Bleach Hereafter RPG

Sunk Costs

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Sept 13, 2022 9:10:34 GMT -5

While her messenger spirit fought with Lazarus, Niji looked at Nezuel, her face a passive mask that showed no hint of what she was thinking. He was a strange one, and acted very differently from their first meeting. When she had last met him, he was curious, lovelorn, and friendly. Today he seemed pouty and erratic. It wasn’t just this little spar, where he had suggested it, said he didn’t like to fight, then hoped that Futsunshi would teach him while requesting a bet to make it interesting, then giving up quickly. His immediate reaction to people not jumping on his suggestions to use Takano’s research to further his own station in the world of Hollows was to threaten to leave.  Granted, she had not talked to many hollows, much less Arrancar, perhaps they were all this erratic.

After a long moment, she gave him a slight nod, ”You do not need to ask my permission, Nezuel, if you wish to leave, you may.” The fullbringer turned back to watch the shinshi and the Quincy, ”Until the next time, then.  Be well.”

As for the spar, the beast let out a loud noise of pain as Lazarus’s weapon carved into its flank, drawing a gush of the thick golden liquid. Other than the noise, it seemed relatively unperturbed, and aimed a vicious kick at the man as he came up out of his slide.

SUMMARY
Defense Summary:
Shishin takes 10 damage (reduced by 2 from edge DR) and is inflicted with burn, 5 status damage

Offense Summary:
Stagger + 10 Direct Damage
136 Accuracy CRITICAL (pulling punch to cancel crit) - 17 Damage

HP is 56 (69 - 8 (ND) - 5 (SD)
Reishi is 195 (207 + 3 (TU) - 10 (#4) - 5 (#22))

Niji has Edge 2 on Lazarus: +10 Def, +10 Accuracy, +2 Damage, 2 DR
Niji is reducing her reiatsu to 163,000, reflexes to 20, focus to 40, and fighting to 30

Base Defense vs Lazarus is 80 (70 base + 10 edge)
Base Accuracy vs Lazarus is 40 (30 base + 10 edge)

At-Will:

Bonus Action:
Vicious Kick - BAKUDŌ #22: HAKUFUKU (WHITE CRAWL)
Qrvhbpea1d100 < 95 for Stagger
3d6

Standard Action:
Vicious Kick - BYAKURAI
1d100+40
2d12

Standard Action:


ACTIVE EFFECTS
Buffs

Debuffs
1/2 Wound



USES
Bandage - 0/1
Invigorate - 1//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 - 0/1
Bakudo 9 - 0/2
Bakudo 22 - 1/2
Bakudo 27 - 1/2

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

Soul Trigger - 0/1

Time Shift - 0/3
Illusion - 0/1

Genius - 0/3
Talented - 1/1
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: 530,000 EFFECTIVE: 163,000
HP: 56/75 | REISHI: 195/200| DEF: 70| DMG DIE: 1d12 | ACC: +30

1d35·1d100·3d6·2d12
Last Edit: Sept 13, 2022 9:15:16 GMT -5 by Niji

Player

Continuing to slaughter, kill, take. Life is to constantly sin. Life is evil itself.

nezuel Avatar

nezuel

Post by nezuel on Sept 13, 2022 15:24:53 GMT -5

Nezuel could almost see the thoughts in Gaia's head, the wheel turning through the windows that were her eyes.  She no doubt thought less of him after knowing him for a time, something he wasn't totally unused to. He had suggested the spar, it was true, but this wasn't any test of skill.  No, her opening moves had made it quite clear how strong he was and what type of exercise this was. 

 His eyes turned at the sound of pain from Gaia's spirit, Lazarus' attack causing it more pain that his strongest attacks could hope to do.  He nodded at Gaia then turned to leave.  He didn't really care what she thought about him, what anyone...most people thought about him.  He would set off to do what he had originally planned to.  Spending the night in this place until Takano had what he needed and then leaving, the only unfortunate part was that he wouldn't be able to find it again without talking to either Gaia or Takano.  The phone they gave him would ensure that he had a way to contact them and he would be sure to keep a careful watch and keeping of it.

Nezuel then found himself roaming Haven by himself, shoes tapping on the floor below as he spotted Takano's room.  A small, mischievous, smile spread along his face as he slipped inside, making sure the door was firmly closed.

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Sept 14, 2022 14:52:10 GMT -5

He'd watch the beast lash out and shift his body to try and avoid the sharp claws, though they would still find purchase on his flesh and rend more of his body, blood dripping down his chest as he took a few steps back. There was a similar sensation of when he first fought Nezuel, that feeling of his body demanding more than was necessary to attack, though it wasn't something he could avoid doing in this moment. Rolling his shoulders, Lazarus would go in for another two swings, one aiming to catch the beast on the back. He'd follow up with a downward heaving of the blade at the neck of the spirit, wondering how effective his attacks were with the added serration.



Each new wound added to him would reveal more of his body, the scars present for a moment or two before being obscured by the blood that would flow from his newly acquired wounds. One might think he was ill equipped for combat with the number of scars he had scattered across his body, though it was a different story that they told. While he did make pained noise when he was struck, his motions didn't seem to falter, nor would he focus on the pain for very long, coming back to attack almost immediately. Each trade of blows was met with a moment of pause as he would access the damage and determine if it needed to be addressed or not, but outside of that he was focused in on his opponent, eyes never leaving the beast for long.

COMBAT TRACKER

SUMMARY

Defensive Summary:

Guard - 10 DR

Stagger 1 Stack

17 Damage Taken

+3 Reishi at end of turn



Offensive Summary:

Bakudo #14 (2/5 Turns Remaining) Wound

Accuracy 116, 2 Damage on Hit, No Wound Applied

Accuracy 122, 2 Damage on Hit, 2 Stacks of Wound



HP is 47 (64-17)

Reishi is 116 ( 135 - 4(G) - 9(S) - 9(S) +3 )



At-Will: Technique



Bonus Action:

GUARD

You hunker down against incoming attacks to survive them.

Type: Defense

Action: Bonus Action - Reactive

Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)

Cost: 4 Reishi



Standard Action:

Strike

Type: Basic Attack

Action: Standard

Acc: J7qWeHzd1d100+45

Dmg: 1d10

Status Chance: 1d100

Effects: 50% Chance to apply wound

Cost: 9



Standard Action:

Strike

Type: Basic Attack

Action: Standard

Acc: 1d100+45

Dmg: 1d10

Status Chance: 1d100

Effects: 50% Chance to apply wound

Cost: 9








ACTIVE EFFECTS

Bakudo #14 (2/5)



CLASS

Caster



TRAITS

ATTUNED

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



POTENT

You start with the Enhanced Byakurai Basic Attack Spell and the cost is reduced to 6 Reishi. (2/3)



Efficiency

Activate: None (Passive)

Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.



TECHNIQUES

REIRYOKU ABSORPTION

As an at-will action, siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (3/3)



SPELLS

BAKUDO #14: SHIMOKU

As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. (0/1)



BAKUDO #33: SOEIGEK

As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. (2/2)



RELEASE



REIATSU: 82,650(87,000)

HP: 64/85 | REISHI: /116/150 | DEF: 80 | DMG DIE: d10 | ACC: +45
1d100+45·1d10·1d100·1d100+45·1d10·1d100
Last Edit: Sept 14, 2022 14:54:12 GMT -5 by Lazarus Jeager

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Sept 16, 2022 21:50:34 GMT -5

The wounds on the shinshi were shallow this time, barely leaving a scratch. The second slash along the neck, despite the glancing nature of the injury, drew another slow leakage of the vicious golden liquid. The bull-wolf hybrid lept away, squaring off against the Quincy as Niji interjected, ”Mister Jaeger, are you the type to chat during a battle? I find the habit is surprisingly common among those in the spirit world. Assuming he performs to my satisfaction, the shinshi’s duty will be to ascertain the goals of any visitors.”

Niji said a few more words to the spirit in the strange language, and the creature glanced at the sitting Fullbringer then back to Lazarus. He spoke again in the deep baritone as its initial injury began to knit closed, ”How did a Quincy come to join forces with an Arrancar?”

Almost immediately after asking the question, the shinshi began another charge, and as it rushed towards the Quincy, its horns shifted to the front of it's skull, dual spikes just above its eyes.  Once again the creature was trying to use it's bull like features to gore the man, even as the golden ichor dripped from its still open wounds.


Defense Summary:
Shishin takes 4 damage (reduced by 2 from edge DR)
Wound wounds.
Regen 1 HP

Offense Summary:
lol bad rolls

HP is 50 (56 - 2 (ND) - 5 (SD) + 1 (Bandage))
Reishi is 210 (207 + 3 (TU))

Niji has Edge 2 on Lazarus: +10 Def, +10 Accuracy, +2 Damage, 2 DR
Niji is reducing her reiatsu to 163,000, reflexes to 20, focus to 40, and fighting to 30

Base Defense vs Lazarus is 80 (15 + 10 edge)
Base Accuracy vs Lazarus is 40 (30 base + 10 edge)

At-Will:

Bonus Action:
Bandage - Regeneration

Standard Action:
Titan AOE Strike - Dual Horn Charge
lCK98K8A1d100+50
1d12+2
-5 RL and -5% RL if it connects

Standard Action:
Titan AOE Strike - Dual Horn Charge
1d100+50
1d12+2
-5 RL and -5% RL if it connects


ACTIVE EFFECTS
Buffs
Bandage - ⅓
1d12

Debuffs
2/4 Wound



USES
Bandage - 1/1
Invigorate - 1//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 - 0/1
Bakudo 9 - 0/2
Bakudo 22 - 1/2
Bakudo 27 - 1/2

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

Soul Trigger - 0/1

Time Shift - 0/3
Illusion - 0/1

Genius - 0/3
Talented - 1/1
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: 530,000 EFFECTIVE: 163,000
HP: 69/75 | REISHI: 211/200| DEF:50| DMG DIE: 1d4 | ACC: +10


1d35·1d100+50·1d100+50·1d12·1d12
Last Edit: Sept 16, 2022 21:52:18 GMT -5 by Niji

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Sept 17, 2022 7:37:21 GMT -5

His attention was drawn away from the spirit for a moment while he listened to Gaia, while she was right about that, his only combat partner recently had been the arrancar that had given up just a handful of seconds ago. A simple nod was all he gave in response, expecting her to start up some sort of conversation with him, though quickly finding put it would be the bull like beast doing the talking. Lazarus would have given a reply immediately, but a charging bull isn't something anyone should take lightly, let alone a spirit of one such as this. With the pressure lifted a bit from Gaia previously, he found himself with a quickness that he hadn't displayed well before, pivoting on his heels to side step to sharpest edge of the horns, using his blade to parry the weight behind them and direct it elsewhere.

"I don't know that we've joined forces so much as found ourselves in neutral common grounds, we want the same thing, peace between the races. I harbor some 'controversial' opinions among the Quincy, it can often times get me into trouble, as for how we met, it was a random rooftop in the human realm."

He recalled the hundreds of times when he was berated or even attacked for such ideas, such was the cost of those who sought out a better way. His blade would come up in a vertical line, aiming to cleave into the shoulder of the beast before his feet back pedaled him a good measure away. His thumb pulled back on the string of his hand bow, letting off a small barbed arrow to try and deliver more pain to the beasts leg that had been stricken before. To round out his assault on the beast he'd hold up his finger to fire off that same electrically blue and white beam of energy, the hints of Quincy runic magic scattering about his hand as he did so.

COMBAT TRACKER

SUMMARY

Defensive Summary:

attacks missed (panicked relief)



Offensive Summary:

Bakudo #14 (1/5 Turns Remaining)
Focus Energy + 15 Accuracy

Accuracy ( Byakurai) 160 (Crit?!) 23 Damage on Hit (14+9), Wound Applied on hit

Accuracy 68, Miss

Accuracy 148, 3 Damage on Hit, No Wound Applied



HP 47

Reishi 102 (116 - 9(FE) - 5(#4) )



At-Will: Technique

HADŌ #4: BYAKURAI (PALE LIGHTNING)

You fire a bolt of white lightning from the fingertip.

Type: Basic Attack

Action: Standard Action

Acc: Gy9W07nd1d100+60

Dmg: 2d10

Status Chance: 1d100

Effects: 50% Chance to Wound

Cost: 5



Bonus Action:

FOCUS ENERGY

Type: Utility

Action: Bonus Action

Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard.

Cost: 9 Reishi



Standard Action:

Strike

Type: Basic Attack

Action: Standard

Acc: 1d100+60

Dmg: 1d10

Status Chance: 1d100

Effects: 50% Chance to apply wound

Cost: 0



Standard Action:

Strike

Type: Basic Attack

Action: Standard

Acc: 1d100+60

Dmg: 1d10

Status Chance: 1d100

Effects: 50% Chance to apply wound

Cost: 0






ACTIVE EFFECTS

Bakudo #14 (1/5)



CLASS

Caster



TRAITS

ATTUNED

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



POTENT

You start with the Enhanced Byakurai Basic Attack Spell and the cost is reduced to 6 Reishi. (1/3)



Efficiency

Activate: None (Passive)

Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.



TECHNIQUES

REIRYOKU ABSORPTION

As an at-will action, siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (3/3)



SPELLS

BAKUDO #14: SHIMOKU

As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. (0/1)



BAKUDO #33: SOEIGEK

As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. (2/2)



RELEASE



REIATSU: 10,000

HP: 47/85 | REISHI: 102/150 | DEF: 80 | DMG DIE: d10 | ACC: +45
1d100+60·2d10·1d100·1d100+60·1d10·1d100·1d100+60·1d10·1d100
Last Edit: Sept 17, 2022 7:49:14 GMT -5 by Lazarus Jeager

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Sept 18, 2022 13:32:10 GMT -5

Niji nodded at the Quincy’s explanation as he landed a vicious blow on her familiar.  While she had assumed that perhaps Yael was a 'standard' Quincy, raised as a child to be a soldier, he had left the organization to pursue an ill-fated romance.  And Ryoga...well, Ryoga was almost certainly not 'standard' by any organization's metric.  She gave a polite chuckle, ”At some point I may have to sit you down and have you explain what exactly the ‘non-controversial’ opinion among the Quincy are. The others of your kind I know also march to their own drum.”

Her voice reached Lazarus’s ears clearly, despite the Shinshi howl in pain as the attack dug deep into its spiritual flesh. It tensed up, wound sealing slightly as it gathered its strength. It whirled to face its opponent; it took a few ragged breaths, then spoke again, ”Nezuel spoke of you owing him favors; what caused you to be in debt to him?”

The creatures squared up as if for another charge, and, perhaps unexpectedly, the horns suddenly launched from its head at high speed, flying in an arcing path towards the Quincy. It followed this up by charging under the horns, aiming to tear at his flesh with its vicious fangs.

Defense Summary:
Shinshi takes 23 damage from the crit, wounds applied
Shinshi takes 3 damage
Shinshi takes 5 status damage

9 damage and additional wound stacks negated by dusk cloak, 2 damage negated by DR

Offense Summary:
Shinshi focuses energy - block is ineffective
105 Accuracy - 18 Damage 
112 Accuracy - 16 Damage

HP is 31 (50 - 15 (ND) - 5 (SD) + 1 (B)
Reishi is 173 (210 - 10 (DC) - 10 (FE) - 20 (Bx2) + 3 (TU))

Niji has Edge 2 on Lazarus: +10 Def, +10 Accuracy, +2 Damage, 2 DR
Niji is reducing her reiatsu to 163,000, reflexes to 20, focus to 40, and fighting to 30

Base Defense vs Lazarus is 80 (15 + 10 edge)
Base Accuracy vs Lazarus is 40 (30 base + 10 edge)

At-Will:
Dusk Cloak

Bonus Action:
Focus Energy

Standard Action:
Horn Launch - Byakurai
pgrnBI3n1d100+55
2d12+2

Standard Action:
Charging Bite - Byakurai
1d100+55
2d12+2


ACTIVE EFFECTS
Buffs
Bandage - 2/3 - 1 HP

Debuffs
3/4 Wound



USES
Bandage - 1/1
Invigorate - 1//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 - 0/1
Bakudo 9 - 0/2
Bakudo 22 - 1/2
Bakudo 27 - 1/2

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

Soul Trigger - 0/1

Time Shift - 0/3
Illusion - 0/1

Genius - 0/3
Talented - 1/1
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: 530,000 EFFECTIVE: 163,000
HP: 42/75 | REISHI: 173/200| DEF:50| DMG DIE: 1d12 | ACC: +40


1d100+55·2d12+2·1d100+55·2d12+2·1d12
Last Edit: Sept 18, 2022 13:54:06 GMT -5 by Niji

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Sept 19, 2022 13:57:49 GMT -5

Caught slightly off guard by the words Gaia spoke, Lazarus had not been of keen enough mind and body to anticipate the horns shot at him like missiles, or arrows. His attempt to duck under them was met with the sharp spear like weapons tearing into both shoulders as they went past, his shirt becoming more tattered by the minute. As if his movements had been predicted, the beast was upon him, and although he would manage to avoid a lethal bite by tossing his body back, the teeth dragged across his abdomen like a hot knife through butter. At this point his shirts, or what was left of it, would fall to the ground in ribbons, that last attack being enough to rip whatever pieces held it together asunder. The blood that fell from his wounds would work to outline the multitude of scars across his body, from collarbone to forearm and naval, there wasn't but a handful of inches of skin that didn't have some form of scarring along it.


"We had a sparring match with the added stipulation that the loser owed the winner a favor, you can take a guess as to who lost. Interesting to know I'm not the only one who doesn't conform to the status quo..."


The second statement was directed at Gaia, the idea of the conversation that would take place about what was in fact not controversial something he could look forward too. Having taken a heavy two hits, Lazarus would shake off the pain, fingers dancing in the air as he weaved a small healing spell into existence. Runes of Quincy magic would crawl across his body, aiming to mend some of the damage he had received so far. Having grown a bit sluggish due to the blood loss, Lazarus would opt to hold his blade out straight, firing off three bolts of electric energy in rapid succession at the beast. He had a feeling the next exchange might be what decided the match, though he was happy with the progress so far.

COMBAT TRACKER

SUMMARY

Defensive Summary:

18 Damage Taken

16 Damage Taken

Bandage: 10 HP Healed (2/3 Turns Remeaining)



Offensive summary

Bakudo #14 (Last Turn)

Accuracy 50, Miss

Accuracy 108, 8 Damage on Hit, No Wound

Accuracy 99, 9 Damage on Hit, No Wound

HP is 23 (47 - 18 - 16 + 10)
Reishi is 83 (102 - 5 - 5 - 5 - 4)



At-Will: Technique

HADŌ #4: BYAKURAI (PALE LIGHTNING)

You fire a bolt of white lightning from the fingertip.

Type: Basic Attack

Action: At- Will

Acc: OttatpPk1d100+45

Dmg: 2d10

Status Chance: 1d100

Effects: 50% Chance to Wound

Cost: 5



Bonus Action: Name - Effect | -0 reishi cost

BANDAGE

You quickly apply a bandage to mend a wound in the midst of combat.

Type: Defense

Action: Bonus Action

Effect: Choose yourself or a target ally. Roll a 1d12 once. For the duration of this technique, at the end of your turn, regain HP equivalent to the result of that roll. This is considered a Healing Technique.

Duration: 3 turns

Cost: 4 Reishi

Heal Per Turn: 1d12



Standard Action:

HADŌ #4: BYAKURAI (PALE LIGHTNING)

You fire a bolt of white lightning from the fingertip.

Type: Basic Attack

Action: Standard

Acc: 1d100+45

Dmg: 2d10

Status Chance: 1d100

Effects: 50% Chance to Wound

Cost: 5



Standard Action:

HADŌ #4: BYAKURAI (PALE LIGHTNING)

You fire a bolt of white lightning from the fingertip.

Type: Standard

Action: At- Will

Acc: 1d100+45

Dmg: 2d10

Status Chance: 1d100

Effects: 50% Chance to Wound

Cost: 5






ACTIVE EFFECTS

Bandage (2/3 Turns Remeaining)

Bakudo #14 (Last Turn)



CLASS

Caster



TRAITS

ATTUNED

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



POTENT

You start with the Enhanced Byakurai Basic Attack Spell and the cost is reduced to 6 Reishi. (0/3)



Efficiency

Activate: None (Passive)

Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.



TECHNIQUES

REIRYOKU ABSORPTION

As an at-will action, siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (3/3)



SPELLS

BAKUDO #14: SHIMOKU

As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. (0/1)



BAKUDO #33: SOEIGEK

As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. (2/2)



RELEASE



REIATSU: 82,650(87,000)

HP: 23/85 | REISHI: 83/150 | DEF: 80 | DMG DIE: d10 | ACC: +45
1d100+45·2d10·1d100·1d12·1d100+45·2d10·1d100·1d100+45·2d10·1d100
Last Edit: Sept 19, 2022 14:06:28 GMT -5 by Lazarus Jeager

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Sept 20, 2022 12:32:14 GMT -5

The great beast flickered as the bolts of electricity rushed towards it, briefly phasing out of existence and the attacks passed harmlessly through it. It glanced back to Niji, who lightly shook her head and spoke a few more words in the unknown language. The Shinshi turned back to Lazarus, a low, basso chuckle coming from its muzzle before it spoke, ”Ah, this would be his stated desire to put some skin in the game for a spar; I suppose. But a blank check for a favor, Quincy? Controversial views or no; that seems a dangerous debt to owe to a sworn enemy of your kind.”

The creature shook itself, and rather than attacking, the creature crouched down, energy beginning to swirl around it. It let out a loud howl that shook the room, and the golden ichor leaking from its body began to evaporate into a golden cloud. The Shinshi seemed to be eschewing defense to gather power for a powerful strike. One way or another, this fight was likely to be over in short order.

Niji, for her part, just watched with interest; she was also ready to intercede to heal her guest if he could not take down the creature fast enough to prevent the attack.

Defense Summary:
Shinshi uses utsuemi and dodges both attacks
5 Status damage

Offense Summary:
Thrall Attack - 5 Direct Damage

HP is 26 (30 - 5 SD + 1 Ba)
Reishi is 191 (173 - 10 (Ut) + 3 (TU) + 25 (In))

Niji has Edge 2 on Lazarus: +10 Def, +10 Accuracy, +2 Damage, 2 DR
Niji is reducing her reiatsu to 163,000, reflexes to 0, focus to 50, and fighting to 50

Base Defense vs Lazarus is 60 (0+ 10 edge)
Base Accuracy vs Lazarus is 60 (50 base + 10 edge)

At-Will:
Piercing Howl - Thrall Attack
s1q7YttL1d12

Bonus Action:
Spirit Flicker - Utsusemi

Standard Action:
Invigorate

Standard Action:



ACTIVE EFFECTS
Buffs
Bandage - Final Turn
(oh yeah, two thrall effects still there)

Debuffs
Wound - Final Turn



USES
Bandage - 1/1
Invigorate - 2//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 - 0/1
Bakudo 9 - 0/2
Bakudo 22 - 1/2
Bakudo 27 - 1/2

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

Soul Trigger - 0/1

Time Shift - 0/3
Illusion - 0/1

Genius - 0/3
Talented - 1/1
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: 530,000 EFFECTIVE: 163,000
HP: 26/75 | REISHI: 191/200| DEF:50| DMG DIE: 1d12 | ACC: +40



1d12
Last Edit: Sept 20, 2022 12:33:05 GMT -5 by Niji

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Sept 20, 2022 14:49:36 GMT -5

The vibrations from the roar shook him down to his very bones, more blood spilling from his wounds, though the damage was lessened by the spell he cast actively trying to mend said wounds. It would appear that the battles climax wound be upon them, seeing the beast prepare itself for some sort of assault yet to be witnessed.

"I had already ascertained that Nezuel wouldn't use the favor for something sinister, though the alternative has been taxing on my mental health as of late. As for how I view hollows as a whole, they are not my sworn enemy. Yes they might be the antithesis to Quincy, but in the grand scheme of things they are simply part of a larger spiritual ecosystem that make up the universe. I hold no ill will towards any hollow or Arrancar simply fort what they are, nor the Shinigami for what they are, I do wish others would look at it that way though..."

With his piece said, Lazarus would take a traditional archery stance, his right arm held forward as the hand bow grew in side and shape. What was once a small hand bow grow in size to that of a longbow, the bottom barely an inch or so off the ground, his body still as the transition was made. Now equipped with a proper bow, Lazarus would flourish the blade in his left hand, the guard of the sword disappearing as he did so. That familiar electricity would wrap around his left hand, travelling across the blades edge and back down as he raised it to the string of the longbow. It was a slow drawing of the bow, the once singular blade now transforming into two separate arrows, the sound of electricity crackling through the air as he reached his max draw strength, his left arm flexed and shaking a bit as the veins bulged to try and maintain. Lazarus inhaled deeply, his arms steadying and eyes focusing as he did so, locking in his stance and his target. The exhale would be near inaudible, and with a snipers practice he would wait, the beat of his heart now strong in his ears. One beat, two, three, there in the gap between the third and fourth beat, he'd release the grip on the twin arrows. Between the lightning like natural of the arrows and the tensile strength of the bow string, it would sound like the thunderclap amidst a storm, the arrows streaking through the air ready to decimate the target if they found purchase.


COMBAT TRACKER

SUMMARY

Defensive Summary:

5 Damage Taken

10 HP From Bandage

Bandage (1/3)



Offensive Summary:

Focus Energy

Accuracy 113, 10 Damage on Hit

Accuracy 99, 13 Damage on Hit



HP 28 (23 - 5 + 10)

Reishi 64 (83 - 9 - 5 - 5)

At-Will: Technique



Bonus Action:

FOCUS ENERGY

You infuse extra reishi into an attack, boosting its potency right before you strike.

Type: Utility

Action: Bonus Action

Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard.

Cost: 9 Reishi

Standard Action:

Lightning Arrow - Byakurai

DSTeDcJb1d100+60

2d10



Standard Action:

Lightning Arrow - Byakurai

1d100+60

2d10








ACTIVE EFFECTS

Bandage (1/3)

CLASS

Caster

TRAITS

Attuned

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

Potent

You start with the Enhanced Byakurai Basic Attack Spell and the cost is reduced to 6 Reishi. (0/3)

Efficiency

Activate: None (Passive)

Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.

TECHNIQUES

REIRYOKU ABSORPTION

As an at-will action, siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (3/3)

SPELLS

BAKUDO #14: SHIMOKU

As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. (0/1)

BAKUDO #33: SOEIGEK

As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. (2/2)

RELEASE



REIATSU: 82,650(87,000)

HP: 28/85 | REISHI: 64/150 | DEF: 80 | DMG DIE: d10 | ACC: +45
1d100+60·2d10·1d100+60·2d10
Last Edit: Sept 20, 2022 14:50:42 GMT -5 by Lazarus Jeager

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Sept 20, 2022 17:34:03 GMT -5

The arrows slammed into the Shinshi with a tremendous amount of force, but not quite enough to take the creature down. Whatever attack was coming, Lazarus had been unable to stop it. The golden fog around the creature coalesced into motes of light that spread out around the Quincy, and the being let out a huff of effort. ”I see. You have fought well, Quincy, but I am afraid the Mistress still needs an appropriate demonstration of my power.”

Once again, the creature flickered out of existence, this time though, it did not reform in the same spot. It appeared suddenly, taking the place of one of the motes of light behind Lazarus, already in mid-charge. It swing a massive horn, now reattached and on the side of its head, towards the Quincy, then disappeared again. The golden light at the man’s right flank was suddenly replaced with the shinshi, and it aimed a bite at the man’s leg. Another flicker, another attack from a different angle. Another, another, another.

The assault was vicious, and it appeared that the creature was not holding back, nor being held back by Niji. If the attack proved too much for the young man to handle, Niji would stop it before Lazarus lost consciousness.

Defense Summary:
Shinshi takes 23 damage, reduced by 2 to 21.

Offense Summary:
111 Accuracy for 38 Damage

HP is 5 (26 - 21 (ND))
Reishi is 174 (191 - 20 + 3 (TU))

Niji has Edge 2 on Lazarus: +10 Def, +10 Accuracy, +2 Damage, 2 DR
Niji is reducing her reiatsu to 163,000, reflexes to 0, focus to 50, and fighting to 50

Base Defense vs Lazarus is 60 (0+ 10 edge)
Base Accuracy vs Lazarus is 60 (50 base + 10 edge)

At-Will:
Surge
Assault

Bonus Action:
Invigorate

Standard Action:
Omni-Charge (Assault/Surge Thousand Page Wholesale)
Ux9jVTwu1d100+60
1d100+60
4d14+2+2d12

Standard Action:



ACTIVE EFFECTS
Buffs
2x Thrall

Debuffs




USES
Bandage - 1/1
Invigorate - 1//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 - 0/1
Bakudo 9 - 0/2
Bakudo 22 - 1/2
Bakudo 27 - 1/2

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

Soul Trigger - 0/1

Time Shift - 0/3
Illusion - 0/1

Genius - 0/3
Talented - 1/1
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: 530,000 EFFECTIVE: 163,000
HP: 5/75 | REISHI: 174/200| DEF:50| DMG DIE: 1d14 | ACC: +60

1d100+60·1d100+60·4d14+2·2d12
Last Edit: Sept 20, 2022 17:35:15 GMT -5 by Niji

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Sept 20, 2022 18:25:07 GMT -5

He would be lying if he said there wasn't a part of him that wanted to be the victor of this battle, to come out on top knowing that, even despite the difference in power, he had enough of his own to stave off the beast. Unfortunately for Lazarus, this was no story book fairy tale, no triumphant victory was to be had, no hurrah of glory after the fog settled. Instead, his tired arms would raise up in an attempt to defend, but he didn't have enough arms to block, nor enough eyes to see all the angles of attack.



The sheer number of attacks would overwhelm him, though it was all he could do to try and bob and weave, and strike tearing more flesh away, though he didn't cry out in pain for any of them. At some point his hair, which had been put up for the fight, would come undone of its bindings. His hair falling haphazardly down his shoulders and back, the mane of crimson dancing around him as the onslaught continued, vision growing hazy with each successful strike. Over in an instant, or an eternity depending on which side of it you were on, and Lazarus would fall to his knees, the world around him starting to fade into the background as he swayed, trying to stay upright as his body and mind fought to stay conscious.


COMBAT TRACKER

SUMMARY

Defensive Summary:

Guard for 10 DR

28 Damage Taken



HP to 1

Reishi to 60



At-Will: Technique

Bonus Action:

GUARD

You hunker down against incoming attacks to survive them.

Type: Defense

Action: Bonus Action - Reactive

Effect: You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)

Cost: 5 Reishi

Standard Action:

Standard Action:




ACTIVE EFFECTS

CLASS

Caster

TRAITS

Attuned

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

Potent

You start with the Enhanced Byakurai Basic Attack Spell and the cost is reduced to 6 Reishi. (0/3)

Efficiency

Activate: None (Passive)

Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi.

TECHNIQUES

REIRYOKU ABSORPTION

As an at-will action, siphon 10 Reishi from any foe(s) for each time they hit you with an attack and reduce your HP. (3/3)

SPELLS

BAKUDO #14: SHIMOKU

As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. (0/1)



BAKUDO #33: SOEIGEK

As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. (2/2)



RELEASE



REIATSU: 82,650(87,000)

HP: 1/85 | REISHI: 60/150 | DEF: 80 | DMG DIE: d10 | ACC: +45
Last Edit: Sept 21, 2022 15:13:43 GMT -5 by Lazarus Jeager

Player

Fullbringer

I have nothing to say.

Niji Avatar

Niji

Post by Niji on Sept 22, 2022 18:56:53 GMT -5

The shinshi stood back, panting heavily as it looked at the Quincy with golden eyes. Niji stood up and swiftly moved to the Quincy, and as she laid her hands on him he would feel his flesh reknit, it was quick and mostly painless, any permanent damage blended in with the rest of his scars. The fullbringer smiled softly at Lazarus as she rested a hand gently on his back, ”Take all the time you need, Mister Jaeger. You fought well.”

She glanced to the creature and said a few unknown words, and it huffed in tired satisfaction. Turning back to Lazarus, she smiled faintly, ”I think the shinshi has proved it can provide an adequate guardian to this place for now. It has also offered to let you name it, should you so desire.”

Niji took a step away, and a small square of thin stone manifested next to them, complete with a hinged door that opened and closed.  Water appeared from thin air and formed a shower that disappeared into the sandy soil, and a faint wisp of steam began to billow from the top of the construct. ”Though, if you wish to wash up before we talk, I can wait outside.”

Player

What is it that makes you tick...

Lazarus Jeager Avatar

Lazarus Jeager

Post by Lazarus Jeager on Sept 22, 2022 19:59:18 GMT -5

Just a moment before the darkness would take hold, he felt to almost numbing sensation of Gaia's healing, blinking a handful of times as the fog lifted from his mind and body. He took a few seconds to himself as the aches and pains of battle clung to him despite the healing. Looking down at his attire, or what was left of it after the fight, Lazarus was more than ready to jump into the shower that was created for him. With a grunt he got back on his feet, turning to look at the beast with a smile before giving a formal and respectful bow, thinking over a suitable name for it.

"Tengoku no shugo-jū, Guardian Beast of Haven if my translation is accurate, a strong name for a strong spirit. Thank you for the fight, and maybe we'll get to do so again when I've grown stronger. I will take you up on that offer, not sure if it's within your power to do so, but a pair of pants without so many tears would be most appreciated."

He pulled on the pants legs a bit, the frayed and torn fabric near the calves making it look like he was some kind of bum on the street. Lazarus chuckled at the thought, running his fingers through his hair to get any knots out before stepping into the construct and closing the door.