Bleach Hereafter RPG

Terrors of Fluid Time

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Aug 9, 2022 13:38:43 GMT -5



Activated, the Hogyoku Shard briefly wrestled for control as Niji forced her power inside of it, then unleashed a burst of light, overpowering the senses. When this flash receded, however, it wasn't the Hofgarten that greeted Niji.

A dreamlike landscape, surrounded by an endless purple void faintly illuminating floating islands and waterfalls, where gravity was more of a suggestion than a rule. Perhaps it really was a dream? It certainly did not abide by principles of logic. Water pooled out of nowhere and fell to nowhere, trees of stone were scattered across the surface of floating islands of unnatural color, breathing would inhale no air, yet it was impossible to asphyxiate, as if one never needed it in the first place.

Of course, Morgan wasn't there. No one else was. Except for one.

"Hello, again, onee-san."

Standing atop a spire, Valentina Tokareva looked down upon the new arrival in her dreamworld, covered almost entirely in her dark red cloak, save for the head. She appeared different than Niji or anyone remembered, however. She was taller, her features more expressive, the hair longer and faintly browner, the face, while still somewhat youthful, appearing more aged.

No longer glowing with the sharp blue of her Hogyoku form, yet still... carrying a signature of the same twisted, overpowering Reiatsu she had gotten infused with beneath Tendo Shoten.



"You tried to take the last ounce of power I still hold."

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Aug 9, 2022 14:42:06 GMT -5

Niji flinched as if struck by a physical blow when she heard Val’s voice.  Of course.  Of course it wouldn’t be that easy.  Maybe this had been part of the plan the whole time; if she hadn’t successfully possessed Hibano, whoever held the shard would have been a potential target.  Or maybe it wasn’t planned at all. What had Morgan said?  Tendo was going to use the subject of the experiment to have a set of morals imprinted onto the hōgyoku; perhaps any power granted from it had to meet the woman’s twisted compass.

If that was the case, why did this woman call her older sister? Perhaps it was some construct of her subconscious? It didn’t look like Val from either the false or actual reality, the woman looked older, but the reiatsu was the same as the last day Niji had seen her, warped and twisted by Tendo’s experiment. The woman's tone did not imply this was going to be a peaceful conversation where she simply acquiesced to Niji’s will.

Quickly attempting to get her bearings, she reached out with her supernatural senses, she didn’t sense any of her allies in this realm, or maybe a dream? There was no air, and no kazekami. The rocks and trees had no hidden life to them. If this was any sort of echo of the true Val, and not her Val, this was going to be a fight, and Niji was going to be at a disadvantage without her pacts.

Given all this, it was Niji’s way to try and avoid a fight in the first place, so she shook herself from the shock of seeing the woman again and looked up at her, ”Miss Tokareva. I do not know what exactly this is or what you are, but that is simply not the case.  The part of yourself you forced into that young man seems to still have quite a bit of strength; enough to scramble his brain and override his judgement, at the very least.”
Last Edit: Aug 9, 2022 14:46:53 GMT -5 by Niji

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Aug 10, 2022 4:50:53 GMT -5

Val stepped off the spire, yet didn't fall, as if walking on an invisible platform - then, suddenly, the island Niji was standing on pulled up instead, until her feet touched the ground and the two women were eye to eye. She was sceptical about Val's claim, defending herself with an ice-cold answer, even calling her "Ms. Tokareva" yet again. Val remained silent as she listened to Niji, then remained so for a few more seconds, glancing to the ground.

"What is happening inside Nikolai is no longer under my control. The Val inside of him has been asleep for... much longer than you think. Her dreams, memories may still seep into him, but they are not in control of his actions - he, yearning for a purpose, makes the decision to follow her."

She raised her eyes to the sky. Niji, understandably, knew neither what happened nor what she even is - and after so much time speaking in hints, riddles and philosophy, perhaps she can provide some answers for what might be their last meeting.

"The fragment in your hands was thus the last piece of myself I still held some consciousness in. A pathetic existence - but, to protect myself, it was enough to create a simulacrum from Val's imprint in this piece, and from your memories of her. That is where we stand. If she had been a Shinigami, perhaps her Zanpakuto's inner world would look like this."

Val's classic weapon, the red-coated Liberator gun scythe, materialized itself in her hand. "If you want to absorb and use my power, you will have to take it. But, I presume you already knew that."

Initiative - 2X4h9QOe1d1001d100

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Aug 10, 2022 15:56:02 GMT -5

Niji considered the older woman that was now face to face with her; she had been pulled out of the alternate reality before either of them reached that age. Of course; this wasn’t her Val, not even a little. The moment her ridiculous gun-scythe appeared, the division became sharp and precise in her mind. This was some remnant of Miss Tokareva, the nihilist become nightmare. Kept aware by hitching a ride with Niji, apparently.

She looked at the echo of the other fullbringer with contempt, Nikolai must have been Hibano; there was no other reason to mention a name like that, ”Naturally he is looking for a purpose, whatever you did ripped away his memories; he does not even know his name.”

The red headed fullbringer shook her head at the scythe wielding woman, speaking softly, as if more to herself than to the echo of the madwoman, ”But what is there to say that we have not already said to each other?  If you have my memories of both imouto-chan and yourself, you should already know my thoughts on the matter."

Niji began to collect her energy, unsure at the moment how she would use it; but this was Miss Tokareva, of course it was going to be a fight with her. It was all this version of her knew.  Her voice turned cold and harsh, ”Once I use the power that you forced onto me, I am going to find a way to rip you out of that poor bastard and make sure you can not hurt anyone ever again.”



Initiative - YCNH2JW61d1001d100
Last Edit: Aug 11, 2022 13:10:50 GMT -5 by Niji

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Aug 10, 2022 17:04:59 GMT -5

(Ready to see things my way yet?)

Val held her scythe in one hand, horizontally, in a defensive posture of sorts, while she listened to Niji's response. The gingerhead remained certain that Hibano's condition was her fault, one way or another - she expected to hear as much, and in an average situation, she'd continue discussing Hibano's fate,. or, at least, what she knows of it. Niji, however, had more than verbal complaints to offer. Not only did she lament what happened to the teen, she was going to use the power of the Hogyoku shard to fix the situation herself - ripping her out and ending her threat permanently.

"What?" she yelped.

The declaration - far more motivated than Val expected of Niji, even - got her to pause, and the scythe in her hand instinctively lowered.

"You mean..."

It wasn't hard to tell what was loaded behind those words, behind the way Niji forced them out. After brief shock, something in Val clicked, and her stare into the other Fullbringer shifted to a faint, accepting smirk.

"I understand, onee-san. Val is a lost cause, fallen past the point of no return - perhaps this is the only way her story can end," With renewed confidence, she raised her weapon. "If so, then I will fight for my own survival. I just... did not expect you to be so driven."

DREAMWORLD VALENTINA
DEFENSIVE PHASE
Nothing yet.




Bonus Action:

Standard Action:

Standard Action:



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

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.
Berserker
- Piercing Blows: Whenever you use at least two Standard Actions to attack an opponent, that opponent receives +2 status damage that bypasses all DR and Armor. Increase this value by +2 for each turn that you have used two Standard Actions to attack. This bonus returns to +2 if you do not attack an opponent on your turn and must be accumulated again.
- Sunder: You gain the Keystone Trait Blitz and it does not take up a Trait Slot. It also does not require your Fighting Skill to be 45.

TRAITS

Blitz (Berserker): As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
(0/3)
Talented (Fullbringer): 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)
Fortitude: As an at-will action after accounting for reductions and negations, any damage taken this turn is ignored. Two turns later the total value returns as status damage to you at the end of your turn. If this damage would result in a KO, you cannot be brought back via the Willpower trait.
(0/1)
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)
Cleverness: You have a passive +15% bonus to inflict a status effect from any source.
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)
Utsusemi - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. -10 Reishi
(0/1)
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
Summon Thrall - As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d12 direct damage to a target. If the thrall rolls a 1 on the the 1d12 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat. -10 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
Hado #96: Single Blade Cremation - Using both of your standard actions, you deal 6d20 worth of status damage to up to three foes. (Note: status damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided or mitigated by any means. Reduces you to 0 HP and you are Incapacitated.
(0/1)

RELEASE

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

Enhancements:
- Heightened (First Release): As a passive effect your defense is increased by +5 against Non-Basic Attacks.
- Ferocious (Second Release): As a passive effect your damage tier increases by +1 with 2 Basic Attacks, per turn, while in a Released state.

Techniques:

1st Release:
- Symphony of Destruction, Barrage/Slashing, -25 Reishi (Unlimited)
- Illusion, As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. -20 Reishi
(0/1)
2nd Release:
- Mitigate, As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself. -20 Reishi
(0/3)

REIATSU: 500,000 -> 1,000,000
HP: 75/75 | REISHI: 200/200 | DEF: 115 (100) | DMG DIE: d10 | ACC: +45

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Aug 10, 2022 18:25:46 GMT -5

The words appeared to have surprised the woman in front of her, but Niji’s eyes narrowed at her response, her voice dripping with venom as she continued, ”You are not my little sister. She knew her toolbox was for a greater purpose than just making ridiculous weapons.”  A low growl forced itself out of Niji’s throat, ”But you, Miss Tokareva, you were always a lost cause. You have brought nothing but pain and suffering into this world. You betrayed the people closest to you and were betrayed in turn.”

There was so much vitriol and anger in Niji’s voice that Val would feel a compulsion to throw up some sort of spiritual defense just against the words and the emotion behind them, ”You have doomed humanity to mediocrity under the thumb of spiritual beings. You should not exist. You should never have existed.”

Power began to collect around Niji, and there was a sourceless sound of crashing echoing around them, ”Just stop this nonsense, give me your power, then at least something good will come out of the miserable existence you called a life.”

A bit of the sky of the dreamworld fractured, and an enormous bull burst out, charging straight at the fragment of the woman.


SUMMARY
Summary:
Tempered Disabled in Dream World
Bakudo #22 (Success, stagger and 10 direct damage)
Puppet Theater to Force Bakudo #21 (failed)
Summon Thrall and At-Will Attack (9 direct damage)

HP is 75
Reishi is 178 (200 -10 (NJ) - 5 (#22) - 10 (ST) + 3 (TU)

Niji has Titanic Edge 2 on Miss Tokareva: +10 Def, +10 Accuracy, +2 Damage, 2 DR

Base Defense vs Miss Tokareva is 95
Base Accuracy vs Miss Tokareva is 70

At-Will:

Bonus Action:
Surprising Words (Bakudo #22)
wbo3FNn51d100 < 95 to Stagger
3d6 Direct Damage if infliction successful

Standard Action:
Reflexive Defense (Ningyo Joruri)
1d100 < 75 to force usage of Bakudo #21

Standard Action:
Spirit Animal Watage - Summon Thrall
(at will attack) 1d12



ACTIVE EFFECTS
Buffs

Debuffs



USES
Bandage - 0/1
Invigorate - 0/4
Sense - 0/3

Speed Clones - 0/2 (Move Tech)
Utsusemi - 0/1 (Move Tech)
Bakudo 12 - 0/2
Bakudo 7 - 0/1 Self
Ningyo Joruri - 1/1
Bakudo 9 - 0/2
Bakudo 22 - 1/2
Bakudo 27 - 0/2

Bakudo 73 - 0/1 Utility, 0/1 Defense
Thousand Page Wholesale - 0/2
Raioken - 0/2
Summon Thrall - 1/1

Soul Trigger - 0/1

Time Shift - 0/3
Illusion - 0/1

Genius - 0/3
Talented - 0/1
Assault - 0/2
Surge - 0/3
Blur 0/4

CLASS - Prodigy - Titan
ADEPT
Your natural Skill cap of 50 is increased to 60 and you start with +10 to one Skill of your choice.

GENIUS
Start with the Enhanced Basic Techniques/Spells; Focus Energy and Invigorate. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.

UNBRIDLED
The standard Reishi cap is lifted. (You may now gain an unlimited amount of Reishi.) Also, you gain +3 Reishi at the end of each turn per each foe you are fighting. (For example, in a 1v3, you would regain +9 Reishi.) Also, as a passive effect, as long as you remain at 50% HP or above, you gain the advantages of EDGE 2 against all foes, regardless of Reiatsu Levels. Alternatively, if you already have EDGE advantage (above EDGE 2) while above 50% HP, that advantage is now doubled.

OPPRESSIVE REIATSU
As a passive effect, your basic Strikes become area attacks and add the Bashing Major Effect. All other area attacks gain +10 accuracy and the Bashing Major Effect as well. Additionally, on a turn in which you use Invigorate, your Techs/Spells ignore 3 of their target’s DR; increase the amount of DR ignored by +3 per opponent in your current thread beyond the first. (3 DR ignored 1v1, 6 DR ignored 1v2, 9 DR ignored 1v3, etc)

TRAITS
Cleverness You have a passive +15% bonus to inflict a status effect from any source.

Assault - As an at-will action, roll two d100s for each accuracy roll you make with any Non-Basic Attack. Use the better of the two rolls for each.

Surge - As an at-will action, you add an extra set of additional damage die with a value of 2d12 for Non-Basic Attacks and 1d12 for Basic Attacks with each attack you make. (3/thread)

Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. (4/thread)

Tempered - Your 1st Release Stage is always active, meaning you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.

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.

TECHNIQUES
SPEED CLONES - 0/2
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.
Cost: 5 Reishi

UTSUSEMI - 0/1
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi

BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) - 0/2
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with.
Cost: 5 Reishi

BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) - 0/1
Type: Utility - Kido Healing Spell
Activate: At-Will
Effect: As an at-will action you restore 30 HP to self or a comrade.
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Once per target.

NINGYŌ JŌRURI (PUPPET THEATER)
Type: Bonus Action
Action: Utility
Effect: 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. Cannot be used in conjunction with the standard tech Holy Slave on the same turn.
Cost: 10 Reishi.
Limit: Once per target.

BAKUDŌ #9: GEKI (STRIKE) - 0/2
Type: Utility
Activate: Bonus Action
Effect: 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. The max chance to inflict with any effect is 95%.
Duration: 1 turn
Cost: 5 Reishi.

BAKUDŌ #22: HAKUFUKU (WHITE CRAWL) 0/2
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. The max chance to inflict with any effect is 95%
Cost: 5 Reishi
Limit: Twice per battle.

BAKUDŌ #27: INEMURI (FORCED SLUMBER) - 0/2
You quickly hold your hand in front of your enemy’s face as their pupils dilate before they fall unconscious.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 60% chance to inflict two stacks of the Blind status on your target. Upon infliction it also deals 1d8 direct damage The max chance to inflict with any effect is 95%.
Cost: 5 Reishi

BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. This spell has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.

RAIŌKEN (THUNDER KING FIST)
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 25 Reishi
Limit: Twice per battle.

SENMAIOROSHI (THOUSAND-PAGE WHOLESALE)
In a blur of motion, you make multiple extremely fast slashes that shred your target to pieces.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Slashing major effect.
Special Effect: For an extra cost of 10 Reishi, you may add the Delay major effect to each attack.
Cost: 20 Reishi
Limit: Twice per battle.

Summon Thrall
Type: Utility
Action: Bonus / At-Will
Effect: As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d12 direct damage to a target. If the thrall rolls a 1 on the the 1d12 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat.
Cost: 10 Reishi
Limit: Once per battle to summon. At-Wills have unlimited use.


Blood Offering - SOUL TRIGGER
Type: Utility (Considered a Forbidden Technique)
Action: Bonus Action - Reactive
Effect: You regain 20 Reishi at the time of use and increase your Base Reiatsu Level by 50%. Additionally, for the duration, increase your Damage Tier with all attacks by +2 and your Defense by +15. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 4 turns
Cost: 10 HP
Limit: Once per battle.

RELEASE
AREA, SLASHING
Activate: Standard Action
Cost: 20
Effect: 4 Damage Dice, crits on 75+, +4 damage on a crit
Titan and Area Attack includes +10 accuracy, 5 reishi drain, and -5% Base RL.

Stage 1 (Wish Granted) - Lost Spirits
Type: Utility
Activate: At-Will
Effect: As an at-will action, you roll a 1d35. On your next turn, you may use the Release Tech that corresponds to the number you rolled, bypassing any prerequisites. You only have access to the rolled Tech for that one turn. You may only use one release technique at a time, but otherwise you can use it as normal. Each different type of release technique can only be used once per thread. If you roll the same one twice, the second time the effect fizzles out and produces nothing. If you roll a 31-34, you get no ability to use that turn. If you roll at 35 you cannot use this power at all for the remainder of combat.
Cost: Same cost as whichever tech is rolled.
Consequence: If you choose Gamble, you may not pick a 2nd Release defense/utility tech but you can still pick your own release attack techniques. Gamble will be your only utility/defense release technique.
Limit: Indefinite, but only one type of each Release per combat.


Stage 1 - Pact: The Kami
TIME SHIFT
Type: Utility
Activate: At-Will
Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone.
Cost: 20 Reishi
Limit: Three times per battle.

EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, your Releases now costs -2 less Reishi to maintain per turn.
Limit: Indefinite.

Stage 2 - Pact: The Fair Folk
ILLUSION
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration.
Duration: 4 turns.
Cost: 20 Reishi
Limit: Once per battle.

DEVASTATING
Activate: None (Passive)
Effect: As a passive effect your Release Attacks deal an extra +10 bonus damage when you score a critical hit.
Limit: Indefinite.

RESTORING
Activate: None (Passive)
Effect: As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state.
Limit: Indefinite.

REIATSU: 447,000
REIATSU: HP: 75/75 | REISHI: 178/200| DEF:85 | DMG DIE: 1d14 | ACC: +50

1d100·3d6·1d100·1d12
Last Edit: Aug 11, 2022 6:00:40 GMT -5 by Niji

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Aug 11, 2022 6:56:52 GMT -5

(What happens then, when all that you knew just fades away?)

Val's tacit acceptance of Niji's ambition to destroy her fell on deaf ears. Driven by emotions well beyond what she expected Niji to show, the gingerhead ranted - ranted from pure, visceral hatred, declaring that she's caused nothing but suffering. She's set back humanity, she shouldn't have been born, she doesn't deserve to live.

She...

"Niji..?"

Val stared at her opponent in shock, her hands and weapon lowered, almost to the ground. Her confidence had already been shaken, and this dealt another blow to her spirit. The sky cracked, unleashing a massive bull that charged straight at the dreamworld construct. Suddenly, the island they were standing on shifted three meters to the left, making the frenzied animal miss the target and dissipate behind her.

"You don't have to be like this, I told you, didn't I... Everything feels so hollow, and all that I used to tell myself doesn't seem to push me forward anymore..." she began trying to explain herself, faintly cowering. As she spoke, pools of black ooze would begin to form all across the floating island. Creatures of nightmares crawled from the pools, each one taller than Val, muscular, pitch black with a tar-like texture and protruding white bones. These creatures began to circle Niji, gnarling, crawling, and waiting for their moment to strike.

"But that's not what I fought for!" Val suddenly yelled, right as the first of the nightmare horrors swung its claws to attack. Others followed, aiming to tackle and thrash the Fullbringer. "I-I wanted to do something that will help all of humanity, that I thought will free us from suffering... Isn't that what a hero is supposed to be like? Someone who has a vision how to make the world a better place, to destroy something that's torturing it, who goes after that vision no matter what? Isn't that what you are going to do?!"

DREAMWORLD VALENTINA
DEFENSIVE PHASE
Edge II on Niji - +10 defense, 2 DR, +2 bonus damage, +10 accuracy.
Total 19 Direct Damage dealt - avoided with Speed Clones!
Staggered for 1 turn!




At-Will (Blur): Dimensional Shift (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: Nightmare Horrors (Summon Thrall), -10 Reishi

At-Will: Thrall Attack - Deals Ud2PD|vS1d12 Direct Damage.

Standard Action: Nightmare Horror Charge (Enhanced Strike), -10 Reishi
Modified by: Intense Training (30% chance to Stun), Cleverness (+15% chance to inflict status), Edge II (+10 acc/+2 dmg)

Accuracy - 1d100+55
Damage - 2d10+2
Stun (Need 45 or less) - 1d100

Standard Action: Nightmare Horror Charge (Enhanced Strike), -10 Reishi
Modified by: Intense Training (30% chance to Stun), Cleverness (+15% chance to inflict status), Edge II (+10 acc/+2 dmg)

Accuracy - 1d100+55
Damage - 2d10+2 (CRITICAL! +10 dmg)
Stun (Need 45 or less) - 1d100

At-Will: Piercing Blows - Deals 2 status damage to Niji.



ACTIVE EFFECTS
First Release (Tempered): x2 RL per turn, 2 Reishi per turn, +5 Defense against Non-Basics, +5 Reflex.

Flawless Strikes: 0 stacks.

Staggered: 1/1 turns

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.
Berserker
- Piercing Blows: Whenever you use at least two Standard Actions to attack an opponent, that opponent receives +2 status damage that bypasses all DR and Armor. Increase this value by +2 for each turn that you have used two Standard Actions to attack. This bonus returns to +2 if you do not attack an opponent on your turn and must be accumulated again.
- Sunder: You gain the Keystone Trait Blitz and it does not take up a Trait Slot. It also does not require your Fighting Skill to be 45.

TRAITS

Blitz (Berserker): As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
(0/3)
Talented (Fullbringer): 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)
Fortitude: As an at-will action after accounting for reductions and negations, any damage taken this turn is ignored. Two turns later the total value returns as status damage to you at the end of your turn. If this damage would result in a KO, you cannot be brought back via the Willpower trait.
(0/1)
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)
Cleverness: You have a passive +15% bonus to inflict a status effect from any source.
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)
Utsusemi - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. -10 Reishi
(0/1)
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
Summon Thrall - As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d12 direct damage to a target. If the thrall rolls a 1 on the the 1d12 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat. -10 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
Hado #96: Single Blade Cremation - Using both of your standard actions, you deal 6d20 worth of status damage to up to three foes. (Note: status damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided or mitigated by any means. Reduces you to 0 HP and you are Incapacitated.
(0/1)

RELEASE

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

Enhancements:
- Heightened (First Release): As a passive effect your defense is increased by +5 against Non-Basic Attacks.
- Ferocious (Second Release): As a passive effect your damage tier increases by +1 with 2 Basic Attacks, per turn, while in a Released state.

Techniques:

1st Release:
- Symphony of Destruction, Barrage/Slashing, -25 Reishi (Unlimited)
- Illusion, As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. -20 Reishi
(0/1)
2nd Release:
- Mitigate, As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself. -20 Reishi
(0/3)

REIATSU: 500,000 -> 1,000,000
HP: 75/75 | REISHI: 163/200 | DEF: 115 (100) | DMG DIE: d10 | ACC: +45

1d12·1d100+55·2d10+2·1d100·1d100+55·2d10+2·1d100
Last Edit: Aug 11, 2022 6:59:38 GMT -5 by Hibano

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Aug 11, 2022 8:49:18 GMT -5

The nightmare creatures raked at her flesh, and Niji gathered her energy into a hideous roar that tore out of her mouth with the force of a hurricane. Fueled by her reishi and fury, the strength of the release knocked a few of the nightmare creatures backwards, deflecting some of the attacks and outright obliterating a few of the creatures.

The sky shattered again, and once again the bull charged towards Miss Tokareva; it appeared that the dissipation was only temporary. Niji hissed at the woman, her voice raw from the power that had issued forth from her throat, ”Even now, you can not see the difference, it is pathetic. Did you see what imouto-chan and I built in that other life?  That is what heroes do. The megalomaniacal psychopaths who try to destroy the world are called villains."

She continued, her anger making her voice quiet and deadly, ”There is only so much that can be done in to help in the real world after your stupid decisions. You ruined so many lives. Polina, Yael, Ikazuya, Nikolai; and those are just the ones I know about.  It is the least I can do to try and fix some of your mistakes; it is what my little sisters would have wanted.”

SUMMARY
Summary:
4 direct damage
8 damage and stun
19 damage, +10 from crit, stun
2 status damage

Edge 2 negates 2 damage
Dusk Cloak negates 10 damage and stuns
Guard negates 10 additional damage
Niji takes 18 damage

At-Will Thrall Attack - 11 Direct Damge
Bakudo #22 - Stagger, 10 Direct Damage
Raioken - 146 Accuracy, 34 damage, Overwhelm, -5 Reishi, -5% RL

HP is 57 (75 - 18 damage)
Reishi is 141 (178 -5 (G) - 5 (DC) -5 (#22) -25 (TGF) + 3 (TU)

Niji has Titanic Edge 2 on Miss Tokareva: +10 Def, +10 Accuracy, +2 Damage, 2 DR

Base Defense vs Miss Tokareva is 95
Base Accuracy vs Miss Tokareva is 60

At-Will:
Furious Roar - Dusk Cloak
Watage’s Back, Baby! - Summon Thrall At-Will Attack
TFiazzPN1d12

Bonus Action:
Furious Roar - Guard

Standard Action:
Furious Roar - Raioken
1d100+70
4d14
Overwhelm, -5 Reishi, -5% RL

Standard Action:
Furious Roar - (Bakudo #22)
1d100 < 95 to Stagger
3d6 Direct Damage if infliction successful


ACTIVE EFFECTS
Buffs

Debuffs



USES
Bandage - 0/1
Invigorate - 0/4
Sense - 0/3

Speed Clones - 0/2 (Move Tech)
Utsusemi - 0/1 (Move Tech)
Bakudo 12 - 1/2
Bakudo 7 - 0/1 Self
Ningyo Joruri - 1/1
Bakudo 9 - 0/2
Bakudo 22 - 2/2
Bakudo 27 - 0/2

Bakudo 73 - 0/1 Utility, 0/1 Defense
Thousand Page Wholesale - 0/2
Raioken - 1/2
Summon Thrall - 1/1

Soul Trigger - 0/1

Time Shift - 0/3
Illusion - 0/1

Genius - 0/3
Talented - 0/1
Assault - 0/2
Surge - 0/3
Blur 0/4

CLASS - Prodigy - Titan
ADEPT
Your natural Skill cap of 50 is increased to 60 and you start with +10 to one Skill of your choice.

GENIUS
Start with the Enhanced Basic Techniques/Spells; Focus Energy and Invigorate. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.

UNBRIDLED
The standard Reishi cap is lifted. (You may now gain an unlimited amount of Reishi.) Also, you gain +3 Reishi at the end of each turn per each foe you are fighting. (For example, in a 1v3, you would regain +9 Reishi.) Also, as a passive effect, as long as you remain at 50% HP or above, you gain the advantages of EDGE 2 against all foes, regardless of Reiatsu Levels. Alternatively, if you already have EDGE advantage (above EDGE 2) while above 50% HP, that advantage is now doubled.

OPPRESSIVE REIATSU
As a passive effect, your basic Strikes become area attacks and add the Bashing Major Effect. All other area attacks gain +10 accuracy and the Bashing Major Effect as well. Additionally, on a turn in which you use Invigorate, your Techs/Spells ignore 3 of their target’s DR; increase the amount of DR ignored by +3 per opponent in your current thread beyond the first. (3 DR ignored 1v1, 6 DR ignored 1v2, 9 DR ignored 1v3, etc)

TRAITS
Cleverness You have a passive +15% bonus to inflict a status effect from any source.

Assault - As an at-will action, roll two d100s for each accuracy roll you make with any Non-Basic Attack. Use the better of the two rolls for each.

Surge - As an at-will action, you add an extra set of additional damage die with a value of 2d12 for Non-Basic Attacks and 1d12 for Basic Attacks with each attack you make. (3/thread)

Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. (4/thread)

Tempered - Your 1st Release Stage is always active, meaning you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.

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.

TECHNIQUES
SPEED CLONES - 0/2
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.
Cost: 5 Reishi

UTSUSEMI - 0/1
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi

BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) - 0/2
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with.
Cost: 5 Reishi

BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) - 0/1
Type: Utility - Kido Healing Spell
Activate: At-Will
Effect: As an at-will action you restore 30 HP to self or a comrade.
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Once per target.

NINGYŌ JŌRURI (PUPPET THEATER)
Type: Bonus Action
Action: Utility
Effect: 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. Cannot be used in conjunction with the standard tech Holy Slave on the same turn.
Cost: 10 Reishi.
Limit: Once per target.

BAKUDŌ #9: GEKI (STRIKE) - 0/2
Type: Utility
Activate: Bonus Action
Effect: 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. The max chance to inflict with any effect is 95%.
Duration: 1 turn
Cost: 5 Reishi.

BAKUDŌ #22: HAKUFUKU (WHITE CRAWL) 0/2
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. The max chance to inflict with any effect is 95%
Cost: 5 Reishi
Limit: Twice per battle.

BAKUDŌ #27: INEMURI (FORCED SLUMBER) - 0/2
You quickly hold your hand in front of your enemy’s face as their pupils dilate before they fall unconscious.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 60% chance to inflict two stacks of the Blind status on your target. Upon infliction it also deals 1d8 direct damage The max chance to inflict with any effect is 95%.
Cost: 5 Reishi

BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. This spell has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.

RAIŌKEN (THUNDER KING FIST)
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 25 Reishi
Limit: Twice per battle.

SENMAIOROSHI (THOUSAND-PAGE WHOLESALE)
In a blur of motion, you make multiple extremely fast slashes that shred your target to pieces.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Slashing major effect.
Special Effect: For an extra cost of 10 Reishi, you may add the Delay major effect to each attack.
Cost: 20 Reishi
Limit: Twice per battle.

Summon Thrall
Type: Utility
Action: Bonus / At-Will
Effect: As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d12 direct damage to a target. If the thrall rolls a 1 on the the 1d12 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat.
Cost: 10 Reishi
Limit: Once per battle to summon. At-Wills have unlimited use.


Blood Offering - SOUL TRIGGER
Type: Utility (Considered a Forbidden Technique)
Action: Bonus Action - Reactive
Effect: You regain 20 Reishi at the time of use and increase your Base Reiatsu Level by 50%. Additionally, for the duration, increase your Damage Tier with all attacks by +2 and your Defense by +15. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 4 turns
Cost: 10 HP
Limit: Once per battle.

RELEASE
AREA, SLASHING
Activate: Standard Action
Cost: 20
Effect: 4 Damage Dice, crits on 75+, +4 damage on a crit
Titan and Area Attack includes +10 accuracy, 5 reishi drain, and -5% Base RL.

Stage 1 (Wish Granted) - Lost Spirits
Type: Utility
Activate: At-Will
Effect: As an at-will action, you roll a 1d35. On your next turn, you may use the Release Tech that corresponds to the number you rolled, bypassing any prerequisites. You only have access to the rolled Tech for that one turn. You may only use one release technique at a time, but otherwise you can use it as normal. Each different type of release technique can only be used once per thread. If you roll the same one twice, the second time the effect fizzles out and produces nothing. If you roll a 31-34, you get no ability to use that turn. If you roll at 35 you cannot use this power at all for the remainder of combat.
Cost: Same cost as whichever tech is rolled.
Consequence: If you choose Gamble, you may not pick a 2nd Release defense/utility tech but you can still pick your own release attack techniques. Gamble will be your only utility/defense release technique.
Limit: Indefinite, but only one type of each Release per combat.


Stage 1 - Pact: The Kami
TIME SHIFT
Type: Utility
Activate: At-Will
Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone.
Cost: 20 Reishi
Limit: Three times per battle.

EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, your Releases now costs -2 less Reishi to maintain per turn.
Limit: Indefinite.

Stage 2 - Pact: The Fair Folk
ILLUSION
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration.
Duration: 4 turns.
Cost: 20 Reishi
Limit: Once per battle.

DEVASTATING
Activate: None (Passive)
Effect: As a passive effect your Release Attacks deal an extra +10 bonus damage when you score a critical hit.
Limit: Indefinite.

RESTORING
Activate: None (Passive)
Effect: As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state.
Limit: Indefinite.

REIATSU: 447,000
REIATSU: HP: 57/75 | REISHI: 141/200| DEF:85 | DMG DIE: 1d14 | ACC: +50


1d12·1d100+70·4d14·1d100·3d6
Last Edit: Aug 11, 2022 9:21:31 GMT -5 by Niji

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Aug 11, 2022 14:06:50 GMT -5

(What happens then, when all that you knew just fades away?)

The terror and frustration at herself in Val's heart was starting to shift towards desperate anger. Niji's words were merciless, and she did not waste any opportunity pulling at every possible string which could unravel the woman. She was the one at fault of the destruction of so many lives. Yael, her son, her mother. Perhaps, if Niji knew about Maria, she'd even start claiming that was her fault, too.

A powerful, visceral roar flung away the nightmare creatures circling Niji. sending them scattering across the dimension. Val herself pulled up her cloak, fluttering in the burst, and dug in her heels. An aura of Reiatsu surrounded her and protected her from the sheer force, somewhat - she was still dragged back across the soil of the island, leaving a visible trail in the unnatural earth.

Blasting them aside did not make the nightmares go away. Splattered, broken apart, they melted back to ooze and then grew again, waiting for the opportunity to launch themselves at the Fullbringer.

"Your little sisters?" Val gushed out under her breath, then suddenly yelled forward. "I created your "little sisters"!"

Suddenly, the island beneath their feet crumbled, before the ground behind Val split apart and a monument sprouted from the soil. A statue for two women, the heroes of an Earth that never was - one cupping a sapling in her hands, the other pointing at the sky with a toolbox in her hand. The purple skies of the dreamworld shifted, turning darker, becoming dotted with stars. Perhaps this window into a mirror world would make Niji pause, slow down, recall her false memories.

"I crafted that timeline, dragged you there, pulled you out after ten years... and now you stand here, lauding my creations as heroes, telling me they are something I could never reach..."

Val's nightmares did not stay at rest while she was speakinhg - they'd lunge at Niji, trying to lash at her and smash her into the island.

"And when you look at that mirror world for inspiration, recall the imouto that never was... have you ever thought why I'd make you witness all that?"

DREAMWORLD VALENTINA
DEFENSIVE PHASE
Edge II on Niji - +10 defense, 2 DR, +2 bonus damage, +10 accuracy.
Yugure no Manto, Rapid Movement and Sense activated! +5 Defense against Non-Basic Attacks!
Niji's Raioken - vs 150 def - miss!
Total 21 Direct Damage dealt! Reduced to 19 dmg with Damage Reduction!
Stagger avoided with Yugure no Manto!




At-Will (Blur): Reiatsu Aura (Rapid Movement - +15 Defense), -10 Reishi
At-Will: Reiatsu Aura (Sense - You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.)
At-Will: Reiatsu Aura (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

Bonus Action: Mirror World (Illusion - As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration.) -20 Reishi

Need 75 or less to inflict Deceived - fqnLaA141d100

At-Will: Thrall Attack - Deals 1d12 Direct Damage.

Standard Action: Nightmare Horror Charge (Enhanced Strike)
Modified by: Intense Training (30% chance to Stun), Cleverness (+15% chance to inflict status), Edge II (+10 acc/+2 dmg), Sense (+5 acc)

Accuracy - 1d100+60
Damage - 2d10+2
Stun (Need 45 or less) - 1d100

Standard Action: Nightmare Horror Charge (Enhanced Strike)
Modified by: Intense Training (30% chance to Stun), Cleverness (+15% chance to inflict status), Edge II (+10 acc/+2 dmg)

Accuracy - 1d100+60
Damage - 2d10+2
Stun (Need 45 or less) - 1d100

At-Will: Piercing Blows - Deals 4 status damage to Niji.



ACTIVE EFFECTS
First Release (Tempered): x2 RL per turn, 2 Reishi per turn, +5 Defense against Non-Basics, +5 Reflex.

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.
Berserker
- Piercing Blows: Whenever you use at least two Standard Actions to attack an opponent, that opponent receives +2 status damage that bypasses all DR and Armor. Increase this value by +2 for each turn that you have used two Standard Actions to attack. This bonus returns to +2 if you do not attack an opponent on your turn and must be accumulated again.
- Sunder: You gain the Keystone Trait Blitz and it does not take up a Trait Slot. It also does not require your Fighting Skill to be 45.

TRAITS

Blitz (Berserker): As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
(0/3)
Talented (Fullbringer): 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)
Fortitude: As an at-will action after accounting for reductions and negations, any damage taken this turn is ignored. Two turns later the total value returns as status damage to you at the end of your turn. If this damage would result in a KO, you cannot be brought back via the Willpower trait.
(0/1)
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)
Cleverness: You have a passive +15% bonus to inflict a status effect from any source.
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)
Utsusemi - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. -10 Reishi
(0/1)
Bakudo #12: Yugure no Manto - As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with. -5 Reishi
(1/2)
Bakudo #21: Sekienton - As a bonus action you avoid damage from all natural damage dice that roll a certain number or lower during your turn. For basic attacks, 8 or lower. For non-basic attacks, 10 or lower. -10 Reishi
(0/1)

Utility
Puppet Theater - As a bonus action you have a 60% chance to inflict the special Manipulated status on your target. The user declares a Standard or Advanced technique/spell (excluding any Forbidden or Release techs/spells) that the target knows and takes no more than a standard or bonus action to use. The target is then forced to use this technique/spell on their next turn. -10 Reishi
(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
Summon Thrall - As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d12 direct damage to a target. If the thrall rolls a 1 on the the 1d12 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat. -10 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
Hado #96: Single Blade Cremation - Using both of your standard actions, you deal 6d20 worth of status damage to up to three foes. (Note: status damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided or mitigated by any means. Reduces you to 0 HP and you are Incapacitated.
(0/1)

RELEASE

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

Enhancements:
- Heightened (First Release): As a passive effect your defense is increased by +5 against Non-Basic Attacks.
- Ferocious (Second Release): As a passive effect your damage tier increases by +1 with 2 Basic Attacks, per turn, while in a Released state.

Techniques:

1st Release:
- Symphony of Destruction, Barrage/Slashing, -25 Reishi (Unlimited)
- Illusion, As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. -20 Reishi
(1/1)
2nd Release:
- Mitigate, As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself. -20 Reishi
(0/3)

REIATSU: 500,000 -> 1,000,000
HP: 56/75 | REISHI: 126/200 | DEF: 115 (100) | DMG DIE: d10 | ACC: +45

1d100·1d12·1d100+60·2d10+2·1d100·1d100+60·2d10+2·1d100

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Aug 11, 2022 16:20:51 GMT -5

”Bullshit.”

She spat out the word in response to Miss Tokareva's claims as her childhood bull once again manifested and the woman.

Niji had no idea what limitations she had after Tendo's experiment rocketed her power to world-destroying levels, but the fact was the reality wasn't just an illusion.  Janus had confirmed that the timeline she had been sent to did actually exist, whether or not the woman had actually made it in the first place, it continued to tick on without her awareness inside of it.  ”Maybe you started that world, but you did not decide how it turned out.”

Golden light flowed out of Niji in a torrent of energy, once again blasting away the attacks of the shadow creatures as she fixed the woman with a furious glare, ”And do you know how I know that, Miss Tokareva?”

For a moment, she allowed herself to look at the statue of the two of them, refusing to allow tears to form in her eyes as she remembered the life she had lost.  Not lost.  It kept going, she could take some solace in that; they had saved one world, at least.  She looked back at the scythe wielding maniac and sneered, ”Because you would never allow yourself to be happy.”

SUMMARY
Summary:
Niji inflicted with Illusion (again)
16 damage inflicted, 2 direct damage, 4 status damage - 22 total damage
First Release (Bonus to Standard) - Recover 10 HP, cancel 4 damage
Guard (Bonus to Standard) - Negate 10 damage
2 DR from Edge 2

Niji receives 4 status damage and 2 direct damage for 6 total damage.

HP is 61 (57 - 6 damage + 10 healing)
Reishi is 139 (141 - 5 (G) + 3 (TU))

Niji has Titanic Edge 2 on Miss Tokareva: +10 Def, +10 Accuracy, +2 Damage, 2 DR

Base Defense vs Miss Tokareva is 95
Base Accuracy vs Miss Tokareva is 65

At-Will:

Bonus Action:
Charge of Watage! - Summon Thrall At-Will Attack (At-Will to Bonus due to illusion)
OYJqsLg31d12

Standard Action:
Release of Energy - Guard (Bonus to Standard due to illusion)

Standard Action:
Release of Energy - Enter first Release (Bonus to Standard due to illusion)


ACTIVE EFFECTS
Buffs

Debuffs
1/4 - Illusion



USES
Bandage - 0/1
Invigorate - 0/4
Sense - 0/3

Speed Clones - 0/2 (Move Tech)
Utsusemi - 0/1 (Move Tech)
Bakudo 12 - 0/2
Bakudo 7 - 0/1 Self
Ningyo Joruri - 1/1
Bakudo 9 - 0/2
Bakudo 22 - 1/2
Bakudo 27 - 0/2

Bakudo 73 - 0/1 Utility, 0/1 Defense
Thousand Page Wholesale - 0/2
Raioken - 0/2
Summon Thrall - 1/1

Soul Trigger - 0/1

Time Shift - 0/3
Illusion - 0/1

Genius - 0/3
Talented - 0/1
Assault - 0/2
Surge - 0/3
Blur 0/4

CLASS - Prodigy - Titan
ADEPT
Your natural Skill cap of 50 is increased to 60 and you start with +10 to one Skill of your choice.

GENIUS
Start with the Enhanced Basic Techniques/Spells; Focus Energy and Invigorate. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.

UNBRIDLED
The standard Reishi cap is lifted. (You may now gain an unlimited amount of Reishi.) Also, you gain +3 Reishi at the end of each turn per each foe you are fighting. (For example, in a 1v3, you would regain +9 Reishi.) Also, as a passive effect, as long as you remain at 50% HP or above, you gain the advantages of EDGE 2 against all foes, regardless of Reiatsu Levels. Alternatively, if you already have EDGE advantage (above EDGE 2) while above 50% HP, that advantage is now doubled.

OPPRESSIVE REIATSU
As a passive effect, your basic Strikes become area attacks and add the Bashing Major Effect. All other area attacks gain +10 accuracy and the Bashing Major Effect as well. Additionally, on a turn in which you use Invigorate, your Techs/Spells ignore 3 of their target’s DR; increase the amount of DR ignored by +3 per opponent in your current thread beyond the first. (3 DR ignored 1v1, 6 DR ignored 1v2, 9 DR ignored 1v3, etc)

TRAITS
Cleverness You have a passive +15% bonus to inflict a status effect from any source.

Assault - As an at-will action, roll two d100s for each accuracy roll you make with any Non-Basic Attack. Use the better of the two rolls for each.

Surge - As an at-will action, you add an extra set of additional damage die with a value of 2d12 for Non-Basic Attacks and 1d12 for Basic Attacks with each attack you make. (3/thread)

Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. (4/thread)

Tempered - Your 1st Release Stage is always active, meaning you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.

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.

TECHNIQUES
SPEED CLONES - 0/2
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.
Cost: 5 Reishi

UTSUSEMI - 0/1
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi

BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) - 0/2
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with.
Cost: 5 Reishi

BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) - 0/1
Type: Utility - Kido Healing Spell
Activate: At-Will
Effect: As an at-will action you restore 30 HP to self or a comrade.
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Once per target.

NINGYŌ JŌRURI (PUPPET THEATER)
Type: Bonus Action
Action: Utility
Effect: 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. Cannot be used in conjunction with the standard tech Holy Slave on the same turn.
Cost: 10 Reishi.
Limit: Once per target.

BAKUDŌ #9: GEKI (STRIKE) - 0/2
Type: Utility
Activate: Bonus Action
Effect: 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. The max chance to inflict with any effect is 95%.
Duration: 1 turn
Cost: 5 Reishi.

BAKUDŌ #22: HAKUFUKU (WHITE CRAWL) 0/2
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. The max chance to inflict with any effect is 95%
Cost: 5 Reishi
Limit: Twice per battle.

BAKUDŌ #27: INEMURI (FORCED SLUMBER) - 0/2
You quickly hold your hand in front of your enemy’s face as their pupils dilate before they fall unconscious.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 60% chance to inflict two stacks of the Blind status on your target. Upon infliction it also deals 1d8 direct damage The max chance to inflict with any effect is 95%.
Cost: 5 Reishi

BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. This spell has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.

RAIŌKEN (THUNDER KING FIST)
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 25 Reishi
Limit: Twice per battle.

SENMAIOROSHI (THOUSAND-PAGE WHOLESALE)
In a blur of motion, you make multiple extremely fast slashes that shred your target to pieces.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Slashing major effect.
Special Effect: For an extra cost of 10 Reishi, you may add the Delay major effect to each attack.
Cost: 20 Reishi
Limit: Twice per battle.

Summon Thrall
Type: Utility
Action: Bonus / At-Will
Effect: As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d12 direct damage to a target. If the thrall rolls a 1 on the the 1d12 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat.
Cost: 10 Reishi
Limit: Once per battle to summon. At-Wills have unlimited use.


Blood Offering - SOUL TRIGGER
Type: Utility (Considered a Forbidden Technique)
Action: Bonus Action - Reactive
Effect: You regain 20 Reishi at the time of use and increase your Base Reiatsu Level by 50%. Additionally, for the duration, increase your Damage Tier with all attacks by +2 and your Defense by +15. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 4 turns
Cost: 10 HP
Limit: Once per battle.

RELEASE
AREA, SLASHING
Activate: Standard Action
Cost: 20
Effect: 4 Damage Dice, crits on 75+, +4 damage on a crit
Titan and Area Attack includes +10 accuracy, 5 reishi drain, and -5% Base RL.

Stage 1 (Wish Granted) - Lost Spirits
Type: Utility
Activate: At-Will
Effect: As an at-will action, you roll a 1d35. On your next turn, you may use the Release Tech that corresponds to the number you rolled, bypassing any prerequisites. You only have access to the rolled Tech for that one turn. You may only use one release technique at a time, but otherwise you can use it as normal. Each different type of release technique can only be used once per thread. If you roll the same one twice, the second time the effect fizzles out and produces nothing. If you roll a 31-34, you get no ability to use that turn. If you roll at 35 you cannot use this power at all for the remainder of combat.
Cost: Same cost as whichever tech is rolled.
Consequence: If you choose Gamble, you may not pick a 2nd Release defense/utility tech but you can still pick your own release attack techniques. Gamble will be your only utility/defense release technique.
Limit: Indefinite, but only one type of each Release per combat.


Stage 1 - Pact: The Kami
TIME SHIFT
Type: Utility
Activate: At-Will
Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone.
Cost: 20 Reishi
Limit: Three times per battle.

EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, your Releases now costs -2 less Reishi to maintain per turn.
Limit: Indefinite.

Stage 2 - Pact: The Fair Folk
ILLUSION
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration.
Duration: 4 turns.
Cost: 20 Reishi
Limit: Once per battle.

DEVASTATING
Activate: None (Passive)
Effect: As a passive effect your Release Attacks deal an extra +10 bonus damage when you score a critical hit.
Limit: Indefinite.

RESTORING
Activate: None (Passive)
Effect: As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state.
Limit: Indefinite.

REIATSU: 447,000 (eff. 894,000)
REIATSU: HP: 61/75 | REISHI: 139/200| DEF:85 | DMG DIE: 1d14 | ACC: +55
1d12

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Aug 12, 2022 5:56:17 GMT -5

(What happens then, when all that you knew just fades away?)

Niji's bull, having run around the battlefield ever since the start of the fight, found its footing again and launched itself straight at Val. A direct hit - however, it appeared like it had just struck an immovable boulder. The illusionary Val's aura alone, amped up even further by the power of the Hogyoku shard, was strong enough to deflect the bull before it could even touch her, only barely managing to push her a little.

Val herself was focused on Niji. The gingerhead was not convinced. She did not find it possible that Val could have created a universe like hers, that she couldn't have possibly done anything but add the initial touches to her alternate timeline.

The Val she met and cherished in that world was happy. The Val she knew in reality couldn't be happy.

"I..." she muttered, looking down.

When she was still alive... Val had sworn for years that she would dedicate every ounce of her efforts that she could to overthrowing reality. Believing to be a hero, she was certain that straying from this goal would make her less of one. A hero has to be selfless, after all, and if he gives in to selfishness, he's not much of a hero. How many opportunities, how much happiness did she miss by labelling it selfish? How many opportunities did she run away from?

Her teeth clenched and expression pained, the simulacrum shook her head, then answered:

"I was happy in my dreams... there, asleep, away from the world, I could have all the happiness I wanted. So, I passed a dream to you... Their utopia, clashed with my bleak reality, tormented me, and I wanted it to torment you."

The nightmare creatures, having been blasted a second time, started to retreat from Niji - in their place, cracks in reality would allow a new force to march in and take their place. Men, women, some about the same age as Niji, others visibly older, some armed, especially with bows, others were unarmed.

If she tapped into her memories of the mirror timeline, perhaps she would recall some of those faces. The war against the Shinigami, waged by the two sisters from Kibō no Hikari, may have been victorious, but it claimed many losses. Those victims of a spiritual war, reborn anew, were now ready to attack Niji.

"And perhaps it worked? Remember your last words to Val before that fateful battle..?" Val continued speaking from behind the ranks. "That faced with resistance from the world itself, you'd reconsider your goals- that perhaps you are in the wrong? Now... plotting to execute the most powerful Fullbringer in existence, repair the world like how your little sisters would have wanted, would you truly tell me the same?"

DREAMWORLD VALENTINA
DEFENSIVE PHASE
Reactive transformation to Second Release, regain Edge II on Niji - +10 defense, 2 DR, +2 bonus damage, +10 accuracy.
3 Direct Damage reduced to 1 damage by Damage Reduction!

Gain 2 stacks of Flawless Strikes from landed Strikes.




At-Will: Power of the Hogyoku Shard (Second Release - x4 RL, +10 Reflex, +5 Defense to Non-Basics and +1 Dmg Tier to 2 Basic Attacks, 6 Reishi per turn). Recovers 20 HP.

Bonus Action: Invigorate, +25 Reishi

At-Will: Thrall Attack - Deals evhVu1N|1d12 Direct Damage.

Standard Action: Mirror Reality Attack (Enhanced Strike)
Modified by: Intense Training (30% chance to Stun), Cleverness (+15% chance to inflict status), Edge II (+10 acc/+2 dmg), Sense (+5 acc), Flawless Strikes (+10 acc/+2 dmg tier), Release (+1 dmg tier)

Accuracy - 1d100+70
Damage - 2d13+2
Stun (Need 45 or less) - 1d100

Standard Action: Mirror Reality Attack (Enhanced Strike)
Modified by: Intense Training (30% chance to Stun), Cleverness (+15% chance to inflict status), Edge II (+10 acc/+2 dmg), Sense (+5 acc), Flawless Strikes (+10 acc/+2 dmg tier), Release (+1 dmg tier)

Accuracy - 1d100+70
Damage - 2d13+2
Stun (Need 45 or less) - 1d100

At-Will: Piercing Blows - Deals 6 status damage to Niji.



ACTIVE EFFECTS
Second Release (Tempered): x4 RL, +10 Reflex, +5 Defense to Non-Basics and +1 Dmg Tier to 2 Basic Attacks, 6 Reishi per turn

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.
Berserker
- Piercing Blows: Whenever you use at least two Standard Actions to attack an opponent, that opponent receives +2 status damage that bypasses all DR and Armor. Increase this value by +2 for each turn that you have used two Standard Actions to attack. This bonus returns to +2 if you do not attack an opponent on your turn and must be accumulated again.
- Sunder: You gain the Keystone Trait Blitz and it does not take up a Trait Slot. It also does not require your Fighting Skill to be 45.

TRAITS

Blitz (Berserker): As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
(0/3)
Talented (Fullbringer): 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)
Fortitude: As an at-will action after accounting for reductions and negations, any damage taken this turn is ignored. Two turns later the total value returns as status damage to you at the end of your turn. If this damage would result in a KO, you cannot be brought back via the Willpower trait.
(0/1)
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)
Cleverness: You have a passive +15% bonus to inflict a status effect from any source.
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)
Utsusemi - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. -10 Reishi
(0/1)
Bakudo #12: Yugure no Manto - As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with. -5 Reishi
(1/2)
Bakudo #21: Sekienton - As a bonus action you avoid damage from all natural damage dice that roll a certain number or lower during your turn. For basic attacks, 8 or lower. For non-basic attacks, 10 or lower. -10 Reishi
(0/1)

Utility
Puppet Theater - As a bonus action you have a 60% chance to inflict the special Manipulated status on your target. The user declares a Standard or Advanced technique/spell (excluding any Forbidden or Release techs/spells) that the target knows and takes no more than a standard or bonus action to use. The target is then forced to use this technique/spell on their next turn. -10 Reishi
(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
Summon Thrall - As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d12 direct damage to a target. If the thrall rolls a 1 on the the 1d12 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat. -10 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
Hado #96: Single Blade Cremation - Using both of your standard actions, you deal 6d20 worth of status damage to up to three foes. (Note: status damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided or mitigated by any means. Reduces you to 0 HP and you are Incapacitated.
(0/1)

RELEASE

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

Enhancements:
- Heightened (First Release): As a passive effect your defense is increased by +5 against Non-Basic Attacks.
- Ferocious (Second Release): As a passive effect your damage tier increases by +1 with 2 Basic Attacks, per turn, while in a Released state.

Techniques:

1st Release:
- Symphony of Destruction, Barrage/Slashing, -25 Reishi (Unlimited)
- Illusion, As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. -20 Reishi
(1/1)
2nd Release:
- Mitigate, As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself. -20 Reishi
(0/3)

REIATSU: 500,000 -> 2,000,000
HP: 74/75 | REISHI: 145/200 | DEF: 120 (100) | DMG DIE: d10 | ACC: +45

1d12·1d100+70·2d13+2·1d100·1d100+70·2d13+2·1d100

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Aug 13, 2022 6:57:31 GMT -5

The woman looked at the spirits, her allies. While they had not fought beside her, they fought for what she and imouto-chan represented. Hope. Freedom. A better world. She smiled softly at them, despite their initial attack on her. Niji looked at the woman hiding behind them with pity, ”You never understood, it was just beyond your comprehension.”

Her reiatsu surged again, flooding over the nightmare Quincy and Fullbringers; to a man, they all turned and faced Miss Tokareva, ”The very nature of my abilities means I can not pursue my goals alone. I do not force my desires onto those who would oppose me. If you were to ask a thousand people if the world should be a better place, a thousand people would agree with you. If you were to ask a million if they thought all of reality should be destroyed, only one insane fullbringer would say yes.”

The amassed dead launched a volley of attacks at Miss Tokareva, and Niji’s voice echoed over the attack, ”I can not truly fix the world any longer, you and Virgil saw to that. But, in doing so, the leader of the Red Lotus has proven himself a threat to all. Gaining allies that wish to stop him after those actions will not see resistance from the world, just those loyal to a psychopath. I see no reason to let his machinations lead to another potential Armageddon.”

SUMMARY
Summary:
9 Direct Damage
88 Accuracy, 20 Damage, Stun Unsuccessful; Misses
130 Accuracy, 5 Damage, Stun Unsuccessful, 2 damage negated lost edge bonus, 2 damage negated via edge DR
6 Status Damage

Second Release, Restore 20 HP
Illusion, SUCCESS
Release Attack - 125 Accuracy, 24 Damage, Bashing (-5 Reishi, -5% RL)

HP is 65 (61 - 9 (DR) - 1 (D) - 6 (SD) + 20 (2R))
Reishi is 91 (139 - 20 (Ill) - 25 (RA) - 6 (RU) + 3 (TU))

Niji has Titanic Edge 2 on Miss Tokareva: +10 Def, +10 Accuracy, +2 Damage, 2 DR

Base Defense vs Miss Tokareva is 95
Base Accuracy vs Miss Tokareva is 70

At-Will:

Bonus Action:
Cooperation (Second Release)
Edge Negated

Standard Action:
My Allies (Illusion)
7_eT8rUP1d100 < 75 to inflict Illusion

Standard Action:
Their Attacks (Release Attack)
1d100+80
4d14
Bashing - 5 Reishi, -5% RL


ACTIVE EFFECTS
Buffs

Debuffs
2/4 - Illusion



USES
Bandage - 0/1
Invigorate - 0/4
Sense - 0/3

Speed Clones - 0/2 (Move Tech)
Utsusemi - 0/1 (Move Tech)
Bakudo 12 - 0/2
Bakudo 7 - 0/1 Self
Ningyo Joruri - 1/1
Bakudo 9 - 0/2
Bakudo 22 - 1/2
Bakudo 27 - 0/2

Bakudo 73 - 0/1 Utility, 0/1 Defense
Thousand Page Wholesale - 0/2
Raioken - 0/2
Summon Thrall - 1/1

Soul Trigger - 0/1

Time Shift - 0/3
Illusion - 0/1

Genius - 0/3
Talented - 0/1
Assault - 0/2
Surge - 0/3
Blur 0/4

CLASS - Prodigy - Titan
ADEPT
Your natural Skill cap of 50 is increased to 60 and you start with +10 to one Skill of your choice.

GENIUS
Start with the Enhanced Basic Techniques/Spells; Focus Energy and Invigorate. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.

UNBRIDLED
The standard Reishi cap is lifted. (You may now gain an unlimited amount of Reishi.) Also, you gain +3 Reishi at the end of each turn per each foe you are fighting. (For example, in a 1v3, you would regain +9 Reishi.) Also, as a passive effect, as long as you remain at 50% HP or above, you gain the advantages of EDGE 2 against all foes, regardless of Reiatsu Levels. Alternatively, if you already have EDGE advantage (above EDGE 2) while above 50% HP, that advantage is now doubled.

OPPRESSIVE REIATSU
As a passive effect, your basic Strikes become area attacks and add the Bashing Major Effect. All other area attacks gain +10 accuracy and the Bashing Major Effect as well. Additionally, on a turn in which you use Invigorate, your Techs/Spells ignore 3 of their target’s DR; increase the amount of DR ignored by +3 per opponent in your current thread beyond the first. (3 DR ignored 1v1, 6 DR ignored 1v2, 9 DR ignored 1v3, etc)

TRAITS
Cleverness You have a passive +15% bonus to inflict a status effect from any source.

Assault - As an at-will action, roll two d100s for each accuracy roll you make with any Non-Basic Attack. Use the better of the two rolls for each.

Surge - As an at-will action, you add an extra set of additional damage die with a value of 2d12 for Non-Basic Attacks and 1d12 for Basic Attacks with each attack you make. (3/thread)

Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. (4/thread)

Tempered - Your 1st Release Stage is always active, meaning you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.

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.

TECHNIQUES
SPEED CLONES - 0/2
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.
Cost: 5 Reishi

UTSUSEMI - 0/1
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi

BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) - 0/2
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with.
Cost: 5 Reishi

BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) - 0/1
Type: Utility - Kido Healing Spell
Activate: At-Will
Effect: As an at-will action you restore 30 HP to self or a comrade.
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Once per target.

NINGYŌ JŌRURI (PUPPET THEATER)
Type: Bonus Action
Action: Utility
Effect: 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. Cannot be used in conjunction with the standard tech Holy Slave on the same turn.
Cost: 10 Reishi.
Limit: Once per target.

BAKUDŌ #9: GEKI (STRIKE) - 0/2
Type: Utility
Activate: Bonus Action
Effect: 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. The max chance to inflict with any effect is 95%.
Duration: 1 turn
Cost: 5 Reishi.

BAKUDŌ #22: HAKUFUKU (WHITE CRAWL) 0/2
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. The max chance to inflict with any effect is 95%
Cost: 5 Reishi
Limit: Twice per battle.

BAKUDŌ #27: INEMURI (FORCED SLUMBER) - 0/2
You quickly hold your hand in front of your enemy’s face as their pupils dilate before they fall unconscious.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 60% chance to inflict two stacks of the Blind status on your target. Upon infliction it also deals 1d8 direct damage The max chance to inflict with any effect is 95%.
Cost: 5 Reishi

BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. This spell has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.

RAIŌKEN (THUNDER KING FIST)
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 25 Reishi
Limit: Twice per battle.

SENMAIOROSHI (THOUSAND-PAGE WHOLESALE)
In a blur of motion, you make multiple extremely fast slashes that shred your target to pieces.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Slashing major effect.
Special Effect: For an extra cost of 10 Reishi, you may add the Delay major effect to each attack.
Cost: 20 Reishi
Limit: Twice per battle.

Summon Thrall
Type: Utility
Action: Bonus / At-Will
Effect: As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d12 direct damage to a target. If the thrall rolls a 1 on the the 1d12 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat.
Cost: 10 Reishi
Limit: Once per battle to summon. At-Wills have unlimited use.


Blood Offering - SOUL TRIGGER
Type: Utility (Considered a Forbidden Technique)
Action: Bonus Action - Reactive
Effect: You regain 20 Reishi at the time of use and increase your Base Reiatsu Level by 50%. Additionally, for the duration, increase your Damage Tier with all attacks by +2 and your Defense by +15. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 4 turns
Cost: 10 HP
Limit: Once per battle.

RELEASE
AREA, SLASHING
Activate: Standard Action
Cost: 20
Effect: 4 Damage Dice, crits on 75+, +4 damage on a crit
Titan and Area Attack includes +10 accuracy, 5 reishi drain, and -5% Base RL.

Stage 1 (Wish Granted) - Lost Spirits
Type: Utility
Activate: At-Will
Effect: As an at-will action, you roll a 1d35. On your next turn, you may use the Release Tech that corresponds to the number you rolled, bypassing any prerequisites. You only have access to the rolled Tech for that one turn. You may only use one release technique at a time, but otherwise you can use it as normal. Each different type of release technique can only be used once per thread. If you roll the same one twice, the second time the effect fizzles out and produces nothing. If you roll a 31-34, you get no ability to use that turn. If you roll at 35 you cannot use this power at all for the remainder of combat.
Cost: Same cost as whichever tech is rolled.
Consequence: If you choose Gamble, you may not pick a 2nd Release defense/utility tech but you can still pick your own release attack techniques. Gamble will be your only utility/defense release technique.
Limit: Indefinite, but only one type of each Release per combat.


Stage 1 - Pact: The Kami
TIME SHIFT
Type: Utility
Activate: At-Will
Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone.
Cost: 20 Reishi
Limit: Three times per battle.

EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, your Releases now costs -2 less Reishi to maintain per turn.
Limit: Indefinite.

Stage 2 - Pact: The Fair Folk
ILLUSION
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration.
Duration: 4 turns.
Cost: 20 Reishi
Limit: Once per battle.

DEVASTATING
Activate: None (Passive)
Effect: As a passive effect your Release Attacks deal an extra +10 bonus damage when you score a critical hit.
Limit: Indefinite.

RESTORING
Activate: None (Passive)
Effect: As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state.
Limit: Indefinite.

REIATSU: 447,000 (eff. 1,788,00)
REIATSU: HP: 65/75 | REISHI: 91/200| DEF:85 | DMG DIE: 1d14 | ACC: +60

1d100·1d100+80·4d14
Last Edit: Aug 13, 2022 10:08:20 GMT -5 by Niji

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Aug 14, 2022 4:32:39 GMT -5

(What happens then, when all that you knew just fades away?)

Niji pulled off something unprecedented - against Val's commands, the summoned dead of the mirror reality all turned their eyes and weapons towards her, obeying the gingerhead instead of her. If she were to wager a guess, she'd say that with so much time spent fighting with words and force alike, she was starting to pull a startling amount of the Hogyoku's power into herself, and could actually wrestle for control. Still unconvinced by anything Val was telling her, Niji successfully held her ground, and that was leaving Val weaker and weaker.

There wasn't much time left, then.

Val remained standing in place, watching the mutiny of her creations, hiding her shock behind a wide-eyed glare. Right as the resurrected Quincies fired the first volley of their bows, the gravity in a sphere around her suddenly switched to pulling upwards, at a hundred times the force - while she was unaffected herself, the projectiles all immediately lunged into the clouded purple skies. A few Fullbringers who wielded melee fullbrings charged right at her, swinging at her head, but it suddenly snapped back, at an almost one eighty degree angle, right before it was struck.

The Fullbringer who had tried hitting her first stepped back, then suddenly yelled, clutched onto his chest and collapsed. The others in the small group attacking Val directly would suffer similar fates - diced up by phantom slashes, flame or bursts of energy. Their causes of death in their original timeline were being reenacted.

"That's nice of you, Niji," Val muttered as her head snapped back in place. The same hellish nightmares from before would rise up from the corpses around her like spawning pools and charge, aiming to overrun both the remaining dead and Niji herself. "Is that really all? Are you going to be a policewoman your entire life?"

She stared at Niji with wide eyes. "Sure. Val went insane. Virgil is a monster. They both are a threat to all reality, and you can convince anyone to join you in stopping them. But neither of them came from a vacuum... They both are human, shaped by a reality which makes us human... and these same conditions will keep on creating new monsters. Maybe not as insane as Val. Maybe not as wicked as Virgil. But villains who want to cause pain and suffering, who want to cope with pain and suffering, will always be born and born again."

Briefly recalling her own past, Val released a defeated sigh, and continued. "Are you content with just treating the symptoms, until the world births a villain that even you cannot defeat? Or do you believe that your friendly ways and your belief in your little sisters can rid the world of greed? Hunger? Lust for power? Violence?"

DREAMWORLD VALENTINA
DEFENSIVE PHASE
Deceived cast for 4 turns!
Sense activated!
Niji's Release Attack - vs 130 def - miss!

Gain 2 stacks of Flawless Strikes from landed Strikes.




Bonus Action: Sense - +5 accuracy, +5 defense against all attacks

Standard Action: Nightmare Attack (Enhanced Strike)
Modified by: Intense Training (30% chance to Stun), Cleverness (+15% chance to inflict status), Sense (+5 acc), Flawless Strikes (+20 acc/+4 dmg tier), Release (+1 dmg tier)

Accuracy - zARXN6RO1d100+70
Damage - 2d15
Stun (Need 45 or less) - 1d100

Standard Action: Nightmare Attack (Enhanced Strike)
Modified by: Intense Training (30% chance to Stun), Cleverness (+15% chance to inflict status), Sense (+5 acc), Flawless Strikes (+20 acc/+4 dmg tier), Release (+1 dmg tier)

Accuracy - 1d100+70
Damage - 2d15
Stun (Need 45 or less) - 1d100

At-Will: Piercing Blows - Deals 8 status damage to Niji.



ACTIVE EFFECTS
Second Release (Tempered): x4 RL, +10 Reflex, +5 Defense to Non-Basics and +1 Dmg Tier to 2 Basic Attacks, 6 Reishi per turn

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.
Berserker
- Piercing Blows: Whenever you use at least two Standard Actions to attack an opponent, that opponent receives +2 status damage that bypasses all DR and Armor. Increase this value by +2 for each turn that you have used two Standard Actions to attack. This bonus returns to +2 if you do not attack an opponent on your turn and must be accumulated again.
- Sunder: You gain the Keystone Trait Blitz and it does not take up a Trait Slot. It also does not require your Fighting Skill to be 45.

TRAITS

Blitz (Berserker): As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
(0/3)
Talented (Fullbringer): 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)
Fortitude: As an at-will action after accounting for reductions and negations, any damage taken this turn is ignored. Two turns later the total value returns as status damage to you at the end of your turn. If this damage would result in a KO, you cannot be brought back via the Willpower trait.
(0/1)
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)
Cleverness: You have a passive +15% bonus to inflict a status effect from any source.
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)
Utsusemi - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. -10 Reishi
(0/1)
Bakudo #12: Yugure no Manto - As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with. -5 Reishi
(1/2)
Bakudo #21: Sekienton - As a bonus action you avoid damage from all natural damage dice that roll a certain number or lower during your turn. For basic attacks, 8 or lower. For non-basic attacks, 10 or lower. -10 Reishi
(0/1)

Utility
Puppet Theater - As a bonus action you have a 60% chance to inflict the special Manipulated status on your target. The user declares a Standard or Advanced technique/spell (excluding any Forbidden or Release techs/spells) that the target knows and takes no more than a standard or bonus action to use. The target is then forced to use this technique/spell on their next turn. -10 Reishi
(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
Summon Thrall - As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d12 direct damage to a target. If the thrall rolls a 1 on the the 1d12 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat. -10 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
Hado #96: Single Blade Cremation - Using both of your standard actions, you deal 6d20 worth of status damage to up to three foes. (Note: status damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided or mitigated by any means. Reduces you to 0 HP and you are Incapacitated.
(0/1)

RELEASE

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

Enhancements:
- Heightened (First Release): As a passive effect your defense is increased by +5 against Non-Basic Attacks.
- Ferocious (Second Release): As a passive effect your damage tier increases by +1 with 2 Basic Attacks, per turn, while in a Released state.

Techniques:

1st Release:
- Symphony of Destruction, Barrage/Slashing, -25 Reishi (Unlimited)
- Illusion, As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. -20 Reishi
(1/1)
2nd Release:
- Mitigate, As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself. -20 Reishi
(0/3)

REIATSU: 500,000 -> 2,000,000
HP: 74/75 | REISHI: 139/200 | DEF: 120 (100) | DMG DIE: d10 | ACC: +45

1d100+70·2d15·1d100·1d100+70·2d15·1d100

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Aug 14, 2022 17:01:32 GMT -5

Niji looked away from the destruction of the spirits; it was not something she wished to see. She looked back to Miss Tokareva as the death ended, and the corpses began to change. The bull once more manifested and knocked the charging dead out of the way, leaving Niji glaring at the woman with sorrow and fury.

”Do you think I wanted this?”

Giri; duty. The burden of obligation. Ninjō; emotion. That which opposes your duty.

”Do you think I wanted to have to come and stop you?”

When she was younger, Niji had always thought that opposition would happen due to her family obligations. Her duty to the business, her customers, her employees would prevent her from seeking a loving relationship.

”I have a life. I have a family. I have a wedding to plan.”

But it hadn’t been the case. She had found the love of her life, and there was no conflict between ninjō and giri. He supported her, her family loved him, and everything was prepared for a successful and happy future. Her life was in balance; up until the last year, her life had been practically idyllic.

”I do not want to be the woman that has the burden of saving the world, of preventing it from spawning more things like you.”

But since she had met Janus, the young woman realized she had been ignoring her obligations. She had tremendous power, and it came into conflict with that idyllic life. The weight of duty had come on her heavily and suddenly; and more power had come with it. A self-feeding loop that drew her deeper and deeper to the spiritual world.

”But I have it.  For the same reason I came to stop you.  For the same reason I will put an end to Virgil.   For the same reason I will continue to try to stop those who would destroy everything."

Her face hardened with resolve as she began to gather energy for her next volley.

”Because someone has to.”

SUMMARY
Summary:
154 Accuracy, 10 Damage
117 Damage, 9 Damage, Stun
8 Status Damage
Blurred Utsusemi as a Bonus Action dodges Both Attacks
8 Status Damage Taken

HP is 57 (65 - 8 (Status Damage))
Reishi is 98 (91 - 10 (Ut) - 5 (#9) - 6 (2U) + 3 (TU) + 25 (I)

Niji has Titanic Edge 2 on Miss Tokareva: +10 Def, +10 Accuracy, +2 Damage, 2 DR

Base Defense vs Miss Tokareva is 95
Base Accuracy vs Miss Tokareva is 70

At-Will:

Bonus Action:
Watage Toss! - Utsuemi (At Will to Bonus due to Illusion)

Standard Action:
Resolve - Invigorate (Bonus to Standard due to Illusion)

Standard Action:
Resolve - Bakudo #9: Geki (Bonus to Standard due to Illusion)
GUBeocix1d100 < 85 to reduce a standard action to a bonus action


ACTIVE EFFECTS
Buffs

Debuffs
3/4 - Illusion



USES
Bandage - 0/1
Invigorate - 1/4
Sense - 0/3

Speed Clones - 0/2 (Move Tech)
Utsusemi - 1/1 (Move Tech)
Bakudo 12 - 0/2
Bakudo 7 - 0/1 Self
Ningyo Joruri - 1/1
Bakudo 9 - 0/2
Bakudo 22 - 1/2
Bakudo 27 - 0/2

Bakudo 73 - 0/1 Utility, 0/1 Defense
Thousand Page Wholesale - 0/2
Raioken - 0/2
Summon Thrall - 1/1

Soul Trigger - 0/1

Time Shift - 0/3
Illusion - 0/1

Genius - 0/3
Talented - 0/1
Assault - 0/2
Surge - 0/3
Blur 0/4

CLASS - Prodigy - Titan
ADEPT
Your natural Skill cap of 50 is increased to 60 and you start with +10 to one Skill of your choice.

GENIUS
Start with the Enhanced Basic Techniques/Spells; Focus Energy and Invigorate. Also, three times per battle, you can use Focus Energy or Invigorate as an At-Will action.

UNBRIDLED
The standard Reishi cap is lifted. (You may now gain an unlimited amount of Reishi.) Also, you gain +3 Reishi at the end of each turn per each foe you are fighting. (For example, in a 1v3, you would regain +9 Reishi.) Also, as a passive effect, as long as you remain at 50% HP or above, you gain the advantages of EDGE 2 against all foes, regardless of Reiatsu Levels. Alternatively, if you already have EDGE advantage (above EDGE 2) while above 50% HP, that advantage is now doubled.

OPPRESSIVE REIATSU
As a passive effect, your basic Strikes become area attacks and add the Bashing Major Effect. All other area attacks gain +10 accuracy and the Bashing Major Effect as well. Additionally, on a turn in which you use Invigorate, your Techs/Spells ignore 3 of their target’s DR; increase the amount of DR ignored by +3 per opponent in your current thread beyond the first. (3 DR ignored 1v1, 6 DR ignored 1v2, 9 DR ignored 1v3, etc)

TRAITS
Cleverness You have a passive +15% bonus to inflict a status effect from any source.

Assault - As an at-will action, roll two d100s for each accuracy roll you make with any Non-Basic Attack. Use the better of the two rolls for each.

Surge - As an at-will action, you add an extra set of additional damage die with a value of 2d12 for Non-Basic Attacks and 1d12 for Basic Attacks with each attack you make. (3/thread)

Blur - As a passive effect you can use one Movement Tech as an at-will action on your turn. (4/thread)

Tempered - Your 1st Release Stage is always active, meaning you bypass the minimum post prerequisite that prevents you from using it at the beginning of the thread. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.

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.

TECHNIQUES
SPEED CLONES - 0/2
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn.
Cost: 5 Reishi

UTSUSEMI - 0/1
Type: Defense - Hohō Art
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique.
Cost: 10 Reishi

BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) - 0/2
Type: Defense - Kido Spell
Activate: At-Will - Reactive
Effect: As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with.
Cost: 5 Reishi

BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) - 0/1
Type: Utility - Kido Healing Spell
Activate: At-Will
Effect: As an at-will action you restore 30 HP to self or a comrade.
Special Effect: You can spend an extra 5 Reishi to grant a 40% chance to apply the special status Mend to your target. Mend increases total healing from this spell to 60 HP instead of 30. The max chance to inflict with any effect is 95%.
Cost: 5 Reishi
Limit: Once per target.

NINGYŌ JŌRURI (PUPPET THEATER)
Type: Bonus Action
Action: Utility
Effect: 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. Cannot be used in conjunction with the standard tech Holy Slave on the same turn.
Cost: 10 Reishi.
Limit: Once per target.

BAKUDŌ #9: GEKI (STRIKE) - 0/2
Type: Utility
Activate: Bonus Action
Effect: 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. The max chance to inflict with any effect is 95%.
Duration: 1 turn
Cost: 5 Reishi.

BAKUDŌ #22: HAKUFUKU (WHITE CRAWL) 0/2
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage. The max chance to inflict with any effect is 95%
Cost: 5 Reishi
Limit: Twice per battle.

BAKUDŌ #27: INEMURI (FORCED SLUMBER) - 0/2
You quickly hold your hand in front of your enemy’s face as their pupils dilate before they fall unconscious.
Type: Utility
Activate: Bonus Action
Effect: As a bonus action you have a 60% chance to inflict two stacks of the Blind status on your target. Upon infliction it also deals 1d8 direct damage The max chance to inflict with any effect is 95%.
Cost: 5 Reishi

BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
Type: Defense / Utility
Activate: Bonus Action - Reactive
Effect: As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure with 10 HP. While trapped, your opponent cannot make any attacks against you but also cannot be targeted until they break free. While trapped your foe will be cut off from the outside. None of their techs/spells will affect anyone outside of it. This spell has 0 defense (auto-hit), and is unaffected by Edge of either the caster or the target.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.

RAIŌKEN (THUNDER KING FIST)
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Overwhelm major effect.
Special Effect: Treat this Barrage like an area attack that also deals the Spread major effect.
Cost: 25 Reishi
Limit: Twice per battle.

SENMAIOROSHI (THOUSAND-PAGE WHOLESALE)
In a blur of motion, you make multiple extremely fast slashes that shred your target to pieces.
Type: Attack - Barrage
Action: Standard
Effect: As a standard action, you make a barrage attack with 4 dmg dice that deals the Slashing major effect.
Special Effect: For an extra cost of 10 Reishi, you may add the Delay major effect to each attack.
Cost: 20 Reishi
Limit: Twice per battle.

Summon Thrall
Type: Utility
Action: Bonus / At-Will
Effect: As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d12 direct damage to a target. If the thrall rolls a 1 on the the 1d12 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat.
Cost: 10 Reishi
Limit: Once per battle to summon. At-Wills have unlimited use.


Blood Offering - SOUL TRIGGER
Type: Utility (Considered a Forbidden Technique)
Action: Bonus Action - Reactive
Effect: You regain 20 Reishi at the time of use and increase your Base Reiatsu Level by 50%. Additionally, for the duration, increase your Damage Tier with all attacks by +2 and your Defense by +15. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 4 turns
Cost: 10 HP
Limit: Once per battle.

RELEASE
AREA, SLASHING
Activate: Standard Action
Cost: 20
Effect: 4 Damage Dice, crits on 75+, +4 damage on a crit
Titan and Area Attack includes +10 accuracy, 5 reishi drain, and -5% Base RL.

Stage 1 (Wish Granted) - Lost Spirits
Type: Utility
Activate: At-Will
Effect: As an at-will action, you roll a 1d35. On your next turn, you may use the Release Tech that corresponds to the number you rolled, bypassing any prerequisites. You only have access to the rolled Tech for that one turn. You may only use one release technique at a time, but otherwise you can use it as normal. Each different type of release technique can only be used once per thread. If you roll the same one twice, the second time the effect fizzles out and produces nothing. If you roll a 31-34, you get no ability to use that turn. If you roll at 35 you cannot use this power at all for the remainder of combat.
Cost: Same cost as whichever tech is rolled.
Consequence: If you choose Gamble, you may not pick a 2nd Release defense/utility tech but you can still pick your own release attack techniques. Gamble will be your only utility/defense release technique.
Limit: Indefinite, but only one type of each Release per combat.


Stage 1 - Pact: The Kami
TIME SHIFT
Type: Utility
Activate: At-Will
Effects: As an at-will action you gain either an additional standard action or an additional bonus action on your turn. Max of one extra Standard Action per turn can be gained via Time Shift or Clone.
Cost: 20 Reishi
Limit: Three times per battle.

EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, your Releases now costs -2 less Reishi to maintain per turn.
Limit: Indefinite.

Stage 2 - Pact: The Fair Folk
ILLUSION
Type: Utility
Activate: Bonus Action
Effect: As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration.
Duration: 4 turns.
Cost: 20 Reishi
Limit: Once per battle.

DEVASTATING
Activate: None (Passive)
Effect: As a passive effect your Release Attacks deal an extra +10 bonus damage when you score a critical hit.
Limit: Indefinite.

RESTORING
Activate: None (Passive)
Effect: As a passive effect any attack that hits you siphons -2 HP from the attacker while you are in your Released state.
Limit: Indefinite.

REIATSU: 447,000 (eff. 1,788,00)
REIATSU: HP: 57/75 | REISHI: 98/200| DEF:85 | DMG DIE: 1d14 | ACC: +60

1d100
Last Edit: Aug 14, 2022 17:05:58 GMT -5 by Niji

GAME MASTER

Wandenreich - Soldat

Memories broken, the truth goes unspoken...

Hibano Avatar

Hibano

Post by Hibano on Aug 15, 2022 13:56:02 GMT -5

(What happens then, when all that you knew just fades away?)

Niji didn't address the moral dilemma which Val tried to pose - she brought up something else entirely. Whether her future was in just weeding out evil which crops up or foolishly forging a better world, this wasn't a decision she made on her own accord. She has a life she wants to return to. A job, a family.

She was here because it was an act of desperation, a decision that someone needs to do something to make the world a better place, rid it of villains like her - and it might as well be her.

A silence set across the dream dimension after her declaration. Then, a faint giggle followed.

"We are cursed, aren't we?" Val answered. A small sheet of ice would suddenly form underneath the hooves of the bull which was pushing away the remaining dead and the nightmares - it'd cause the creature to slip and tumble right at its summoner.

"The sooner you accept that your life will never be normal again, the smoother that transition will go. You will never be Hikari Niji, the ordinary Japanese businesswoman, much like Val would never have been Valentina Tokareva, the ordinary Russian teenager. Our powers are a matter of destiny - and destiny goes above any of us."

For the first time during the battle, Val was being completely passive - aiming to briefly instill a sense of false security, and so get Niji to exhaust her options for self-recovery before the real battle can begin. Whether she falls for that or not, however, was up to the gingerhead.

"Besides... you don't have to lie to me. I'm sure it must feel at least a little exhilarating to slap down a fool. There's so few people in the spiritual world who can still compare to you, everyone else crumbles so easily... and it seems like nobody else has any common sense, right?"

DREAMWORLD VALENTINA
DEFENSIVE PHASE
Geki cast - one Standard converted to a Bonus!




Bonus Action:

Standard Action: Converted to Bonus Action - Bull Throw (Thrall Attack) - Deals lErXuNDg1d12 direct damage

Standard Action: False Security (Puppet Theater), -10 Reishi

Need 75 or less to force Niji to use Keikatsu - 1d100



ACTIVE EFFECTS
Second Release (Tempered): x4 RL, +10 Reflex, +5 Defense to Non-Basics and +1 Dmg Tier to 2 Basic Attacks, 6 Reishi per turn

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

Deceived: 2/4 turns

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.
Berserker
- Piercing Blows: Whenever you use at least two Standard Actions to attack an opponent, that opponent receives +2 status damage that bypasses all DR and Armor. Increase this value by +2 for each turn that you have used two Standard Actions to attack. This bonus returns to +2 if you do not attack an opponent on your turn and must be accumulated again.
- Sunder: You gain the Keystone Trait Blitz and it does not take up a Trait Slot. It also does not require your Fighting Skill to be 45.

TRAITS

Blitz (Berserker): As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
(0/3)
Talented (Fullbringer): 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)
Fortitude: As an at-will action after accounting for reductions and negations, any damage taken this turn is ignored. Two turns later the total value returns as status damage to you at the end of your turn. If this damage would result in a KO, you cannot be brought back via the Willpower trait.
(0/1)
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)
Cleverness: You have a passive +15% bonus to inflict a status effect from any source.
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)
Utsusemi - As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. -10 Reishi
(0/1)
Bakudo #12: Yugure no Manto - As an at-will action you are immune to newly applied non-special status effects and negate the damage bonus from critical hits during your turn. Does not remove status effects you have been previously afflicted with. -5 Reishi
(1/2)
Bakudo #21: Sekienton - As a bonus action you avoid damage from all natural damage dice that roll a certain number or lower during your turn. For basic attacks, 8 or lower. For non-basic attacks, 10 or lower. -10 Reishi
(0/1)

Utility
Puppet Theater - As a bonus action you have a 60% chance to inflict the special Manipulated status on your target. The user declares a Standard or Advanced technique/spell (excluding any Forbidden or Release techs/spells) that the target knows and takes no more than a standard or bonus action to use. The target is then forced to use this technique/spell on their next turn. -10 Reishi
(1/1)
Tsukiyubi - As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2. -10 Reishi
(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
Summon Thrall - As a bonus action summon your thrall. As an at-will action, on your turn, the thrall can deal 1d12 direct damage to a target. If the thrall rolls a 1 on the the 1d12 they break free of your control and leave combat. Alternatively, as an at-will action you can order your thrall to sacrifice themselves and negate 15 damage from an attack that hits you. This removes them from combat. -10 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
Hado #96: Single Blade Cremation - Using both of your standard actions, you deal 6d20 worth of status damage to up to three foes. (Note: status damage means there is no accuracy roll for this technique, the damage is simply inflicted.) Cannot be avoided or mitigated by any means. Reduces you to 0 HP and you are Incapacitated.
(0/1)

RELEASE

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

Enhancements:
- Heightened (First Release): As a passive effect your defense is increased by +5 against Non-Basic Attacks.
- Ferocious (Second Release): As a passive effect your damage tier increases by +1 with 2 Basic Attacks, per turn, while in a Released state.

Techniques:

1st Release:
- Symphony of Destruction, Barrage/Slashing, -25 Reishi (Unlimited)
- Illusion, As a bonus action, you have a 60% chance to inflict the special Deceived status effect on your foe. While Deceived any at-will actions they use require a bonus action and any bonus actions they use require a standard action for the duration. -20 Reishi
(1/1)
2nd Release:
- Mitigate, As a bonus action, choose a target, any critical hits against the target are reduced down to normal hits. Also, any bonus damage is completely negated so the target only takes damage from the natural dice roll. You may target yourself. -20 Reishi
(0/3)

REIATSU: 500,000 -> 2,000,000
HP: 74/75 | REISHI: 123/200 | DEF: 120 (100) | DMG DIE: d10 | ACC: +45

1d12·1d100