Player
Fullbringer
I have nothing to say.
Niji
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Post by Niji on Aug 16, 2022 6:23:11 GMT -5
Niji was shoved a few feet back as the bull tumbled into her, but that was the only attack that Miss Tokareva seemed to launch for the moment. She wasn’t sure what game the woman was trying to play, but she wasn’t about to let the opportunity pass. Blood dripped slowly from her injuries, and it took on a faint golden tinge as it appeared to boil off her skin. As she collected energy, the injuries knitted closed and she stared down the human shaped creature in front of her. ”Naturally, you think of duty as a curse. Near as I can tell, the only obligations you kept were to your own twisted dreams. I know life will never be normal, but that does not mean it can not be happy.”The Fullbringer shook her head as her energy pulsed around her, ”Did you forget Rysy already? Destiny…claiming you have no agency is a cowardly excuse to justify your actions. We scared away a literal embodiment of fate that day.”Niji’s reiatsu sharpened, her next volley imminent, ”And yes, I can relish cutting loose; but unlike you, I never sought it out. If the situation calls for it, I will absolutely ‘slap down a fool.’”A vicious smile touched her lips, just for a second, before she continued, ”I suppose this will be the third time you are on the receiving end, Miss Tokareva.”SUMMARY Summary: 9 Direct Damage Forced to use Bakudo #7, Failure on Doubling
HP is 68 (57- 9 (DD) - 10 (ST) + 30 (#7)) Reishi is 123 (91 - 10 (#7) - 6 (UK) + 20 (ST) + 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 110 Base Accuracy vs Miss Tokareva is 70
At-Will:
Bonus Action: Preparation v_wgCNxy1d100 < 55 for 30 additional HP
Standard Action: Preparation Invigorate (Bonus to Standard due to Illusion)
Standard Action: Preparation Soul Trigger (Bonus to Standard due to Illusion)
ACTIVE EFFECTS Buffs Soul Trigger - 1/4
Debuffs Final Turn/4 - Illusion
USES Bandage - 0/1 Invigorate - 3/4 Sense - 0/3
Speed Clones - 0/2 (Move Tech) Utsusemi - 1/1 (Move Tech) Bakudo 12 - 0/2 Bakudo 7 - 1/1 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 - 1/1
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. ~2.5ish, idk, not enough to beat Titan Edge) REIATSU: HP: 68/75 | REISHI: 123/200| DEF:100 | DMG DIE: 1d16 | ACC: +60 Hibano 1d100
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GAME MASTER
Wandenreich - Soldat
Memories broken, the truth goes unspoken...
Hibano
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Post by Hibano on Aug 16, 2022 13:53:52 GMT -5
( Still... so naive!) Niji still would not see the truth. To chalk up her future to a "destiny" was cowardly to her. To enjoy the chance to cut loose and show her strength did not conflict with her peaceful dreams. This entire confrontation, she was confident that there was nothing to listen to from her. She was confident now - Niji was certain that this battle will go down the same as the last two times. The Reiatsu pressure rushing out her body, it was a better hint than any that she was getting ready for her next offensive. Val had experienced attacks like these with her bones. Never mind that, the last time they fought, she required four allies by her side and far, far more than just a single blow to stall Val. Much less defeat her. Val clutched her fists, radiating a powerful aura herself, and calling forth an another host of nightmare spawns, letting them rise from the earth and crawl besides her. " Still... so naive!" she yelled out, a call for the nightmares to begin their attack. They'd charge across the floating island, some seeking to tackle Niji and thrash her, while others gathered in the gap between her and Val - if the gingerhead was planning to unleash something powerful at their master, they would be there to absorb the blows. A gust of wind blew across, even though the dimension lacked any air, whipping up Val's cloak into a frenzy. " If I can't teach you, then the world will, instead," she exclaimed. " The longer time passes, the more you will realize just how futile your duty is. Villains will never cease coming. The world of your little sisters will never come along, and it will never seem satisfying. Greed and despair will never cease to terrorize the world, birthing people like me and Virgil, over and over. It will erode your will. You'll yearn for nothing more than to abandon this mantle, and run away, but you'll never find that sweet release..." Staring Niji straight in the eyes, she spread her arms to the sides and smiled, as if inviting her peer to give the attack she was promising. " And when your will erodes, there'll only be two paths for you to take. Two destinies for you, weaved into the fabric of reality. Give up, and fall to someone like me... or become me." After a giggle, she finished: " You can slap this misbehaving imouto any time, onee-san. But beware, this won't go like our first time." DREAMWORLD VALENTINADEFENSIVE PHASE Nothing.
Bonus Action: Blitz - As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Standard Action: Nightmare Defenses (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
Need to roll 85 or less to convert one of Niji's Standard Actions to a Bonus Action - 24dKl76D1d100
Standard Action: Nightmare Charge (Enhanced Strike) Modified by: Intense Training (30% chance to Stun), Cleverness (+15% chance to inflict status), Flawless Strikes (+20 acc/+4 dmg tier), Release (+1 dmg tier)
Accuracy - 1d100+65 Damage - 2d15 (CRITICAL! +15 dmg) Stun (Need 45 or less) - 1d100
Blitz: Nightmare Charge (Enhanced Strike) Modified by: Intense Training (30% chance to Stun), Cleverness (+15% chance to inflict status), Flawless Strikes (+20 acc/+4 dmg tier), Release (+1 dmg tier)
Accuracy - 1d100+65 Damage - 2d15 Stun (Need 45 or less) - 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: 3/4 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. (1/3) 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 (1/2)
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: 112/200 | DEF: 120 (100) | DMG DIE: d10 | ACC: +45 1d100·1d100+65·2d15·1d100·1d100+65·2d15·1d100
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Player
Fullbringer
I have nothing to say.
Niji
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Post by Niji on Aug 16, 2022 15:02:55 GMT -5
While she was able to dodge a few of the nightmare creatures while she was gaining her energy, a few scored a solid blow. As they did, the other woman of course took the opportunity to continue ranting. Niji scoffed as she recovered her footing, ”I suppose that is the other thing that you never figured out while you were alive. There is another way to tell the difference between heroes and villains."Her energy began to coalesce, first into the form of the now-familiar bull. But it continued to collect into vaguely humanoid shapes; a small handful of them, but even though they were vague and immaterial, Niji knew who they were in her heart. ”Val was not the first monster I had to put down, and Virgil will not be the last. It is as you say, villains keep coming, one after another. ”With a practiced motion, Niji swung up onto the back of the bull, her allies pulling ethereal weapons, ”But so will the heroes; and they support each other. Villains like you and Virgil will rip the throat out of one another if it suits your purposes. If I stumble, I have people that will pick me up. Good people.”She shook her head, her thoughts briefly touching on the Fullbringer stuck with this monster inside of his head, ”And even if monsters like you occasionally poison the minds of these good people, you will lose in the end. Hope endures. Sometimes all they need is someone light the path for them.”A wordless yell of challenge echoed forth from her throat, pouring all of her energy into it. The bull charged forward as golden light erupted from Niji, tossing the nightmare creatures to the side as her ethereal allies charged with her. SUMMARY Defense Summary: Niji hit by Geki - Standard Action Reduced to Bonus Crit for 29 + 15 critical damage (44 total), reduced by 2 via edge 117 Accuracy for 28 damage - Dodged via Rapid Movement
Offense Summary: 2 HP siphoned via Restoring 1 damage via summon thrall, thrall dismissed Miss Tokareva loses a standard Miss Tokareva has a standard action reduced to a bonus action 186 Accuracy, CRIT! 91 damage via Release Attack 159 Accuracy, 53 damage via Thousand Page Wholesale
HP is 75 (68 - 44 (ND) + 2 (Re) + 60 (#7)) Reishi is 6 (123 - 10 (RM) - 10 (FE) - 20 (TS) - 20 (IMC) - 5 (#9) - 10 (#7) - 25 (RA) - 20 (TB) + 3 (TU))
Niji has Titanic Edge 2 on Miss Tokareva: +10 Def, +10 Accuracy, +2 Damage, 2 DR
Base Defense vs Miss Tokareva is 110 Base Accuracy vs Miss Tokareva is 70
At-Will: Blur - Rapid Movement Genius - Focus Energy Sense Surge Assault Time Shift Thrall Charge MgtpJ4f01d12 Talented - Extra Keikatsu Keikatsu 1d100 < 55 for 60 HP
Bonus Action: 希望の光 - Inverse Mountain Crystal - Remove Standard Action from Miss Tokareva
Standard Action: - Reduced to Bonus 希望の光 - Geki 1d100 < 85 to reduce a standard action to a bonus action
Standard Action: 希望の光 1d100+100 1d100+100 4d16 + 2d12 + 16 (Crit) + 14 (Devastating + Slashing) + 2 Edge Bashing - 5 Reishi, -5% RL
Standard Action: 希望の光 1d100+90 1d100+90 4d16 + 2d12 + 2 Edge
ACTIVE EFFECTS Buffs Soul Trigger - 2/4
Debuffs
USES Bandage - 0/1 Invigorate - 3/4 Sense - 1/3
Speed Clones - 0/2 (Move Tech) Utsusemi - 1/1 (Move Tech) Bakudo 12 - 0/2 Bakudo 7 - 1/1 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 - 1/1
Time Shift - 1/3 Illusion - 0/1
Genius - 1/3 Talented - 1/1 Assault - 1/2 Surge - 1/3 Blur - 2/4
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. ~2.5ish, idk, not enough to beat Titan Edge) REIATSU: HP: 75/75 | REISHI: 6/200| DEF:100 | DMG DIE: 1d16 | ACC: +60 Hibano 1d12·1d100·1d100·1d100+100·1d100+100·4d16·2d12·1d100+90·1d100+90·4d16·2d12
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GAME MASTER
Wandenreich - Soldat
Memories broken, the truth goes unspoken...
Hibano
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Post by Hibano on Aug 16, 2022 17:37:31 GMT -5
( Still... so naive!) So this was it then, what the entire conversation was culminating towards. Friendship was Niji's answer to the conundrum which Val had been posing her this entire encounter. So what if evil and insanity would keep cropping up, if Niji could always find new heroes just like her to watch her back? Villains like her will always lose in the end, after all. They stab each other in the back, never able to comprehend how heroes like Niji can work together and achieve power greater than they could imagine. Such a sweet, cookie cutter teaching, straight out of the anime which Val would watch as a teenager and fantasize about living out in her fantasies. It was sickening. The announcement was followed by an unbelievably powerful burst of energy, rolling across the entire dimension after Niji's furious scream. Easily tearing into the lifeless rock, blasting away the nightmare creatures which had slashed into NIji mere moments prior. Islands floating in the endless dreamworld scream crumbled and shattered, turning into a meteor rain which swirled across the sky. Val herself was consumed by the Reishi entirely, vanishing from sight in the attack's aftermath. Not only was the roar destructive to the contents of the dimension, it was seriously tearing into the foundations - a few blows this strong and the simulacrum created by the Hogyoku Shard might just collapse. Echoes and shaking reverbrated across the dimension, rippling at Niji herself as well, in the form of powerful winds and shockwaves. Yet, when the Reishi settled, Val stood exactly where she was left off. Harmed, but hardly pushed back, in spite of the enormous power thrown her way. For the first time since her appearance, she was in silence. Staring at Niji, she snapped off the button holding her cloak on her shoulders, and so let it fly into the distance, where it disintegrated. Once removed, it revealed a few points of interest in Val's body - the left side of her chest, most strikingly. It was a wide hole, ripped off by hand some time ago, its edges still faintly pulsating. DREAMWORLD VALENTINADEFENSIVE PHASE 1 Standard Action locked, 1 Standard Action turned to Bonus Action! 1 Direct Damage dealt! 2 HP siphoned! Total 154 dmg dealt! All damage avoided with Fortitude!
Bonus Action: Ethereal Form (Fortitude)
Standard Action: Trembling Reality (Thrall Attack) - Deal huNId6vi1d12 direct damage.
Standard Action: IMC
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: 0 stacks
Deceived: 4/4 turns
Fortitude: 1/2 turns, 155 damage stored
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. (1/3) 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. (1/1) 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 (1/2)
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: 72/75 | REISHI: 106/200 | DEF: 120 (100) | DMG DIE: d10 | ACC: +45 1d12
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Player
Fullbringer
I have nothing to say.
Niji
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Post by Niji on Aug 16, 2022 20:40:00 GMT -5
Niji breathed heavily as her spirits dissipated into shimmers of golden energy. She had pretty much tapped out her reserves with that charge, but the destruction from her attack was plain to see in their surroundings. Miss Tokareva revealed the hole in her chest, and Niji recognized it. She had instructed the fae to show Val a good life, happy outcomes, to try to stop her will to fight. The woman had instead opted to tear her own heart out of her chest. There was no doubting Val’s fanatic devotion, and even faced with a life where she could be happy, the woman preferred oblivion. She had made Niji see lives where she turned out a villian, certainly, had circumstances been different, their roles might have been swapped. The woman standing in front of her was clearly on her last legs, but Niji didn’t have much fight left in her either. Miss Tokareva deserved death, deserved the oblivion she wanted to give everyone else. But despite her own uncaring nature, she did have people that cared about her. Her face was unreadable as she looked at the woman in front of her, ”In honor of the Valentina that was, and the Valentina that could have been. Is there anything you want me to tell them?”SUMMARY Defense Summary: 7 direct damage, reduced by 2 via edge Bandage
Offense Summary: Blind for 2 turns and 4 Direct Damage
HP is 75 (75 - 5 (DD) + 9 Bandage) Reishi is 24 (6 + 25 (IN) - 5 (B) - 5 (#27) + 3 (TU))
Niji has Titanic Edge 2 on Miss Tokareva: +10 Def, +10 Accuracy, +2 Damage, 2 DR
Base Defense vs Miss Tokareva is 110 Base Accuracy vs Miss Tokareva is 65
At-Will: Drop to First Release
Bonus Action: Invigorate
Standard Action: Bandage
Standard Action: Last Request? - Bakudo #27 UEIYKecD1d100 < 75 for 2 stacks of blind 1d8 Direct Damage if Successful
ACTIVE EFFECTS Buffs Soul Trigger - 3/4 Bandage ⅓ - 1d12
Debuffs
USES Bandage - 1/1 Invigorate - 3/4 Sense - 1/3
Speed Clones - 0/2 (Move Tech) Utsusemi - 1/1 (Move Tech) Bakudo 12 - 0/2 Bakudo 7 - 1/1 Self Ningyo Joruri - 1/1 Bakudo 9 - 2/2 Bakudo 22 - 2/2 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 - 1/1
Time Shift - 1/3 Illusion - 1/1
Genius - 1/3 Talented - 1/1 Assault - 1/2 Surge - 1/3 Blur - 2/4
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 (x3) REIATSU: HP: 75/75 | REISHI: 24/200| DEF:100 | DMG DIE: 1d16 | ACC: +60 Hibano 1d100·1d8·1d12·1d12
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GAME MASTER
Wandenreich - Soldat
Memories broken, the truth goes unspoken...
Hibano
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Post by Hibano on Aug 17, 2022 8:29:10 GMT -5
At this point, what either side was doing hardly mattered. The fabric of reality was crumbling, and no matter which one of the women prevailed over the other, it was going to collapse in seconds. This was not on Val's mind, however, and she presumed Niji was not focusing upon it, either. A brief standstill took place in the battle, in the aftermath of Niji's finisher technique, during which she and Val stared down one another, as if waiting for the other to collapse from the exhaustion. After a pause, the gingerhead finally began speaking. Recognizing that neither of them had much time left, she asked if Val had any message for her to bring to her family. Family..? Val stared Niji down, silent, after the question. Yael was likely gone, Maria was already gone, her mother might as well be gone... That only left Nikolai, or Hibano, as he knows himself. Val's eyes looked away from Niji, staring at the ground. A few thoughts swirled in her mind, none decisive enough to settle upon. " ...I'm sorry." Suddenly, in a flash as fast as light, Val rushed forward, moving for the first time since the battle began - stretching her hand out, to smash straight into Niji's chest. Her target was the woman's heart, which she'd seek to pull out with a good chunk of the left side of the torso - then, place it inside of the gap which was left on Val's own left side. Whether or not the rip turned out to be lethal, or even fully successful, the simulacrum would begin to break down for good, increasingly awashed with blinding light, much like at the moment when Niji first activated the Hogyoku shard. DREAMWORLD VALENTINADEFENSIVE PHASE Blinded, 4 Direct Damage dealt!
Bonus Action: Apology (Bakudo #22: Hakufuku - As a bonus action you have a 80% chance to inflict the Stagger status on your target and upon infliction it deals a 3d6 worth of direct damage.) -5 Reishi
Need to roll 95 or less to inflict Stagger - 8wSfT_Hv1d100 Damage - 3d6
At-Will: Apology (Summon Thrall) - Deal 1d12 Direct Damage.
2 Standard Actions: Heartless (Single Blade Cremation)
Deal 6d20 status damage to Niji, which cannot be mitigated or reduced by any means.
Val's HP is reduced to 0 and she is incapacitated.
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: 0 stacks
Fortitude: 2/2 turns, 155 damage stored
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. (1/3) 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. (1/1) 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 (1/2) Bakudo #9: Geki - As a bonus action you have a 70% chance to inflict the special Enthralled status on your target. Enthralled targets have one of their Standard Actions reduced to a Bonus Action for the duration. -5 Reishi (1/2)
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. (1/1)
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: 0/75 | REISHI: 106/200 | DEF: 120 (100) | DMG DIE: d10 | ACC: +45 1d100·3d6·1d12·6d20
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Player
Fullbringer
I have nothing to say.
Niji
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Post by Niji on Aug 18, 2022 6:45:20 GMT -5
It wasn’t so much that Niji was taken off guard by Miss Tokareva’s apology, a far cry from the half-hearted declaration of hatred at the end of their last encounter. It wasn’t so much that, in that breaking of eye contact and the apology, she was reminded of how her Val had responded when caught doing something she wasn’t supposed to. It wasn’t so much that she was thinking of some response to set the woman’s spirit at ease. It was mostly that Niji was exhausted, and didn’t have the speed or strength left to rally any sort of response to the sudden strike. She looked down at the missing part of her chest in surprise. Oddly, there was no pain. Some part of her brain was still analytical, telling her she was in shock. That the pain would hit momentarily. She looked back at Miss Tokareva, her vision blurring at the edges, though she saw the woman shoving the gore-filled hand into the hole where her heart used to be. Niji smiled sadly at her attacker, a bit of red dripping from her lips. Words came easily to her mind, they always did, even now. But for some reason she had trouble getting them to her mouth, which further muffled her words as it became increasingly filled with some unexpected fluid. ”...take...love...more…"And then Niji collapsed, her vision going white, then black. REIATSU: 447,000 HP: 0/75 | REISHI: 24/200| DEF:100 | DMG DIE: 1d16 | ACC: +60 Hibano
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