!

ACTIONS
PASSIVE: Bankai (2nd Release / -6 Reishi)
AT-WILL: Guard (-5 Reishi / +10 DR) | Reiryoku Absorption
BONUS ACTION #1: Enkosen (-10 Reishi)
BONUS ACTION #2: Bakudo #84: Ryubi No Jomon (-25 Reishi)
STANDARD ACTION #1: Breach (-20 Reishi)

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



STATS
REIATSU LEVEL: 1,064,000 532,000 (Base: 266,000)
ARMOR: 0/30 (Barrier Armor) | 42/57
HP: 105/105
REISHI: 133/200
DEF: 80
ACC: +50
DMG TIER: d9



NOTES
▢ Hibano has Edge 2 on Asura (+10 def / 2 DR / +2 bonus dmg / +10 acc)
▢ Restoring (As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state.)
▢ Stubborn (As a passive effect you gain +2 Armor at the end of your turn.)
▢ Invigorate (50/100 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.

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

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: BASTION -20 Reishi | BONUS | You conjure a temporary protective barrier between you and your foes. Mechanically, you and up to 2 allies gain 30 Armor. This armor is unique and is not added to an existing Armor pool. The Armor has a natural DR of 5 against Advanced Techs/Spells and Release Attacks. This DR cannot be bypassed or nullified by any means. The effect is lost once all the Armor is gone. (0/1)

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 | As a bonus action, you redirect two non-critical attacks that would have hit you and deal their 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. (1/2)



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.) (0/2)

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 | Siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (0/3)

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. (1/2)

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. (0/1)

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. (0/1)

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. (0/1)

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jul 18, 2022 4:02:11 GMT -5


Hibano
Location: Germany
Status: Alive

Tags:


(RULES OF NATURE!!)

After his Jetstream Cut, Hibano landed on the reflective water of Asura's illusionary Bankai dimension with a crouch, taking a few heavy breaths. Can he really pull off one more charge? This... thing was not only able of opening wounds on his body in a mere instant, its mere presence alone was siphoning energy from his body, at an extreme pace. He'd still be in top fighting shape without it, but now, he wasn't sure if he could power through Asura's regeneration.

It didn't matter if this thing was sliced into several bits and then dropped into the water like chunks of sliced-up cucumber into a stewing pot - he just pulled himself back together, none the worse for wear, only the clothes having all effectively vanished, aside from a little piece covering the junk. Gritting his teeth, Hibano rose back to his feet, readying his blade for more.

Amused, Asura offered a powerful technique as his counter-offensive - a flame arrow, drawn by his hands as if inserted into an invisible bow. Even before it fired, the Reiatsu it gave off was intense. In a single blow, it could put him down immediately. Yet, Hibano did his best to retain his composure.

"I'd say it looks more... hot than cool," he answered, holding his sword vertically straight. Right as the arrow fired, unleashing itself as an enormous beam, the teen braced for impact.

His Asauchi struck the dead center of the technique, holding out against it like a rock in the middle of a raging river, dividing it into two halves diverging into each side, which detonated behind his back safely. The sheer force pushed Hibano back, sliding across the shallow waters of the dimension, sending ripples across the reflection and briefly distorting it. However, he held his ground, and lowered his weapon once the cero blast ceased.

"Your name tells me nothing. What are you?" he continued, slowly approaching. The tip of his Asauchi touched the water, leaving a trail of ripples as he walked. "You have a Bankai, but I doubt you're a Shinigami. They don't eat people."

Whether or not Asura gave an answer, Hibano would suddenly charge at him again, for one more attempt to overpower his ceaseless regeneration. Once again, he began with a lunge, coming in at blistering speed, seeking to impale the mysterious man and rip through his insides. An another flurry of sword slashes followed, each one deadlier than the last - until, for a finisher, the teen would suddenly pull his weapon back and reach out with his left hand - aiming for Asura's throat.

The ominous shrine standing behind them was a hazard in of itself - with his opponent in his grip, Hibano would seek to smash him onto one of the horns protruding from its rooftop.

HIBANO
DEFENSIVE PHASE
Edge II on Asura - +10 defense, 2 DR, +2 bonus dmg, +10 acc
Total 82 Direct Damage dealt - all avoided with Speed Clones!
8 HP siphoned!
20 Reishi total lost!

Flawless Strikes lost!




At-Will (Blur): Overpower Flame Arrow (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

At-Will: Talented - Gain an another use of Speed Clones.

Bonus Action: Invigorate, +25 Reishi

At-Will: Offensive Combat 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
At-Will: Hypersonic Speed (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

Standard Action: Sword Lunge (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge II (+10 acc/+2 dmg), Shunko (+15 acc/+2 dmg tier), Tsukiyubi (+20 acc/+2 dmg tier)

Accuracy - JAn42CVz1d100+100
Damage - 3d15+2
Stun (Need 30 or less) - 1d100

Standard Action: Full-Power Melee Combo (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge II (+10 acc/+2 dmg), Shunko (+15 acc/+2 dmg tier), Tsukiyubi (+20 acc/+2 dmg tier)

Accuracy - 1d100+100
Damage - 3d15+2
Stun (Need 30 or less) - 1d100

Siphons 5 Reishi on hit.

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

Standard Action (Blitz): Full-Power Melee Combo (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge II (+10 acc/+2 dmg), Shunko (+15 acc/+2 dmg tier), Tsukiyubi (+20 acc/+2 dmg tier)

Accuracy - 1d100+100
Damage - 3d15+2
Stun (Need 30 or less) - 1d100

Siphons 5 Reishi on hit.

At-Will: Overpower Reality (Time Shift - 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): Temple Horn Smash (Multi-Arms Enhanced Strike)
Affected by: Intense Training (30% Stun), Perfect Form (+10 acc/+1 dmg tier), Meticulous (Crits at 85+), Desolation (+10 bonus Crit damage), Edge II (+10 acc/+2 dmg), Shunko (+15 acc/+2 dmg tier), Tsukiyubi (+20 acc/+2 dmg tier)

Accuracy - 1d100+100
Damage - 3d15+2
Stun (Need 30 or less) - 1d100



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

Matter Soul Manipulation: As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit.

Invigorate: 100/100 recovered
Shunko: 4/6 turns, +15 acc/+2 dmg tier with Strikes, +6 DR, +50% RL

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.
(3/3)
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.
(2/4)
Haste: When you activate Haste, you gain 1 additional Bonus Action on your turn.
(3/3)
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
(2/3)
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
(0/2)
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
(1/1)
Mirror Opening - As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect. This attack always applies bonus damage as if it were a critical hit. If you roll a critical hit, then you double the normal bonus damage. -15 Reishi
(0/2)
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)
Soul Recharge - As a bonus action you leech half of the Reishi that your opponent spent on two of their attacks. You can then either keep that Reishi or add bonus damage to a single type attack equal to the amount of Reishi you previously leeched. You must use that leeched Reishi in the turn this is activated whether it is added to an attack or kept to replenish your own. You also have a 50% chance to inflict the special status effect Sapped that leeches 10 extra Reishi. Sapped also reduces max Reishi by 15.
(0/1)

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)
Bakudo #81: Danku - As a bonus action, you conjure this protective wall and avoid all attacks targeting you this turn, even critical hits. Cannot be used against Hadō spells higher than #88., -25 Reishi
(0/1)

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 (3/3)
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: 54/75 | REISHI: 13/200 | DEF: 130 (100) | DMG DIE: d10 | ACC: +45




1d100+100·3d15+2·1d100·1d100+100·3d15+2·1d100·1d100+100·3d15+2·1d100·1d100+100·3d15+2·1d100

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 Jul 18, 2022 8:09:09 GMT -5


A S U R A
Hollow - Independent


𝖳𝖠𝖦𝖲:


Asura chuckled at the 'more hot than cool' comment. The kid could still make jokes at a time like this. That was a good sign. Immediately after the joke, Asura watched as Hibano literally cut his beam in half and diverted each of the halves off to one side. He was thoroughly impressed even if the technique was still kind of a work in progress, it was still quite powerful and to be able to divert it like that was a monumental task in itself.

The pink-haired Hollow listened as the kid asked him again what he was, correctly noting his differences from an actual Shinigami. Asura dropped his hands back to his side, the flaming arrow dissipating as he did so.

Before he could answer though, the kid charged him once more. He certainly was tenacious. He stabbed and slashed. Asura just stood and took it. Even if he tried to block, the sword would cut through his arms anyway.

Then, a surprise, the kid grabbed him by the throat and hurled him into the very shrine of his Bankai. He was impaled on one of the large horns sticking out. Very impressive. He was adapting and learning. If you can't kill something, trap it instead. A good idea... for most enemies.

"Hrk!"

Asura coughed up blood and laid there as if dead for a moment or two. Blood ran from his wounds, down the roof of the shrine, and into the pile of cow skulls below.

Then, cutting through the silence, was an echoing laughter. A haunting cackle that resonated all throughout the domain. The shrine wavered, like a mirage in the distance, and Asura fell through it and back to the ground. Once he stood back up, the distortion ceased and the structure was once again solid. The large hole in his chest filled back in and he once again dusted himself off.

"This is my domain, kid. The Malevolent Shrine. I make the rules in here."

He snapped his fingers, again activating Cleave once more.

"But you're right. I'm no Shinigami."

BATTLE INFO

SUMMARY
▢ Sword Lunge (Multi-Arms Enhanced Strike) | 134 ACC VS 80 | HIT! | 25 DMG!
--- Stun is successful!
--- Indomitable reduces that by 3 to 22 DMG
--- Hibano takes 4 Damage back per Resist (Retribution)! (RPed as Cleave attack)
--- Restoring (Retribution) siphons 4 HP from Hibano to Asura!
▢ Full-Power Melee Combo (Multi-Arms Enhanced Strike) | 127 ACC VS 80 | HIT! | 37 DMG!
--- Asura uses Breach to redirect this attack! Hibano takes 28 Direct DMG! (RPed as Cleave attack)
▢ Full-Power Melee Combo (Multi-Arms Enhanced Strike) | 105 ACC VS 80 | HIT! | 27 DMG!
--- Asura uses Breach to redirect this attack! Hibano takes 32 Direct DMG! (RPed as Cleave attack)
▢ Temple Horn Smash (Multi-Arms Enhanced Strike) | 173 ACC VS 80 | HIT! | 23 DMG!
--- Stun is successful!
--- Indomitable reduces that by 3 to 20 DMG
--- Hibano takes 4 Damage back per Resist (Retribution)! (RPed as Cleave attack)
--- Restoring (Retribution) siphons 4 HP from Hibano to Asura!
▢ Asura takes a total of 42 DMG from all attacks!
--- Guard reduces that to 32 DMG
--- Base Armor reduces that by 32 to 0 DMG
▢ Asura gains 2 Armor per Stubborn!

ACTIONS
PASSIVE: Bankai (2nd Release / -6 Reishi)
AT-WILL: Guard (-5 Reishi / +10 DR)
BONUS ACTION #1: Breach (-20 Reishi)
BONUS ACTION #2: Invigorate (+25 Reishi)
STANDARD ACTION #1:

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



STATS
REIATSU LEVEL: 1,064,000 532,000 (Base: 266,000)
ARMOR: 12/57
HP: 105/105
REISHI: 127/200
DEF: 80
ACC: +50
DMG TIER: d9



NOTES
▢ Hibano has Edge 2 on Asura (+10 def / 2 DR / +2 bonus dmg / +10 acc)
▢ Asura is Stunned! (2/2 turns left)
▢ Restoring (As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state.)
▢ Stubborn (As a passive effect you gain +2 Armor at the end of your turn.)
▢ Invigorate (75/100 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.

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

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: BASTION -20 Reishi | BONUS | You conjure a temporary protective barrier between you and your foes. Mechanically, you and up to 2 allies gain 30 Armor. This armor is unique and is not added to an existing Armor pool. The Armor has a natural DR of 5 against Advanced Techs/Spells and Release Attacks. This DR cannot be bypassed or nullified by any means. The effect is lost once all the Armor is gone. (0/1)

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 | As a bonus action, you redirect two non-critical attacks that would have hit you and deal their 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. (0/2)



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.) (0/2)

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 | Siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (0/3)

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. (1/2)

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. (0/1)

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. (0/1)

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. (0/1)

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Jul 18, 2022 15:18:34 GMT -5


Hibano
Location: Germany
Status: Alive

Tags:


Asura remained pinned down on the shrine for a bit longer than Hibano expected - he was able to catch his breath and sheathe his sword again. The fact that the eternal shrouded watery plane surrounding them still did not go anywhere, with no perceivable way out, clued Hibano in that his opponent was still not yet done - and it also slightly unnerved him. Even if he somehow manages to defeat Asura here, what says he will actually be spewed out of this dimension?

Suddenly, the shrine flickered and let Asura fall to the floor, splashing water throughout, and rise up regenerating from the pin down as if nothing had happened. The shrine behind him, having briefly turned to a mirage, solidified once more. It was Asura's "domain", his native dimension, and he was the one who set the rules. Likely, the mere fact that he was still able to fight, instead of being crushed with unbelievable gravity or any other plethora of obstacles, was just because it amused the mysterious man - same as him pretending to be in trouble after having gotten stabbed by the temple's horn.

Hibano answered with an exasperated, tired breath.

"...Yeah. I guessed as much." That went both to Asura's complete control of his Bankai dimension, and to his confirmation that he was not a Shinigami. Some sort of... weird Hollow, then? It'd certainly fit the hunger and eating element... although, that would not explain the Bankai.

As for the dimension itself... If Asura could shape it as he sees fit, then it was no mere illusion. So, barring a way to break through dimensional barriers, he was trapped here, until he either wins or loses.

Yet again, Hibano fueled Reiatsu into his body, clenching the wide slash now running across from Asura's Cleave. His Reiatsu will only hold them for a few more seconds before all the blood starts bursting out, so he had to move quick. The teen suddenly ran forth, hand hovering above the grip of his Asauchi, readying for a draw and another barrage, increasing his speed more and more. But what came was not an attack.

In one sudden swipe, he pulled off his red jacket and threw it straight at Asura's face. Fighting against all the instincts the soul fused inside him kept fueling into him, all the demands to finish the fight or die trying, Hibano leapt up, sprung forward from Asura's head, and, flying across the dark dimension, finally pulled out his sword.

He's shown before that he can shake the foundations of reality itself with powerful enough slashes, so, if he focuses, fuels as much power as he possibly can into his weapon, and strikes...

Hibano sliced a portal into existence, falling through and painfully landing on the same street he had last stood on before Asura activated his transformation. After rolling across the asphalt for a few meters, the teen pulled himself back on his feet, the Soul Fusion ceased and the soul trapped inside of him retreated deep within once again, becoming invisible.

The mysterious man might still follow him - so, to make him lose the trail, Hibano took a breath to relax his muscles and Reiatsu, and leapt into one of the back yards of the surrounding houses. If everyone is as asleep as he assumes they are, they shouldn't notice some stranger briefly visiting them.

HIBANO
DEFENSIVE PHASE
Edge II on Asura - +10 defense, 2 DR, +2 bonus dmg, +10 acc
Total 68 Direct Damage dealt - all avoided with Speed Clones!
8 HP siphoned!

Gain 2 stacks of Flawless Strikes!




At-Will (Blur): Overpower Cleave (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: Jacket Throw (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 inflict Stagger - A1M0NILg1d100
Damage - 3d4

At-Will: Drop Second Release, suppress Reiatsu

Both Standard Actions: Flee



ACTIVE EFFECTS

Matter Soul Manipulation: As an at-will action two Basic Attacks on your turn siphon 5 Reishi from the target on hit.

Invigorate: 100/100 recovered
Shunko: 5/6 turns, +15 acc/+2 dmg tier with Strikes, +6 DR, +50% RL

Flawless Strikes: 2 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.
(3/3)
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.
(3/4)
Haste: When you activate Haste, you gain 1 additional Bonus Action on your turn.
(3/3)
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
(3/3)
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
(0/2)
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
(1/1)
Mirror Opening - As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect. This attack always applies bonus damage as if it were a critical hit. If you roll a critical hit, then you double the normal bonus damage. -15 Reishi
(0/2)
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)
Soul Recharge - As a bonus action you leech half of the Reishi that your opponent spent on two of their attacks. You can then either keep that Reishi or add bonus damage to a single type attack equal to the amount of Reishi you previously leeched. You must use that leeched Reishi in the turn this is activated whether it is added to an attack or kept to replenish your own. You also have a 50% chance to inflict the special status effect Sapped that leeches 10 extra Reishi. Sapped also reduces max Reishi by 15.
(0/1)

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)
Bakudo #81: Danku - As a bonus action, you conjure this protective wall and avoid all attacks targeting you this turn, even critical hits. Cannot be used against Hadō spells higher than #88., -25 Reishi
(0/1)

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 (3/3)
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 -> 5,000
HP: 46/75 | REISHI: 3/200 | DEF: 130 (100) | DMG DIE: d10 | ACC: +45




1d100·3d4
Last Edit: Jul 18, 2022 15:21:42 GMT -5 by Hibano