Bleach Hereafter RPG

Jumping Ship

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Hageshi Rekka Avatar

Hageshi Rekka

Post by Hageshi Rekka on Oct 13, 2022 17:19:07 GMT -5

As the giant skeleton that constituted Rekka's Bankai attacked, Nezuel apparently didn't even attempt to resist as he was flung into the air. In fact, he seemed to be studying the release closely, even as the skeleton's back cannons launched a flaming salvo of doom that exploded in the Arrancar's face.

The results were apparent: the Arrancar emerged from the explosion scorched and bloodied, praising the Third Seat's efforts. And though he was able to use the blood scattered around the battlefield to heal himself, he seemed hard-pressed to do so, presumably another one-off. Even his succeeding attempts at Reishi drain seemed to be half-hearted at best, though no less effective on a cumulative basis.

"It seems I might have to end this fight sooner than I thought...I don't think I can contend with that sort of power for long."

"Agreed," said Rekka, dispelling his Bankai. "I see no reason to keep my Bankai active now that I've shown you."

In reality, he'd spent a lot more energy than he thought he would, and was quite tired. Nezuel didn't attack with light beams like Fiore, plants like the Demon Duchess, hell flames like Rao, weird magic like the Moirai and their allies, or swords and Reishi-enhanced blows like Yael and Hibano. No, even though Nezuel fought with grotesque blood techniques he had never once managed to deal any significant physical damage to Rekka. The Arrancar was a True Ancestor, a vampire in every sense of the word, fighting by draining his enemy's energy. And he was squishy too; Rekka had not once failed to hit him.

Rekka pulled out a silver apple from somewhere and ate it, thus recovering some Reishi and vitality, as he had vomited earlier. Then, rushing up to Nezuel, he once more launched a barrage of strikes against him, if only to see how he'd defend.

"Congrats. If you survive this you can go to the furthest reaches of Soul Society."

COMBAT TRACKER
SUMMARY
Put a summary here.
Rekka is siphoned for 24 Reishi!
Rekka is drained for 25 Reishi!
Nezuel uses Soeigeki!
Rekka uses Haste!
Rekka uses Blitz!
Rekka uses Dusk Cloak!
Rekka uses Strike!
Rekka uses Strike! (Blitz)


At-Will: Drop out of Bankai

At-Will: Blitz

At-Will: Haste

Bonus Action: Yugure no Manto | -15 reishi cost

Bonus Action: Invigorate | +25 reishi cost

Standard Action: (Strike) | -0 reishi cost
Acc - dHwSNAWW1d100+80
Dmg - 2d14 
Status Chance (30%) (Stun) - 1d100

Standard Action: (Strike) | -0 reishi cost
Acc - 1d100+80
Dmg - 2d14 
Status Chance (30%) (Stun) - 1d100

Strike (Blitz)
Acc - 1d100+80
Dmg - 2d14
Status Chance (30%) (Stun) - 1d100




ACTIVE EFFECTS
Release 1 Derp!
Flawless Strikes: +20/20 acc, +4/4 dmg tier
Immobilize: 2/2 turns

CLASS

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. The max chance to inflict with any effect is 95%.


PERFECT FORM
All of your Basic Strikes, Advanced Zanjutsu, and Advanced Hakuda Attack Techniques are perfected. Perfected techniques gain +10 Accuracy, +1 Damage Tier. Advanced Zanjutsu and Hakuda Techniques gain +1 extra use per battle. Does not apply to Shunko.


BATTLE FORGED
You gain the Advanced Hakuda Technique Shunko and it doesn’t take up a Forbidden Tech Slot or require a Focus skill of 45. The duration is also increased by 2 turns and it costs -10 less Reishi.


TRAITS


BLITZ
Prerequisite: Fighting Skill of 45
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Limit: [0/3]


BLUR
Prerequisite: Reflexes Skill of 35
Activate: None (Passive)
Effect: As a passive effect you can use one Movement Tech as an at-will action on your turn.
Limit: [4/4]


HASTE
Prerequisite: Reflexes Skill of 50
Activate: Reactive At-Will
Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn.
Limit: [1/3]


TALENTED
Prerequisite: None
Activate: At-Will
Effect: 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. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means.
Limit: [0/1]


TEMPERED
Prerequisite: None
Activate: None (Passive)
Effect: 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. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.
Limit: Indefinite


ALACRITY (Racial)
Activate: None (Passive)
Effect: As a passive effect you have +10 to defense while above half max HP.
Limit: Indefinite


TECHNIQUES AND SPELLS


BAKUDŌ #44: SEKISHO (BARRIER)
You create a fast-forming energy wall against fairly strong attacks.
Type: Defense
Activate: Bonus Action - Reactive
Effect: You gain 30 Armor and are immune to non-special status effects inflicted by attacks.
Duration: Until the 30 Armor is gone.
Cost: 10 Reishi
Limit: [0/1]


UTSUSEMI (CICADA SHELL)
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense
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
Limit: [1/1]


SPEED CLONES
You create several clones of yourself at once using Shunpo. The clones absorb incoming damage while you escape.
Type: Defense
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn. Considered a Movement Technique.
Cost: 5 Reishi
Limit: [2/2]


BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK)
You form a shroud around you that softens impacts and protects against harmful Kido.
Type: Defense
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
Limit: [2/2]


REIRYOKU ABSORPTION
You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi.
Type: Utility
Activate: At-Will - Reactive
Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack.
Cost: None
Limit: [3/3]


TSUKIYUBI (THRUST FINGERS)
A technique that allows the user to greatly increase the damage of normally weak attacks.
Type: Utility
Activate: At-Will
Effect: As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2.
Cost: 10 Reishi
Limit: [1/2]


BAKUDŌ #9: GEKI (STRIKE)
You draw symbols of the spell in the air as your entire body permeates a red energy, which engulfs the body of the target, causing complete paralysis.
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.
Limit: [1/2]


BAKUDŌ #22: HAKUFUKU (WHITE CRAWL)
You stare down your foe. As the target sees the illusion of purple cherry blossoms falling around them, their vision begins to blur and their consciousness becomes muddled, disoriented, and confused. Shortly thereafter, the target blacks out altogether.
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: [0/2]


SHUNKŌ (FLASH WAR CRY) (Monk)
An advanced battle technique which combines the physical techniques of Hakuda with the spell-based techniques of Kidō.
Type: Utility (Considered a Forbidden Technique)
Requirement: Focus Skill of 45
Action: Bonus Action
Effect: As a bonus action you activate Shunkō. For the duration only, increase your Accuracy with Strikes on this turn by +15, increase your damage tier with Strikes by 2, increase your Base RL by 50%, and increase your DR by 6. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 6 Turns
Cost: 15 Reishi
Limit: [1/1]. Cannot be used alongside the Hollow Mask or Soul Trigger techniques.


KAGAMIBIRAKI (MIRROR OPENING)
After puncturing their target with the tips of their fingers, the practitioner rips their opponent in half through sheer physical strength.
Type: Attack - Single
Action: Standard
Effect: As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect.
Special 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.
Cost: 15 Reishi
Limit: [3/3]


RAIŌKEN (THUNDER KING FIST)
You perform a series of ultra-high-speed punches with both arms that are devastating and have enough power to destroy the surrounding area.
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: 20 Reishi
Limit: [3/3]


REINFORCEMENTS
Whether in dire straits or to put on the pressure, you call in for reinforcements from your division.
Type: Utility
Action: Bonus Action / At-Will
Effect: You summon a group of shinigami to fight alongside you. The group is treated like a single entity. As an at-will action they can do one of the following once per thread:
  • Make an attack with a +30 accuracy modifier that deals 2d12 damage.
  • Increase the damage of 1 Advanced or Release Technique used by you on this turn by +2d6.
  • As a Reactive Action, the group can take a hit for you and has 20 HP. Any damage that exceeds its HP is dealt to you but any further status effects are inflicted upon the group instead of you.
Cost: 15 Reishi
Limit: One group may be summoned per thread. The group retreats from battle when their HP reaches 0 or when they have used all 3 available actions. Whichever comes first.


BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
As the spell ignites at a single point, blue energy extends upward to four points and forms an inverted pyramid, which solidifies into a barrier around the caster.
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. They are then forced to spend a Standard Action on their turn to break free.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.


RELEASE


TIME SHIFT
You temporarily slow the passage of time to give yourself an advantage in combat.
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: [3/3]


MULTI-ARMS
Your release gives you extra appendages to assist you in combat.
Type: Utility
Action: At-Will
Effect: As an at-will action you can use 1 Bonus Action on your turn to make a Basic Attack. Also all Basic Attacks on your turn roll 1 extra damage dice.
Cost: 20 Reishi
Limit: [2/3]




EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, your 1st Release now costs -2 less Reishi to maintain.
Limit: Indefinite.


DEADLY
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +5 to accuracy with 2 Basic Attacks, per turn, while in a Released state.
Limit: Indefinite.



REIATSU: 246,000 (492,000)
HP: 73/75 | REISHI: 34/200 | DEF: 100 (115) | DMG DIE: d9 (d14) | ACC: +50 (+80)

1d100+80·3d14·1d100·1d100+80·3d14·1d100·1d100+80·3d14·1d100
Last Edit: Oct 13, 2022 20:09:23 GMT -5 by Hageshi Rekka

Player

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

nezuel Avatar

nezuel

Post by nezuel on Oct 13, 2022 17:44:31 GMT -5

The shinigami was tired, that much was obvious. The sheer amount of reishi that he had drained from the atmosphere and the poor shinigami he was fighting would be enough to make anyone want to lay down and take a nap. The arrancar had one final move available to use against the third seat shinigami bankai or no...but to do that he would have to do something rather unpleasant.

As Rekka moved up to him to do yet another barrage of punches, Nezuel made his move. Four points of light appeared around him as all the blood that he had been summoning and manipulating began to dissapear. "BAKUDŌ #73: TOZANSHŌ" he'd say, the small form of Nezuel's normal body appearing inside the crystal. It took the first two hits without issue but the third caused cracks to appear. The first kept coming, not even slowed down as Nezuel used another kido, a lower one that. A shroud was formed around him as that kido took some of the impact.

He was sent flying back, coughing up blood as he held out a finger to Rekka, panting. "BAKUDŌ #61: RIKUJŌKŌRŌ" He brought up his other hand as sweat began to run down his face. Intertwining his fingers he'd call upon the highest spell he knew, two ropes appearing and trying to wrap themselves around Rekka as a multitude of small weights impacted upon them.

"BAKUDŌ #99: PART 1 - KIN!"

COMBAT TRACKER
SUMMARY
Defensive:
BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL) protects against strike 1 and strike 2
strike 3 deals 16 damage (19-3. Dusk cloak negates crit damage)
Glutton Inflicted
Pinned Inflicted


Offensive
2 reishi sipon from condemning
6 reishi drain from Rebuke


Reishi use
+3 regen
+2 condemning
-15 BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
-10 BAKUDŌ #61: RIKUJŌKŌRŌ (SIX-ROD LIGHT PRISON)
-15 BAKUDŌ #99: PART 1 - KIN (FORBID)
-4 release

39 total


At-Will:
CONDEMNING - 2 reishi
REBUKE - 6 reishi
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) -1 reishi
Consume
hers9icQ1d100<75 to inflict 1 stack of Glutton



Bonus Action: BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL) - reactive -15 reishi

Standard Action: BAKUDŌ #61: RIKUJŌKŌRŌ (SIX-ROD LIGHT PRISON) -10 reishi
1d100<75 to inflict pinned

Standard Action: BAKUDŌ #99: PART 1 - KIN (FORBID) -15 reishi
1d100<75 to inflict sealed



ACTIVE EFFECTS

CLASS Caster
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.
TRAITS
INDOMITABLE: You gain +3 Damage Reduction (DR) per attack on your turn.
REBUKE: As an at-will effect when hit with any attack, you deal Reishi drain back to the attacker equal to the lowest rolled natural dice of the attack that hit you
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. You are still prevented from using your 2nd Release until the minimum post count has been met.
TECHNIQUES
REIRYOKU ABSORPTION: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. (2/3) -0 reishi

SPELLS
BAKUDŌ #41: KYŌMON (MIRROR GATE): As a bonus action, you avoid all but the highest rolled natural damage die from one non-critical attack that hit you. You deal the highest natural damage die back to the attacker as direct damage. If the attack would inflict a non-special status, you instead inflict that status back onto your opponent. No roll necessary. (1/2) -5 Reishi
BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK): As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. Frostbite drains for 5 Reishi per turn and lasts for two more turns after Cripple is removed. The max chance to inflict with any effect is 95%. (0/2) -1 Reishi
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK): 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. (0/2) -1 Reishi
BAKUDŌ #9: GEKI (STRIKE): 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%. (2/2) -1 reishi
BAKUDŌ #39: ENKŌSEN (ROTATING LOCK FAN) : As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.) (1/2) -10 reishi
BAKUDŌ #4: HAINAWA (CRAWLING ROPE): As a bonus action, you have an 80% chance to inflict two stacks of the Immobilize status on your target. The max chance to inflict with any effect is 95%. (1/2) 1 reishi
BAKUDŌ #7: KEIKATSU (OPENING REVIVAL): As an at-will action you restore 30 HP to self or a comrade. This is considered a Healing Technique (0/1)

ADVANCED SPELLS
HADŌ #70: SEISHIN MOKUHYŌ (SPIRIT TARGETING) As an at-will action, you convert one attack this turn into a Spirit Targeting attack. Spirit Targeting attacks are auto-hit and do not require an accuracy roll but do not deal HP damage or have secondary effects (major or minor) applied to the attack. The attack instead deals reishi drain equal to half the rolled damage. Spirit Targeting attacks cannot be mitigated via armor or DR effects. (0/3) 0 reishi
BAKUDŌ #61: RIKUJŌKŌRŌ (SIX-ROD LIGHT PRISON): As a bonus action, you have an 60% chance to inflict the special Pinned status on your foe. While pinned, your opponent must spend both of their next standard actions to break free. The max chance to inflict with any effect is 95%. (0/1) 10 Reishi
BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL): 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. They are then forced to spend a Standard Action on their turn to break free. (1/2) 15 reishi
BAKUDŌ #99: PART 1 - KIN (FORBID): As a standard action, you have a 60% chance to inflict the special Sealed status on one target. While Sealed, for the duration, the target is forcibly removed from Shunko, Soul Trigger, Hollow Mask, and/or Released state. Also, for the duration, they cannot regain any Reishi. Cannot be used while the Release Tech Communion is active. (0/1) 15 reishi
BAKUDŌ #99: PART 2 - BANKIN (ULTIMATE SUPPRESSION): Using two standard actions, you have an 80% chance to inflict the special status effect Locked. For this to work the target must be below 25% of their max Reishi. While Locked, the character is out of the fight. If you are brought to 0 Reishi or 0 HP during the fight the Locked status effect ends. In a 1v1 battle the fight is won but you cannot kill them. (1/1) 20 reishi

RELEASE
The Tide: Barrage - 25 reishi
CONSUME: As an-will action, you have a 60% chance to gain the special status effect Glutton. When Glutton is activated, you passively siphon 5 Reishifrom your foe(s) for each Standard Action they used on their turn. You may target up to 3 enemies. (0/4)
CONDEMNING: As a passive effect any attack that hits you siphons -2 Reishi from the attacker while you are in your Released state.

REIATSU: 224,000 -> 448,000
HP: 53/80 | REISHI: 130/250 | DEF: 80 | DMG DIE: d12 | ACC: +30
1d100·1d100·1d100
Last Edit: Oct 13, 2022 17:57:51 GMT -5 by nezuel

PLAYER

I have nothing to say.

Hageshi Rekka Avatar

Hageshi Rekka

Post by Hageshi Rekka on Oct 13, 2022 20:15:08 GMT -5

"BAKUDŌ #73: TOZANSHŌ"

The pyramid shaped outline of the iconic high-level barrier spell materialized around Nezuel, blocking Rekka's first two blows but shattering at the third, which took an additional barrier to even dampen before sending the Arrancar flying yet again. This sudden display of spellcasting previously thought exclusive to Shinigami took Rekka aback. While it wasn't impossible per se for other races to learn Shinigami-style Kido, the Gotei 13 wasn't exactly open to teaching their spells to outsiders, who tended to have their own brand of casting anyway.

"NANI...!?" Rekka exclaimed in shock and disbelief. A #73 spell wasn't something just anyone could throw around, even at a grossly reduced power compared to one from a dedicated barrier specialist like Yoshinori. And this wasn't even Nezuel's final Bakudo.

"BAKUDŌ #61: RIKUJŌKŌRŌ"

Six yellow shards of light slammed into Rekka's midsection, pinning him in place even as its caster coughed up blood from exhaustion.

"Tell me, Arrancar! How in blazes are you able to cast high level Kido?!" Rekka yelled.

"BAKUDŌ #99: PART 1 - KIN!"


Rekka's eyes widened in sheer incomprehension. He shrouded his hands in his fiery scarlet Reiatsu, grasping the Rikujokoro shards and the strips of cloth generated by Kin, and started ripping them off his body. This was followed by a renewed surge of Reishi.

"No Shinigami would teach our Kido to an Arrancar, unless either was a traitor. So, Nezuel..."

A wicked grin appeared on the Shinigami's face.

"Do you want to explain here, or shall I drag you to Soul Society and let the rest of the Gotei 13 decide your fate?"

COMBAT TRACKER
SUMMARY
Put a summary here.
Rekka is siphoned for 2 Reishi!
Rekka is drained for 6 Reishi!
Nezuel uses Rikujokoro! Rekka is pinned!
Rekka uses Invigorate!
Rekka uses his Standard Actions to break free!

Bonus Action: Invigorate | +25 reishi cost

Standard Action: Break Free | -0 reishi cost

Standard Action: Break Free | -0 reishi cost






ACTIVE EFFECTS
Release 1 Derp!
Flawless Strikes: +20/20 acc, +4/4 dmg tier
Pinned: 1/1 turns

CLASS

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. The max chance to inflict with any effect is 95%.


PERFECT FORM
All of your Basic Strikes, Advanced Zanjutsu, and Advanced Hakuda Attack Techniques are perfected. Perfected techniques gain +10 Accuracy, +1 Damage Tier. Advanced Zanjutsu and Hakuda Techniques gain +1 extra use per battle. Does not apply to Shunko.


BATTLE FORGED
You gain the Advanced Hakuda Technique Shunko and it doesn’t take up a Forbidden Tech Slot or require a Focus skill of 45. The duration is also increased by 2 turns and it costs -10 less Reishi.


TRAITS


BLITZ
Prerequisite: Fighting Skill of 45
Activate: At-Will
Effect: As an at-will action you can make two Basic Attacks during one of your Standard Actions on your turn.
Limit: [0/3]


BLUR
Prerequisite: Reflexes Skill of 35
Activate: None (Passive)
Effect: As a passive effect you can use one Movement Tech as an at-will action on your turn.
Limit: [4/4]


HASTE
Prerequisite: Reflexes Skill of 50
Activate: Reactive At-Will
Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn.
Limit: [1/3]


TALENTED
Prerequisite: None
Activate: At-Will
Effect: 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. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means.
Limit: [0/1]


TEMPERED
Prerequisite: None
Activate: None (Passive)
Effect: 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. You are still prevented from using your 2nd or Final Releases until the minimum post count has been met.
Limit: Indefinite


ALACRITY (Racial)
Activate: None (Passive)
Effect: As a passive effect you have +10 to defense while above half max HP.
Limit: Indefinite


TECHNIQUES AND SPELLS


BAKUDŌ #44: SEKISHO (BARRIER)
You create a fast-forming energy wall against fairly strong attacks.
Type: Defense
Activate: Bonus Action - Reactive
Effect: You gain 30 Armor and are immune to non-special status effects inflicted by attacks.
Duration: Until the 30 Armor is gone.
Cost: 10 Reishi
Limit: [0/1]


UTSUSEMI (CICADA SHELL)
You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
Type: Defense
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
Limit: [1/1]


SPEED CLONES
You create several clones of yourself at once using Shunpo. The clones absorb incoming damage while you escape.
Type: Defense
Action: Bonus Action - Reactive
Effect: As a bonus action, you avoid all direct damage that would have been dealt to you during your turn. Considered a Movement Technique.
Cost: 5 Reishi
Limit: [2/2]


BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK)
You form a shroud around you that softens impacts and protects against harmful Kido.
Type: Defense
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
Limit: [2/2]


REIRYOKU ABSORPTION
You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi.
Type: Utility
Activate: At-Will - Reactive
Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack.
Cost: None
Limit: [3/3]


TSUKIYUBI (THRUST FINGERS)
A technique that allows the user to greatly increase the damage of normally weak attacks.
Type: Utility
Activate: At-Will
Effect: As an at-will action all of your basic strikes this turn gain +20 to accuracy and upgrade their Damage Tier by +2.
Cost: 10 Reishi
Limit: [1/2]


BAKUDŌ #9: GEKI (STRIKE)
You draw symbols of the spell in the air as your entire body permeates a red energy, which engulfs the body of the target, causing complete paralysis.
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.
Limit: [1/2]


BAKUDŌ #22: HAKUFUKU (WHITE CRAWL)
You stare down your foe. As the target sees the illusion of purple cherry blossoms falling around them, their vision begins to blur and their consciousness becomes muddled, disoriented, and confused. Shortly thereafter, the target blacks out altogether.
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: [0/2]


SHUNKŌ (FLASH WAR CRY) (Monk)
An advanced battle technique which combines the physical techniques of Hakuda with the spell-based techniques of Kidō.
Type: Utility (Considered a Forbidden Technique)
Requirement: Focus Skill of 45
Action: Bonus Action
Effect: As a bonus action you activate Shunkō. For the duration only, increase your Accuracy with Strikes on this turn by +15, increase your damage tier with Strikes by 2, increase your Base RL by 50%, and increase your DR by 6. On the turn after the end of the duration, you will be temporarily Exhausted for 1 turn.
Duration: 6 Turns
Cost: 15 Reishi
Limit: [1/1]. Cannot be used alongside the Hollow Mask or Soul Trigger techniques.


KAGAMIBIRAKI (MIRROR OPENING)
After puncturing their target with the tips of their fingers, the practitioner rips their opponent in half through sheer physical strength.
Type: Attack - Single
Action: Standard
Effect: As a standard action, you make a single attack with 3 dmg dice that only deals the Slashing major effect.
Special 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.
Cost: 15 Reishi
Limit: [3/3]


RAIŌKEN (THUNDER KING FIST)
You perform a series of ultra-high-speed punches with both arms that are devastating and have enough power to destroy the surrounding area.
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: 20 Reishi
Limit: [3/3]


REINFORCEMENTS
Whether in dire straits or to put on the pressure, you call in for reinforcements from your division.
Type: Utility
Action: Bonus Action / At-Will
Effect: You summon a group of shinigami to fight alongside you. The group is treated like a single entity. As an at-will action they can do one of the following once per thread:
  • Make an attack with a +30 accuracy modifier that deals 2d12 damage.
  • Increase the damage of 1 Advanced or Release Technique used by you on this turn by +2d6.
  • As a Reactive Action, the group can take a hit for you and has 20 HP. Any damage that exceeds its HP is dealt to you but any further status effects are inflicted upon the group instead of you.
Cost: 15 Reishi
Limit: One group may be summoned per thread. The group retreats from battle when their HP reaches 0 or when they have used all 3 available actions. Whichever comes first.


BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL)
As the spell ignites at a single point, blue energy extends upward to four points and forms an inverted pyramid, which solidifies into a barrier around the caster.
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. They are then forced to spend a Standard Action on their turn to break free.
Cost: 20 Reishi
Limit: Once per battle as a defense and once as a utility. Cannot use both on the same turn.


RELEASE


TIME SHIFT
You temporarily slow the passage of time to give yourself an advantage in combat.
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: [3/3]


MULTI-ARMS
Your release gives you extra appendages to assist you in combat.
Type: Utility
Action: At-Will
Effect: As an at-will action you can use 1 Bonus Action on your turn to make a Basic Attack. Also all Basic Attacks on your turn roll 1 extra damage dice.
Cost: 20 Reishi
Limit: [2/3]




EFFICIENT
Activate: None (Passive)
Effect: As a passive effect, your 1st Release now costs -2 less Reishi to maintain.
Limit: Indefinite.


DEADLY
Activate: None (Passive)
Effect: As a passive effect you gain a bonus +5 to accuracy with 2 Basic Attacks, per turn, while in a Released state.
Limit: Indefinite.



REIATSU: 246,000 (492,000)
HP: 73/75 | REISHI: 51/200 | DEF: 100 (115) | DMG DIE: d9 (d10) | ACC: +50 (+60)


Player

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

nezuel Avatar

nezuel

Post by nezuel on Oct 13, 2022 20:43:46 GMT -5

He had been hoping that the shock upon seeing an arrancar, no, a hollow using kido one of four combat techniques of the shinigami would give him the upper hand in letting his kido take effect. The six pillars of light was effective enough but by the time his true blow had come down he had recovered already. He gripped it with his hands and simply...ripped it apart. Perhaps he had used it too quickly...should have practiced it more often when he was alone but...it had felt like the right moment.

The arrancar sighed as he watched the shinigami start to break the first binding he had placed upon him. He closed his eyes, bringing his hand to his forehead as he took a moment to recover himself. "You care not for the souls inside of me...the multitude you saw." he tilted his head at the shinigami. "But someone uses kido and you immediately assume the worst." he shook his head. "No...noone taught me even though I sought one of your kind out to do so...I simply know somehow."

He looked around at the destruction their fight had had wrought, not all of it the result of the shinigami's banaki...not all of it by far. "I can't pull that kido off again," he'd say, looking back towards the shinigami. "And I can't outpace your punches...so I believe you win this fight."



COMBAT TRACKER
SUMMARY
Defensive:

Offensive


Reishi use
+3 regen
+25 INVIGORATE


At-Will: Drop out of Release




Bonus Action: INVIGORATE +25 reishi

Standard Action:

Standard Action:


ACTIVE EFFECTS

CLASS Caster
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.
TRAITS
INDOMITABLE: You gain +3 Damage Reduction (DR) per attack on your turn.
REBUKE: As an at-will effect when hit with any attack, you deal Reishi drain back to the attacker equal to the lowest rolled natural dice of the attack that hit you
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. You are still prevented from using your 2nd Release until the minimum post count has been met.
TECHNIQUES
REIRYOKU ABSORPTION: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. (2/3) -0 reishi

SPELLS
BAKUDŌ #41: KYŌMON (MIRROR GATE): As a bonus action, you avoid all but the highest rolled natural damage die from one non-critical attack that hit you. You deal the highest natural damage die back to the attacker as direct damage. If the attack would inflict a non-special status, you instead inflict that status back onto your opponent. No roll necessary. (1/2) -5 Reishi
BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK): As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. Also inflicts a stack of special status effect Frostbite. Frostbite drains for 5 Reishi per turn and lasts for two more turns after Cripple is removed. The max chance to inflict with any effect is 95%. (0/2) -1 Reishi
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK): 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. (0/2) -1 Reishi
BAKUDŌ #9: GEKI (STRIKE): 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%. (2/2) -1 reishi
BAKUDŌ #39: ENKŌSEN (ROTATING LOCK FAN) : As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.) (1/2) -10 reishi
BAKUDŌ #4: HAINAWA (CRAWLING ROPE): As a bonus action, you have an 80% chance to inflict two stacks of the Immobilize status on your target. The max chance to inflict with any effect is 95%. (1/2) 1 reishi
BAKUDŌ #7: KEIKATSU (OPENING REVIVAL): As an at-will action you restore 30 HP to self or a comrade. This is considered a Healing Technique (0/1)

ADVANCED SPELLS
HADŌ #70: SEISHIN MOKUHYŌ (SPIRIT TARGETING) As an at-will action, you convert one attack this turn into a Spirit Targeting attack. Spirit Targeting attacks are auto-hit and do not require an accuracy roll but do not deal HP damage or have secondary effects (major or minor) applied to the attack. The attack instead deals reishi drain equal to half the rolled damage. Spirit Targeting attacks cannot be mitigated via armor or DR effects. (0/3) 0 reishi
BAKUDŌ #61: RIKUJŌKŌRŌ (SIX-ROD LIGHT PRISON): As a bonus action, you have an 60% chance to inflict the special Pinned status on your foe. While pinned, your opponent must spend both of their next standard actions to break free. The max chance to inflict with any effect is 95%. (0/1) 10 Reishi
BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL): 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. They are then forced to spend a Standard Action on their turn to break free. (1/2) 15 reishi
BAKUDŌ #99: PART 1 - KIN (FORBID): As a standard action, you have a 60% chance to inflict the special Sealed status on one target. While Sealed, for the duration, the target is forcibly removed from Shunko, Soul Trigger, Hollow Mask, and/or Released state. Also, for the duration, they cannot regain any Reishi. Cannot be used while the Release Tech Communion is active. (0/1) 15 reishi
BAKUDŌ #99: PART 2 - BANKIN (ULTIMATE SUPPRESSION): Using two standard actions, you have an 80% chance to inflict the special status effect Locked. For this to work the target must be below 25% of their max Reishi. While Locked, the character is out of the fight. If you are brought to 0 Reishi or 0 HP during the fight the Locked status effect ends. In a 1v1 battle the fight is won but you cannot kill them. (1/1) 20 reishi

RELEASE
The Tide: Barrage - 25 reishi
CONSUME: As an-will action, you have a 60% chance to gain the special status effect Glutton. When Glutton is activated, you passively siphon 5 Reishifrom your foe(s) for each Standard Action they used on their turn. You may target up to 3 enemies. (0/4)
CONDEMNING: As a passive effect any attack that hits you siphons -2 Reishi from the attacker while you are in your Released state.

REIATSU: 224,000
HP: 53/80 | REISHI: 158/250 | DEF: 80 | DMG DIE: d12 | ACC: +30

PLAYER

I have nothing to say.

Hageshi Rekka Avatar

Hageshi Rekka

Post by Hageshi Rekka on Oct 15, 2022 0:04:18 GMT -5

Was Rekka expecting an Arrancar to cast Bakudo #99 out of the blue? No. Was he expecting to be able to counter Bakudo #99? Also no. But counter he did, and the mere act of him shredding the white cloths to pieces seemed to be enough to take his foe's remaining morale out of him.

"You care not for the souls inside of me...the multitude you saw. But someone uses kido and you immediately assume the worst. No...no one taught me even though I sought one of your kind out to do so...I simply know somehow."

Caught in mid-swing, the young Reaper immediately halted, instead leaning forward and peering through narrowed eyes and hand on chin like some sort of detective, using Shunpo to mimic the cartoonish effect of examining the Arrancar from all angles.

"I have many thoughts right now. Like, how the hell was I supposed to assume that all those body parts you were making were from the souls you ate? I mean, I'd always assumed Arrancar were made of homogeneous soul smoothie and not like the villain of Raremetal Alkahest or Edgar's dad, also from Raremetal Alkahest. Besides, you're your own person now who isn't necessarily evil or bloodthirsty. If you wanted to pass on you could just have asked, y'know. Geez. Also, how does subconsciously knowing Kido even work? Spellcasting is usually something you have to intentionally learn."

"I can't pull that Kido off again. And I can't outpace your punches...so I believe you win this fight."

Rekka looked down at the battlefield. Aside from the two indentations where he'd punted and chokeslammed Nezuel, plus the scorched ring of grass from his Bankai activation, he actually hadn't caused much damage this time.

"GG, Nezuel. You've survived. Now pick up your stuff and go."



Nezuel surrenders, so Rekka wins the spar!
Last Edit: Oct 15, 2022 15:54:43 GMT -5 by Hageshi Rekka

Player

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

nezuel Avatar

nezuel

Post by nezuel on Oct 16, 2022 21:16:57 GMT -5

The shinigami ended his last attack mid swing, a great event by all of Nezuel's criteria as he always enjoyed not having to fight to the death....well, his death anyway.  The shinigami then proceeded to use his movement skill, the equivalent of his sonido to look him all over.  He was used to the treatment after the experiments with Takano and it was unlikely that the shinigami would find anything new as he'd have seen pretty much all of Nezuel during their fight.  The only possible way he could discover something would be if his clothing started to come off and while the shinigami was certainly rather fast he knew that wasn't a good thing in such a situation.

The questions he started to barrage him with and his references to what he could only assume was a human show conflicted somewhat with his last words.  He'd failed in beating the shinigami, an act that meant he wouldn't recieve a favor from the man.  So be it, he'd find his own way to the outer regions of Soul Society on his own merits.

"Every hollow is an amalgamation of souls." he'd say, a sonic sound happening as he used sonido to appear near the bag.  He picked it up and looked back at the shinigami.  "Its interesting how little you shinigami know about our kind, hollows and arrancar besides." He shook his head at the shinigami's mention of passing on.  "You're not the first person to offer that service but...I like how I am, flaws an all."

He touched the air next to him, opening a garganta.  As he stepped through he looked back, stopping only to talk before turning and heading down the void.  "Thank you for the experience, Rekka, and for showing me your bankai."

PLAYER

I have nothing to say.

Hageshi Rekka Avatar

Hageshi Rekka

Post by Hageshi Rekka on Oct 16, 2022 22:08:34 GMT -5

"Well we know that," replied Rekka to the comment that the Gotei 13 knew little about Hollows. "We've been fighting Hollows since forever after all, but only the scientists at 12th ever bothered with the specifics of your anatomy."

"You're not the first person to offer that service but...I like how I am, flaws and all."

"Did that other Shinigami try to kill you after kissing you?" The scarlet-eyed Reaper chuckled softly, evoking the image of a lightly dancing flame. "I'm glad you like yourself. Adequate self-esteem is vital to a good afterlife, and yeah, I just made that the heck up.

Meanwhile, Nezuel went to pick up his supplies, and opened a Garganta to who knew where. He stopped only to bid Rekka goodbye before disappearing into the portal. The Shinigami gave his opponent for the night a jaunty salute.

"No prob, Nezuel. See ya around, and hope I find you before anyone else."

That being said, Rekka was extremely tired. He slumped to the ground, laying on the grass before pulling out his phone and calling Ran.

"Yo, Ran."

"Yeah, Senpai?" 

"Can you give me a lift home? I just fought this Arrancar with energy draining powers and I don't have enough juice left for a portal."

"I'll be right there."

"Great, thanks."