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ACME
Posted Dec 17, 2022 5:22:43 GMT -5
Post by Itsuki Hasegawa on Dec 17, 2022 5:22:43 GMT -5
Itsuki's smile was sustained by seeing Hanyo charge in. He was exactly what Itsuki expected from their evening at the bar. Hell, he reminded him of his Senpai back in the Kendo club. Still, there was no time for idle distractions. The winds of his mind blew again, the mental rustling of leaves as clear as bells chiming to snap him back into things. Determination sparkled in his grin, power swelling upon itself like a volcano's first rumbles, about to explode. The spirits of the world around him felt harmonious despite their intrinsic discord. As the notes of the battle played out, the spiritual matter of Hueco Mundo bent and contracted, expanding and swaying. The destructive symphony playing out was unpredictable if not for the kami of the land showing him the sheet music. Spiritual blast soaring towards him, he saw the next note in bloody clarity. Sand underfoot rippled out from where his feet were planted. A sway with the flex of the air's own spiritual charge skimming him free like a boxer's weave danced around the first layer of the measure sent his way. Knowing all too clearly he could do nothing to avoid the rest, his will whipped the sands up to meet molten discharge from burning, blackened holes in his bones, a layer of still smoking spirit-glass shattering away betwixt him and the oncoming blast painted across him. Breathing deep with sweat on his brow and a blackened, bloody mark across his shoulder, the Fullbringer's smile was wider than ever. It seemed the kami were willing to listen if he gave enough magic and concentration to them. Another warm, sparkling pat of healing on the back for his ally came with a little extra surprise this time. This time the black symbol in the air and the lance of white light materialised on the other side of Milya's body, a blinding flash and drumbeat ringing out as the cleansing bolt shot towards their assailant. Hopefully it was unconventional enough to take them by surprise. Combat TrackerSUMMARY DEF: Itsuki is suppressed by Edge 3 from Nezuel. Reaction! Itsuki uses Bringer Light! +15 DEF for this turn. Reaction! Itsuki uses Guard! +10 DR this turn. Nezuel's Enhanced Byakurai misses. Itsuki is hit by Byakurai! -22HP, -10 Reishi. Itsuki casts Bakudo #18 on Milya! +30HP. Itsuki recovers +3 Reishi due to Attuned.
OFF: Itsuki casts Enhanced HADO #4 on Nezuel! 20 dmg @ 64 acc
Defence 80 vs Nezuel. Accuracy 35 vs Nezuel. 75,000 RL0 Armour63/85 HP -22 (-32 Nezueli +10 DR) 92/160 Reishi -38 (- 5 Guard - 6 Enhanced Hado #4 - 10 Bakudo #18 - 10 Bringer Light - 10 Nezuel + 3 Attuned) d11 DMG (35 Focus) 35 ACC (35 Fighting) 80DEF +15 (50 base + 30 Reflexes + 15 Bringer Light) Standard Action/s: BAKUDŌ #18: MEIYU (LUMINOUS HEALING) @ Milya 8ng9bB431d100 Below 40 to double healing to 60. Failed.
Bonus Action/s: Bringer Light +15 DEF.
Guard +10 DR
At-Will: Enhanced HADO #4: Byakurai 1d100+35 2d11
ACTIVE EFFECTS Buffs Enduring Morale +10 Resilience
Debuffs
USES Bakudo #52 - 1/1 Bakudo #16 - 1/1 Bakudo #22 - 1/2 Invigorate - 4/4 Sense - 3/3 Hado #4: Enhanced Byakurai - 2/3 FUJUN'NA SHUKUFUKU - 1/1 Talented 1/1
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 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. 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.
TECHNIQUES HADŌ #4: ENHANCED BYAKURAI (PALE LIGHTNING) You fire a bolt of white lightning from the fingertip. Type: Basic Attack Action: Standard Action Damage: Roll 2 damage dice. Effects: None Cost: 10 6 Reishi Enhanced: 3 times per battle, you may use Byakurai as an At-Will Action.
BAKUDŌ #52: GENSHITSU (PHANTOM PAIN) You attach an invisible chain between you and your enemy, causing them to share the same wounds you receive. Type: Defense Activate: Bonus Action - Reactive Effect: As bonus action you can inflict all of the non-special status effects you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary. You cannot use Phantom Pain in response to a foe's use of Phantom Pain to then send those status effects back to them. Cost: 5 Reishi Limit: Once per battle.
BAKUDŌ #16: KAMI NO TŌTEMU (DIVINE TOTEM) You create an effigy made out of Kido that shelters you and your allies from chosen harm. Type: Defense Activate: At-will Effect: As an at-will action choose one status effect that you and all allies are immune to for the duration: Cripple, Stun, Stagger, Wound, Burn, or Poison. Duration: 5 turns Cost: 5 Reishi Limit: Once per battle. May be affected by two per battle.
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: Twice per battle.
BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) With a gentle touch you mend flesh and knit bone with your own Reishi. Type: Defense Activate: At-Will Effect: As an at-will action you restore 30 HP to self or a comrade. This is considered a Healing Technique 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.
RELEASE 1ST RELEASE - Incomplete Fullbring - Nenshō Juzu (Burning Prayer Beads) Activate: Bonus Action / At-Will Effect: As a bonus action, you enter your 1st Release state. You may drop out at any time by using an at-will action. This Release boosts your base RL by 2x. Techniques: Impure Wrath, Impure Blessing (see below) Enhancement: Rigorous (Barrage and Area Release Attacks score a critical hit on a natural 85 or higher. Does not stack with Slashing.) Skill Bonus: +5 Focus HP Bonus: +10 HP upon activation. (Does not go into effect if you are already at max HP) Upgrade: When you reach your 2nd Release, this Release will only costs 2 Reishi per turn. Once you reach your Final Release, this release costs 0 Reishi per turn. Cost: 4 Reishi per turn
FUJUN'NA IKARI (Impure Wrath) Molten beads of reiatsu burst free of their binding, tracing arcing lines of light to close in on the target simultaneously from all angles. Type: Barrage Attack Action: Standard Action Damage: Roll 5 damage dice. Effects: Draining (Costs HP instead of Reishi) Stage 2: Reduced cost by 5 Stage 3: Reduced cost by 10 Cost: 25 HP Limit: Once per turn
FUJUN'NA SHUKUFUKU (Impure Blessing - Extract reskin) Threads of black fire knit throughout Itsuki's arms through to his torso, depicting yamata no orochi. Type: Utility (Non-Reactive) Activate: Bonus Action Effect: As a bonus action you attune yourself to the expenditure of Reishi at the expense of HP. For the duration of this effect, you gain an amount of Reishi equal to the amount your opponents spend on their turns. Duration: 4 turns Cost: 25 HP Limit: Once per battle. Duration: 4 turns.1d100·1d100+35·2d11
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PLAYER
This is what it's like being the biggest and the strongest. I don't even exercise.
Koshou
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ACME
Posted Dec 17, 2022 13:11:23 GMT -5
Post by Koshou on Dec 17, 2022 13:11:23 GMT -5
Koshou's eyes widen, just as Nezuel points toward him with an almost dismissive kind of gesture. The lance of energy that fires right at those eyes almost succeeds in its intent, the stocky Soul Reaper bringing up one hand releasing it's grip on his Zanpakuto to try and guard as his head flinches and averts his gaze at that last possible moment. There's a spray of blood and vitae as the beam drills through his palm with ease and sends the large man staggering back a pace as the Arrancar manages to easily disrupt and break his frenzied assault against him. Stumbling back, he'll eventually not quite crash into Milya, using their arm to steady him own as bleary eyes glance down at the hand that has no strength left in it. With a grit of his teeth, Koshou shifts his grasp on the blade's hilt, choking up enough to make use of the longer edge of the sword with a one-handed grasp. Still does that energy and reishi just quite literally bleed out of the Soul Reaper like steam coming off him in wisps and trails. Being this close in proximity the carnivorous nature of Milya's existence will no doubt seep that leaking energy in, letting it bolster and restore some of their own as that hand that touches him creates a true point of contact between them.
"We're not gonna last another minute like this ..." Koshou breathes, or pants out maybe his voice ragged from the pain in his hand, but almost sinister in the way that quiet tone sounds so extremely focused on the quite suddenly life and death situation they've found themselves in. There's a shake of the man's spiky-haired head as takes that moment to regain his composure and his bearings. "Way I see it .. we either gotta put him down in the next minute, or slow him down enough to catch our breath!"
COMBAT TRACKER
SUMMARY
Offense: - Defense:
- Koshou is healed by Bandage! (9)
- Koshou Guards for 10 DR!
Status:
- Koshou reduces 10 DMG!
- Koshou is Staggered!
At-Will: None - None | -0 reishi cost
Bonus Action: Guard - +10 DR | -5 reishi cost
Standard Action: Bakudo #2: Kare - Immobilize | -5 reishi cost
Acc -
Dmg -
Status Chance (45%) < XVIWEzQ91d100
Standard Action: Bakudo #7: Keikatsu - Heal Target 30 | -5 reishi cost
Acc -
Dmg - +30 HP to Milya
Status Chance (00%) <
ACTIVE EFFECTS
- Enduring Morale (+10 Resilience)
- Alacrity (+10 DEF)
- Bandage (1 Remaining)
CLASS
- Prodigy
TRAITS
- Alacrity (+10 Def above half HP)
- Infuse (40% Burn Chance / all Basic Strikes)
TECHNIQUES
- Tsukiyubi (Thrust Fingers)
SPELLS
- Bakudo #44: Sekisho
- Bakudo #07: Keikatsu
USES
- Sekisho 0/1
- Keikatsu 0/1
- Tsukiyubi 0/2
- Invigorate 1/4
- Sense 1/3
- Blitz 1/3
RELEASE
REIATSU: 106,000
HP: 90/90 | REISHI: 95/100 | DEF: 95 | DMG DIE: d13 | ACC: +45 1d100
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Player
Continuing to slaughter, kill, take. Life is to constantly sin. Life is evil itself.
nezuel
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ACME
Posted Dec 18, 2022 14:53:32 GMT -5
Post by nezuel on Dec 18, 2022 14:53:32 GMT -5
The ploy to stop the shinigami from attacking him seemed to have worked, the black robed foe not throwing anymore punches or slashes his way, though perhaps that was because of his need to protect and heal the others? He had to admit that it was surprising that the human had lived through the cero he had sent his way. Then again it was only though the combined effort of all three of them that they seemed to be standing. He didn't know if they'd spent much time together but it was clear they knew how to mesh their strength together. "I admit I might be a little bit impressed, if you all wern't so annoying." the arrancar would say, swinging his sword up to let it land on his shoulder. His eyes glanced to the shinigami. "Yes, it is certainly good stratagy to tell your enemy what you're planning to do, but honestly I might have to take out one of you to actually keep having fun. I can't deal with the emo kid inside of me so which one of you is the most annoying?"He held up a hand as the bright spheres of Milya's attack moved around him. The destructive force was nothing noteworthy but it disoriented him...and their words. His sword plunged into the ground infront of him as he leaned on it, looking at the group. "You have no idea whose power this is bitch. I was going to save you for last seeing as how he wants to take you home and introduce you to his whore but I think I might make an exeption just this once."Around him the blood began to freeze, the red rivers that had steadily grown with each attack stopping in their tracks and expanding from sheer size. Any speck of blood, and wound on them would start to bleed reishi, movement only quickining the drain. The arrancar held out a hand to Milya almost like he was reaching for her before he crushed his hand and yanked it towards him, trying to infect their reishi and take it for his own. COMBAT TRACKER SUMMARYDefensive:Milya: BAKUDŌ #22: Hakufuku 0 (6-6) dmg. 2 stacks of staggered Itsuki: Koshou OffensiveBAKUDŌ #33: SŌEIGEKI 1 - Inflict 2 stacks of cripple and 1 frostbite on Itsuki BAKUDŌ #33: SŌEIGEKI 2 - Inflict 2 stacks of cripple and 1 frostbite on Milya The Tide - 26 reishi siphoned. 3 reishi drained 1 stack of Glutton inflicted on Itsuki, Milya, and Koshou Reishi use-4 release +3 regen -35 The Tide -1 #33 -1 #33 +26 Hado 70 -12 total At-Will: CONSUME: AzUdRMVs1d100 <75 to inflict 1 stack of glutton on Itsuki, Milya, and Koshou HADŌ #70: SEISHIN MOKUHYŌ (SPIRIT TARGETING) -10 hp to siphon reishi Bonus Action: BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK) -1 reishi - Itsuki 1d100 <95 to inflict 2 stacks of cripple and 1 stack of frostbite. Standard Action: BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK) -1 reishi - Milya 1d100 <95 to inflict 2 stacks of cripple and 1 stack of frostbite. Standard Action: The Tide/Hado70 -35 reishi - Milya 5d17 ACTIVE EFFECTS Suppress to 225k RL Hanyou 106k Edge 2 DEF 90 Itsuki 75k Edge 3 DEF 95 Milya 42k Edge 4 DEF 100 CLASS MAGUSATTUNED: 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. VERSATILE: As a passive effect, any turn where you use both a Kido Spell and a Non-Kido Technique, increase the Accuracy (by +15) and Damage Tier (by +2) of two attacks on that turn. Also, all successful attacks you land on that turn will drain your foe's Reishi as well as their HP/Armor. Total amount of Reishi drained will be equal to the lowest rolled natural dice number when rolling damage dice from the attack. RATION: As a passive effect your Advanced and Forbidden Kido Spells have a 30% chance to inflict the Immobilize or Stagger status effect (Choose one per thread). The max chance to inflict with any effect is 95%. The additional reishi cost is then leeched to you for the duration. TRAITSINDOMITABLE: 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. 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. 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. (1/1) 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. (2/3) TECHNIQUESREIRYOKU 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. (3/3) -0 reishi SPELLSBAKUDŌ #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. (2/2) -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. (1/2) -1 Reishi BAKUDŌ #22: HAKUFUKU (WHITE CRAWL): 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% (1/2) -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.) (2/2) -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%. (2/2) 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 (1/1) ADVANCED SPELLSHADŌ #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. (2/3) 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%. (1/1) 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. (2/2) 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. (1/1) 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 RELEASEThe 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. (3/4) CONDEMNING: As a passive effect any attack that hits you siphons -2 Reishi from the attacker while you are in your Released state. REIATSU: 225,000 HP: 54/80 | REISHI: 146/250 | DEF: 80 | DMG DIE: d15 | ACC: +40 1d100·1d100·1d100·5d17
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Player
Life is one hell of a stage, while death is just the final flourish
Milya Ilanos
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ACME
Posted Dec 19, 2022 20:27:41 GMT -5
Post by Milya Ilanos on Dec 19, 2022 20:27:41 GMT -5
Though their blood froze, Milya laughed nonetheless. Their taunt worked. Not in the way they wanted it to, but it's a step in the right direction and had taught them something valuable: This thing's ego can be bruised and used to keep him focused on them, which is exactly what Milya wants. They couldn't stop the pain showing through into their voice as the frigid cold set into their bones, feeling their essence drain away as they shiver, and wheeze to catch their breath, barely able to see straight, though not because of the burns, thanks to their allies. All right. If he wants to play unfair, Milya knew perfectly how to do just the same. Dipping their claws into their magenta bubbles of energy, the words they speak still resonate with laughter as they look at those they're aligned with. "Ohh, thank you," they say, smiling wide as the glint of madness still hasn't quite faded, "this makes this so, so much more fun." Milya snaps their head around to Nezuel, "I suppose I ought to start getting serious, hm? Perhaps someone as small, petty and vindictive as yourself ought to taste their own medicine."
Milya launches forward, taking two, wide slashes at the man surrounded by frozen blood, a laugh in their throat, the attacks hard, but poorly, rashly aimed, but their grin wide. The afterglow of the attacks, though, the wide, pink clawmarks hovering in midair, wrap around Nezuel and try to sink into him to restrict his very being, his very energy in the way he had done to them and to their friends. COMBAT TRACKERSUMMARY Milya is healed 30 HP by Itsuki! Milya is healed 30 HP by Koshou! Milya is now at 75 HP.
Milya is hit by the Tide! -29 Reishi Milya has 1 stack of Frostbite! -5 Reishi Milya has 1 stack of Glutton! -10 Reishi
Milya has two stacks of Cripple!
Milya activates Phantom Pain! Nezuel suffers one stack of Cripple.
Milya activates their Shun Shun Rikkia, and makes two Strike attacks! They both miss!
Hanki activates! +15 Def vs Nezuel
At-Will: Shun Shun Rikkia - +1d6 to Strikes damage this turn | -0 reishi cost
Bonus Action: BAKUDŌ #52: Genshitsu (Phantom Pain) - Inflict Nezuel with 1 stack of Cripple | -5 reishi cost
Standard Action: Strike - None | -0 reishi cost Acc - 2siATUbp1d100+15 Dmg - 1d8+1d6
Standard Action: Strike - None | -0 reishi cost Acc - 1d100+15 Dmg - 1d8+1d6
Rerolling damage since they did something strange (even though neither hit) Dmg 1 - 1d8 1d6 Dmg 2 - 1d8 1d6
ACTIVE EFFECTS
Hanki (Reverse Demon) - +15 Defense against Nezuel Shun Shun Rikkia - 2 remaining
1 Stack of Frostbite (ends this turn) 1 Stack of Glutton (ends this turn) 2 Stacks of Cripple.
CLASS - Commander
ENDURING MORALE - Resilience is increased by +5, but when fighting side-by-side with an ally, Resilience is increased by +10 for yourself and all allies for the remainder of combat. Does not stack with other Commander Class players. These bonus points also bypass the normal level cap of 50.
DAUNTLESS - You start with the Enhanced Guard Basic Technique and begin each battle with +10 Armor. As a passive effect, you can use the Guard tech as an at-will action and can use the Intercept technique an unlimited number of times.
TRAITS
INDOMITABLE - You negate 3 damage from every attack that hits you.
TECHNIQUES
SHUN SHUN RIKKIA (SIX FLOWERS OF THE HIBISCUS SHIELD) - As a bonus action you create 6 constructs. As an at-will action you can activate a max of 2 constructs to add one d6 as a bonus damage die to at least 2 Basic Attacks during your turn. Alternatively, as a reactive at-will action you can sacrifice constructs to negate damage from attacks that hit you during your turn. Each construct spent on an individual attack negates 3 damage, to a max of 12. -10 Reishi. 1/2 uses.
HANKI (REVERSE DEMON) - As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement Technique. Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading. -10 Reishi. 1/1 uses.
SPELLS
BAKUDŌ #52: GENSHITSU (PHANTOM PAIN) - As bonus action you can inflict all of the non-special status effects you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary. You cannot use Phantom Pain in response to a foe's use of Phantom Pain to then send those status effects back to them. -5 Reishi. 1/1 uses.
BAKUDŌ #22: HAKUFUKU (WHITE CRAWL) - 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%. -5 Reishi 1/2 uses.
RELEASE
N/A
REIATSU: 42,000 HP: 75/75 | ARMOUR: 0/10 | REISHI: 15/110 | DEF: 65 (+15) | DMG DIE: d8 | ACC: +15 1d100+15·1d8+1d6·1d100+15·1d8+1d6·1d8·1d6·1d8·1d6
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ACME
Posted Dec 20, 2022 3:12:47 GMT -5
Post by Itsuki Hasegawa on Dec 20, 2022 3:12:47 GMT -5
The language of these human-hunting species was proving to be more often crude and aimless. Itsuki's eyes held level with the creature's own, studying them carefully. For a moment his heart swelled with a great pity. A dozen sympathetic, empathetic phrases and feelings overflowed his heart. Even with those emotions the image before him still tasted too bitter a pill to reach out and console. There wasviolence amongst all of those cruel words to quell, their thirst to quench. Frozen blood's chilling bite persisting through his own expanding spirit summoned echoes of knee high waters and frost at the shrine. Just like then, the way to go was forward. Clasping his hands together, the monk's resolve renewed. "南無妙法蓮華経."* Spoke the priest, calm and quiet. Tortured cries of the voiceless flowed across him, through him as his power multiplied. It was overwhelming. Sharply aware of his own amateurish grasp of these otherworldly sensations, the mind drifted to the pale sands underfoot in the literal otherworld. How many bodies of humans and masks had been ground down to make this desert, what lay beneath it all? Nails in his neck convulsed, swelling and contorting in strange ways before finally bursting into a shower of sparks. Lights dancing before his eyes bending and curving to meet the dark flames licking the air from his hands washed away the thoughts. Again it sank down into the background thrum beneath the surface illuminated by the glow of the liquid metal prayer beads binding fire into threads. The whole spiritual contraption floated about hands clasped in prayer, Sahara-hot winds lashing the dunes about them. Itsuki's power folded back in towards itself, the burst of warmth easing away as the winds stilled. If anything the messy execution spoke more to how much power was being wasted in outward projection by a rough-hewn Fullbringer than a proper show of strength. At least the weight upon his shoulders of the vampire's oppressive aura was alleviated somewhat. Streaks of fresh crimson stained his white button up shirt, running down from empty holes where nails once dwelled beneath his neck and disappeared under his waistcoat. A dozen molten beads tore free of their bindings, tracing burning lines through the air. One among their number burst into the same symbols and sounds preceding yet more lances of white light raining from the moonlit sky. The remnant of their number grew as they fell, melting meteors threatening to burst into fire and fury upon contact. In truth, it was all cover for the black thread slipping free of the prayer beads, sewing intself painlessly into whatever exposed skin of Koshou's it could find, depicting an unblinking eye in black fire. Combat TrackerSUMMARY DEF: 南無妙法蓮華経!* Itsuki activates 1st Release - Nenshō Juzu! Itsuki gains x2 RL. Itsuki regains +10 HP. Itsuki gains +5 Focus. Itsuki is suppressed by Edge 1 from Nezuel. Itsuki is hit by Bakudo #33! Suffers 2 turns of Cripple. (HP and Reishi recovery is reduced by half for 1 turn.) Suffers 4 turns of Frostbite. (Drains 5 Reishi per turn and lasts for 2 more turns after Cripple is removed.) Itsuki loses -5 Reishi due to Nezuel's Gluttony. Itsuki recovers +1.5 Reishi due to Attuned.
OFF: 南無妙法蓮華経!* Itsuki activates 1st Release - Nenshō Juzu! Itsuki gains x2 RL. Itsuki regains +10 HP. Itsuki gains +5 Focus. Itsuki casts FUJUN'NA IKARI on Nezuel! 45 dmg @ 48 acc Itsuki casts Enhanced HADO #4 on Nezuel! 61 dmg @ 7 acc Itsuki casts Bolster on Koshou! +37,500 RL.
Defence 80 vs Nezuel. Accuracy 35 vs Nezuel. 150,000 RL +100% (1st Release) 0 Armour73/85 HP -15 (+10 1st Release -25 Fujun'na Ikari) 63.5/160 Reishi -22 (-5 Frostbite -5 Gluttony -4 1st Release -6 Enhanced Hado #4 -10 Hado #4 +1.5 Attuned) d12 DMG +5 1st Release (40 Focus) 35 ACC (35 Fighting) 80DEF (50 base + 30 Reflexes) Standard Action/s: FUJUN'NA IKARI (Impure Wrath) n7jcJvn21d100+35 5d12
HADO #4: Byakurai IGNORE THIS ACTION ENTIRELY. 1d100+35 2d12
Bonus Action/s: 南無妙法蓮華経!* Itsuki activates 1st Release - Nenshō Juzu! Itsuki gains x2 RL. Itsuki regains +10 HP. Itsuki gains +5 Focus.
Bolster @ Koshou +37,500 RL.
At-Will: Enhanced HADO #4: Byakurai 1d100+35 2d12
ACTIVE EFFECTS Buffs Enduring Morale +10 Resilience
1st Release +100% RL +5 Focus
Debuffs 2 turns of Cripple. (HP and Reishi recovery is reduced by half for 1 turn.) 4 turns of Frostbite. (Drains 5 Reishi per turn and lasts for 2 more turns after Cripple is removed.)
USES Bakudo #52 - 1/1 Bakudo #16 - 1/1 Bakudo #22 - 1/2 Invigorate - 4/4 Sense - 3/3 Hado #4: Enhanced Byakurai - 1/3 FUJUN'NA SHUKUFUKU - 1/1 Talented 1/1
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 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. 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.
TECHNIQUES HADŌ #4: ENHANCED BYAKURAI (PALE LIGHTNING) You fire a bolt of white lightning from the fingertip. Type: Basic Attack Action: Standard Action Damage: Roll 2 damage dice. Effects: None Cost: 10 6 Reishi Enhanced: 3 times per battle, you may use Byakurai as an At-Will Action.
BAKUDŌ #52: GENSHITSU (PHANTOM PAIN) You attach an invisible chain between you and your enemy, causing them to share the same wounds you receive. Type: Defense Activate: Bonus Action - Reactive Effect: As bonus action you can inflict all of the non-special status effects you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary. You cannot use Phantom Pain in response to a foe's use of Phantom Pain to then send those status effects back to them. Cost: 5 Reishi Limit: Once per battle.
BAKUDŌ #16: KAMI NO TŌTEMU (DIVINE TOTEM) You create an effigy made out of Kido that shelters you and your allies from chosen harm. Type: Defense Activate: At-will Effect: As an at-will action choose one status effect that you and all allies are immune to for the duration: Cripple, Stun, Stagger, Wound, Burn, or Poison. Duration: 5 turns Cost: 5 Reishi Limit: Once per battle. May be affected by two per battle.
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: Twice per battle.
BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) With a gentle touch you mend flesh and knit bone with your own Reishi. Type: Defense Activate: At-Will Effect: As an at-will action you restore 30 HP to self or a comrade. This is considered a Healing Technique 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.
RELEASE 1ST RELEASE - Incomplete Fullbring - Nenshō Juzu (Burning Prayer Beads) Activate: Bonus Action / At-Will Effect: As a bonus action, you enter your 1st Release state. You may drop out at any time by using an at-will action. This Release boosts your base RL by 2x. Techniques: Impure Wrath, Impure Blessing (see below) Enhancement: Rigorous (Barrage and Area Release Attacks score a critical hit on a natural 85 or higher. Does not stack with Slashing.) Skill Bonus: +5 Focus HP Bonus: +10 HP upon activation. (Does not go into effect if you are already at max HP) Upgrade: When you reach your 2nd Release, this Release will only costs 2 Reishi per turn. Once you reach your Final Release, this release costs 0 Reishi per turn. Cost: 4 Reishi per turn
FUJUN'NA IKARI (Impure Wrath) Molten beads of reiatsu burst free of their binding, tracing arcing lines of light to close in on the target simultaneously from all angles. Type: Barrage Attack Action: Standard Action Damage: Roll 5 damage dice. Effects: Draining (Costs HP instead of Reishi) Stage 2: Reduced cost by 5 Stage 3: Reduced cost by 10 Cost: 25 HP Limit: Once per turn
FUJUN'NA SHUKUFUKU (Impure Blessing - Extract reskin) Threads of black fire knit throughout Itsuki's arms through to his torso, depicting yamata no orochi. Type: Utility (Non-Reactive) Activate: Bonus Action Effect: As a bonus action you attune yourself to the expenditure of Reishi at the expense of HP. For the duration of this effect, you gain an amount of Reishi equal to the amount your opponents spend on their turns. Duration: 4 turns Cost: 25 HP Limit: Once per battle. Duration: 4 turns.*"Namu — Myōhō — Renge — Kyō" / "Glory to the Dharma of the Lotus Sutra" 1d100+35·5d12·1d100+35·2d12·1d100+35·2d12
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PLAYER
This is what it's like being the biggest and the strongest. I don't even exercise.
Koshou
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ACME
Posted Dec 20, 2022 8:00:10 GMT -5
Post by Koshou on Dec 20, 2022 8:00:10 GMT -5
Through the heat that comes whipping past his face, that moment of breath as he stands shoulder to shoulder with someone who might be his natural enemy in any other circumstance - Koshou had never felt more alive. His heart beat like thunder within his chest as the intensity of the moment crashes in around him and over him. Wind carrying that balmy dry heat whooshing past his face, the cold sting of sleet and frozen energy flashing so close past him as it brings back memories of his own clothing and body being weighed down by the stiff snap of cold. The blood waves that cover their battleground swell but freeze, their enemy's attention shifting more singularly onto Milya even as the Soul Reaper can feel some sense of power and vitality suddenly coursing through him and causing him to give an audible gasp of breath as it comes.
Through the heat and cold, the soft exhale comes out like steam with that almost purr of feral sound that begins to rumble at the back of Hattori Koshou's throat. The sword in his hand seems to glow almost not just gleam now, as more energy than it's prepared for begins to course through it and through the Soul Reaper. Crackling spits and forks of electricity start to travel along the length of the golden blade, and to wreath and coil around the tightly grasping hand that holds onto the Zanpakuto. "Hehhhhh ..." comes that growling sound as the man seems to damn near thrum with the build-up of energy both kinetic and spiritual. There's a split second of judgement and decision making that crosses the man's face before all of that gets thrown out the window and he bursts into a flurry of motion like before, but now renewed with even more insanity-level focus and frenzy!
"GAHHH!" Koshou rushes forward without any concern for himself now, like a rabid animal trying to go for the throat of his prey. As Nezuel's body and the spirit that controls it turns their focus more specifically onto Milya, the Soul Reaper is shifting side-ways with a rapid piece of movement before shifting directions like a high-G turn as he narrows his trajectory toward Nezuel himself. SMASH comes that first swing with every amount of might and strength the Shinigami can muster. Another, and another slash come barreling in without technique without form or the finesse of the Kendo that he's displayed in the past. Purely raw and ragged but brutal in the way he slams that attack into the Arrancar's defenses now each swing and blow crackling and flashing with bright light that cracks like lightning at every impact.
COMBAT TRACKER
SUMMARY
Offense:
- Koshou makes a barrage of attacks! 1: Hit vs 85 (Burn) 2: Miss vs 85 3: Hit vs 85 (Burn)
Defense:
Status:
- loses 10 reishi! (Glutton)
- Koshou reduces Nezuel's Edge to 1!
At-Will: Blitz - Use 2 strikes on a SA | -0 reishi cost
At-Will: Sense - +5 ACC | -0 reishi cost
Bonus Action: Focus Energy - +15 ACC / Status % | -10 reishi cost
Standard Action: Hado #4: Byakurai - Burn | -20 reishi cost
Acc - OUaynXY|1d100+65
Dmg - 2d13
Acc - 1d100+65
Dmg - 2d13
Status Chance (55%) < 1d100
Status Chance (55%) < 1d100
Standard Action: Basic Strike - Burn | -0 reishi cost
Acc - 1d100+65
Dmg - 1d13
Status Chance (40%) < 1d100
ACTIVE EFFECTS
- Enduring Morale (+10 Resilience)
- Alacrity (+10 DEF)
CLASS
- Prodigy
TRAITS
- Alacrity (+10 Def above half HP)
- Infuse (40% Burn Chance / all Basic Attacks)
TECHNIQUES
- Tsukiyubi (Thrust Fingers)
SPELLS
- Bakudo #44: Sekisho
- Bakudo #07: Keikatsu
USES
- Sekisho 1/1
- Keikatsu 0/1
- Tsukiyubi 2/2
- Invigorate 3/4
- Sense 1/3
- Blitz 1/3
RELEASE
REIATSU: 143,500
HP: 90/90 | REISHI: 55/100 | DEF: 95 | DMG DIE: d13 | ACC: +45 1d100+65·2d13·1d100+65·2d13·1d100·1d100·1d100+65·1d13·1d100
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Player
Continuing to slaughter, kill, take. Life is to constantly sin. Life is evil itself.
nezuel
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ACME
Posted Dec 21, 2022 17:33:44 GMT -5
Post by nezuel on Dec 21, 2022 17:33:44 GMT -5
The thinginside of Nezuel's body was starting to get annoyed. This fight was certainly interesting, but any more damage and the puny insects the pitiful doppelgänger surrounded himself with might actually defeat him. As had been the case before, his attention stayed on the colorful haired arrancar even as attack after attack came after him. It was all for naught, however. The human's massively powerful strike seemed to his a wall as it struck Nezuel's body. Once the smoke had settled it seemed obvious, the blood coating that had protected him from Koshou's earlier attacks had flowed over his body, situating themselves between the attack. Once more, small tendrils leeched out from the wound site, for the attack had still hit and dealt damage, and were now sucking in more and more of the human's reishi. Koshou seemed lucky in the fact that his strikes managed to hit the arrancar while his protective measures were focused on someone else. The attack caused the blood that was flowing around him to flare into fire, blood sizzling as the shinigami's riatsu mixed with the hollows. Finally were Milya's attacks, which seemed like they should have missed. Yet one of them had landed anyway, the vampire drawing more energy from them as hit held the attack, and her hand, in his own outstretch palm. "Enough of that." He'd say, a torrent of blood flowing from him to surround the arrancar. It was obvious that if something wasn't done...Milya might be taken out of the fight sooner than expected. COMBAT TRACKER SUMMARYDefensive: Milya: Letting Milya's strike 1 hit, dealing 0 (1-9 dmg). Itsuki: Letting FUJUN'NA IKARI (Impure Wrath) hit dealing 5 (12-7) dmg Koshou Hit twice Byakurai 1 hits dealing 16 (20-5). Inflicts 2 stacks of burn Strike hits dealing 0 dmg (3-5_) Inflict 2 stacks of burn OffensiveSiphon 8 (6+2) reishi from Milya Siphon 17 (15+2) reshi from Itsuki Siphon 4 from Koshou (condemming) 12 direct damage to Itsuki Sealed inflicted onto Milya 1 stack of Glutton on Milya, Itsuki, and Koshou 47 reishi drain to Itsuki Reishi use-5 #41 -15 Kin -35 Tide +12 (25/2) Glutton -6 #7 -4 release +1 (3/2) regen 52 total At-Will: BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) - 6 reishi Nz2ol5li1d100<55 to inflict mend REIRYOKU ABSORPTION: Itsuki and Milya. CONSUME: 1d100 <75 to inflict 1 stack of glutton on Itsuki, Milya, and Koshou HADŌ #70: SEISHIN MOKUHYŌ (SPIRIT TARGETING) Bonus Action: ]BAKUDŌ #41: KYŌMON (MIRROR GATE) -5 reishi Standard Action: BAKUDŌ #99: PART 1 - KIN (FORBID) -15 reishi - Milya 1d100 <75 to inflict 2 stacks of Sealed Standard Action: The Tide/Hado70 -35 reishi - Itsuki 5d17 ACTIVE EFFECTS Suppress to 225k RL Hanyou 106k Edge 1 DEF 85 Itsuki 75k Edge 3 DEF 95 Milya 42k Edge 4 DEF 100 1 stack of stagger 3 stacks of burn 1 stack of cripple CLASS MAGUSATTUNED: 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. VERSATILE: As a passive effect, any turn where you use both a Kido Spell and a Non-Kido Technique, increase the Accuracy (by +15) and Damage Tier (by +2) of two attacks on that turn. Also, all successful attacks you land on that turn will drain your foe's Reishi as well as their HP/Armor. Total amount of Reishi drained will be equal to the lowest rolled natural dice number when rolling damage dice from the attack. RATION: As a passive effect your Advanced and Forbidden Kido Spells have a 30% chance to inflict the Immobilize or Stagger status effect (Choose one per thread). The max chance to inflict with any effect is 95%. The additional reishi cost is then leeched to you for the duration. TRAITSINDOMITABLE: 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. 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. 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. (1/1) 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. (2/3) TECHNIQUESREIRYOKU 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 SPELLSBAKUDŌ #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. (1/2) -1 Reishi BAKUDŌ #22: HAKUFUKU (WHITE CRAWL): 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% (1/2) -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.) (2/2) -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%. (2/2) 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) -1 reishi ADVANCED SPELLSHADŌ #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. (1/3) 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%. (1/1) 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. (2/2) 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 RELEASEThe 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. (2/4) CONDEMNING: As a passive effect any attack that hits you siphons -2 Reishi from the attacker while you are in your Released state. REIATSU: 225,000 HP: 58/80 | REISHI: 94/250 | DEF: 80 | DMG DIE: d15 | ACC: +40 1d100·1d100·1d100·5d17
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Player
Life is one hell of a stage, while death is just the final flourish
Milya Ilanos
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ACME
Posted Dec 23, 2022 6:10:55 GMT -5
Post by Milya Ilanos on Dec 23, 2022 6:10:55 GMT -5
As Milya stood, panting from exertion, it finally hit them. The exhaustion. Every inch of their body was burning, aching, as it started to run empty. Even as they didn't have a scratch on them thanks to their allies, their energy was spent, or more accurately, drained away. If this fight went on much longer, Milya would be completely wiped, and that certainly wouldn't help in taking this thing down. No good story finished with and then I fell unconscious because I pushed myself too hard.Then, the blood started swelling and swirling around Milya, and they knew something was wrong. But they didn't have the power to stop it. What it was going to do they had no idea, but it wasn't good. So, they spin on their heels, looking to their allies with a smile, and a tired laugh, giving a light wave with a slightly bloody claw as the magenta seeps into their fingertips. "Well, if I don't get the chance to say, it was wonderful fighting alongside you both," they almost laugh, before turning, drawing in reishi from the world around, the dull greys turning to bright pinks, "I don't know what is going to happen, but it would be so very rude of me to not say, how much I've appreciated it, regardless."The energy they draw in moves into their palm, a bright cyan charging again, attempting to imitate the ceros that they'd seen that thing use, drawing more of their pink energy in as they intertwine. "Meanwhile, you, good sir piloting, my friend, can go and fuck yourself. I'm sure it's all you'd be getting." The energy blasts forth, a shout of exertion ripping from Milya as they watch the threads of reishi in the world swirl, focusing hard to see how the creature piloting Nezuel will move, then kicking forth with a shout of exertion to bring one last slash down on him. COMBAT TRACKER SUMMARY
Milya is drained of 8 reishi! Milya is afflicted with Glutton! -5 reishi Total reishi loss: 13
Milya uses Invigorate! Milya is Staggered. Milya regains 12 reishi
Milya activates their Shun Shun Rikkia! Additional 1d6 damage to their Basic Attacks.
Milya uses a basic Strike, and Hado 4: Byakurai!
At-Will: Shun Shun Rikkia - +1d6 damage to basic attacks |-0 reishi cost Sense - +5 Acc, +5 Def (use 1/4) | -0 reishi cost
Bonus Action: Invigorate - +12 reishi | -0 reishi cost
Standard Action: Strike - None | -0 reishi cost Acc - rmQTFd_e1d100+20 Dmg - 1d8 1d6
Standard Action: Hado 4: Byakurai - None | -10 reishi cost Acc - 1d100+20 Dmg - 2d8 1d6
ACTIVE EFFECTS
Hanki (Reverse Demon) - +15 Defense against Nezuel Shun Shun Rikkia - 2 remaining
1 Stack of Glutton (ends this turn) 1 Stack of Cripple (ends this turn)
CLASS - Commander
ENDURING MORALE - Resilience is increased by +5, but when fighting side-by-side with an ally, Resilience is increased by +10 for yourself and all allies for the remainder of combat. Does not stack with other Commander Class players. These bonus points also bypass the normal level cap of 50.
DAUNTLESS - You start with the Enhanced Guard Basic Technique and begin each battle with +10 Armor. As a passive effect, you can use the Guard tech as an at-will action and can use the Intercept technique an unlimited number of times.
TRAITS
INDOMITABLE - You negate 3 damage from every attack that hits you.
TECHNIQUES
SHUN SHUN RIKKIA (SIX FLOWERS OF THE HIBISCUS SHIELD) - As a bonus action you create 6 constructs. As an at-will action you can activate a max of 2 constructs to add one d6 as a bonus damage die to at least 2 Basic Attacks during your turn. Alternatively, as a reactive at-will action you can sacrifice constructs to negate damage from attacks that hit you during your turn. Each construct spent on an individual attack negates 3 damage, to a max of 12. -10 Reishi. 1/2 uses.
HANKI (REVERSE DEMON) - As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement Technique. Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading. -10 Reishi. 1/1 uses.
SPELLS
BAKUDŌ #52: GENSHITSU (PHANTOM PAIN) - As bonus action you can inflict all of the non-special status effects you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary. You cannot use Phantom Pain in response to a foe's use of Phantom Pain to then send those status effects back to them. -5 Reishi. 1/1 uses.
BAKUDŌ #22: HAKUFUKU (WHITE CRAWL) - 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%. -5 Reishi 1/2 uses.
RELEASE
N/A
REIATSU: 42,000 HP: 75/75 | ARMOUR: 0/10 | REISHI: 4/110 | DEF: 65 (+15 +5) | DMG DIE: d8 | ACC: +15 (+5) 1d100+20·1d8·1d6·1d100+20·2d8·1d6
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ACME
Posted Dec 29, 2022 9:13:15 GMT -5
Post by Itsuki Hasegawa on Dec 29, 2022 9:13:15 GMT -5
Molten core of the golden light and searing heat, lashing at this unliving desert, peered on, resolute. Waves of blood hissed, sizzling as the thrumming heat of the monk's sacred fury given form dried out the crimson waters once becalmed into sticky globules strewn across the pale sands. It was as if some giant had slit their own neck and been swallowed into the depths underfoot. Beneath his skin, flesh and bone, the man painted sanguine felt as dry the lifeless earth beneath their feet. For a moment the resplendent light flickered and faltered as his spiritual strength bottomed out. His heart gave a painful, staggered beat and a wretched gasp scraped itself free of his throat. The skyward dripping liquid metal beads began to dry, cracking in their rapidly cooled fragility. Threads of flame dimmed, tongues of black receding with a threat to blink out of existence entirely. Straining for breath, choking on air that suddenly seemed so thin, Itsuki's heart spasmed again. A violent pang of pain gave way to spreading warmth of relief as a spiritual sinus rythm sparked his essence back to life. The holes in his collarbone belched burning exhaust once more, roaring dark fires reaching up above his head. Blackened beads burst, threads roaring back to life as the orbs' surfaces flowed orange once more. Sensing dire staits, his body began to move before he knew it. They were adrift in this cold desert together, lifelessness on the verge of grasping them. The trick was, at least, he was so close to death that it scarcely mattered how he spent the end of this life. Sand rushed up into the air like a rain of purifying salts as what he could afford to spend was offered up. A single hand reached up in defiance, clutching his ritual fullbring tightly as the same burning lines tore free, scoring the air once more in trails of light. Another opportunistic white bolt broke free from amongst the bursting brilliance sent towards their foe. The monk cleared his throat, fingers dabbing at the blood-fed flames leaking from himself with a mock tut of disapproval forming into a half-exhausted grin against their foe. Somewhere inside he was left under the impression that this was probably going to be his last action in this battle. Combat TrackerSUMMARY DEF: 南無妙法蓮華経!* 1st Release - Nenshō Juzu! Itsuki maintains x2 RL. Itsuki is suppressed by Edge 1 from Nezuel. 1 turn of Cripple remains. (HP and Reishi recovery is reduced by half for 1 turn.) 3 turns of Frostbite remain. (Drains 5 Reishi per turn and lasts for 2 more turns after Cripple is removed.) Itsuki is hit by Nezuel's The Tide / Hado 70! -47 Reishi. Itsuki is effected by Nezuel's Reiryoku Absorption! -17 Reishi. Itsuki uses Invigorate! +12.5 Reishi. Itsuki spends -4 Reishi to maintain 1st Release. Itsuki recovers +1.5 Reishi due to Attuned.
OFF: 南無妙法蓮華経!* 1st Release - Nenshō Juzu! Itsuki maintains x2 RL. Itsuki maintains +5 Focus. Itsuki casts FUJUN'NA IKARI on Nezuel! 37 dmg @ 51 acc Itsuki casts Enhanced HADO #4 on Nezuel! 11 dmg @ 125 acc
Defence 80 vs Nezuel. Accuracy 35 vs Nezuel. 150,000 RL +100% (1st Release) 0 Armour36/85 HP -37 (-12 Nezuel -25 Fujun'na Ikari) 4/160 Reishi (-64 Nezuel = 0. +12.5 Invigorate -6 Enhanced Hado #4 -4 1st Release +1.5 Attuned) d12 DMG +5 1st Release (40 Focus) 35 ACC (35 Fighting) 80DEF (50 base + 30 Reflexes) Standard Action/s: FUJUN'NA IKARI (Impure Wrath) Ym7kvyG21d100+35 5d12
Bonus Action/s: INVIGORATE +12.5 Reishi
At-Will: Enhanced HADO #4: Byakurai 1d100+35 2d12
ACTIVE EFFECTS Buffs Enduring Morale +10 Resilience
1st Release +100% RL +5 Focus Rigorous: Barrage/Area Release Techs crit on 85+
Debuffs 1 turn of Cripple. (HP and Reishi recovery is reduced by half for 1 turn.) 3 turns of Frostbite. (Drains 5 Reishi per turn and lasts for 2 more turns after Cripple is removed.)
USES Bakudo #52 - 1/1 Bakudo #16 - 1/1 Bakudo #22 - 1/2 Invigorate - 3/4 Sense - 3/3 Hado #4: Enhanced Byakurai - 0/3 FUJUN'NA SHUKUFUKU - 1/1 Talented 1/1
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 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. 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.
TECHNIQUES HADŌ #4: ENHANCED BYAKURAI (PALE LIGHTNING) You fire a bolt of white lightning from the fingertip. Type: Basic Attack Action: Standard Action Damage: Roll 2 damage dice. Effects: None Cost: 10 6 Reishi Enhanced: 3 times per battle, you may use Byakurai as an At-Will Action.
BAKUDŌ #52: GENSHITSU (PHANTOM PAIN) You attach an invisible chain between you and your enemy, causing them to share the same wounds you receive. Type: Defense Activate: Bonus Action - Reactive Effect: As bonus action you can inflict all of the non-special status effects you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary. You cannot use Phantom Pain in response to a foe's use of Phantom Pain to then send those status effects back to them. Cost: 5 Reishi Limit: Once per battle.
BAKUDŌ #16: KAMI NO TŌTEMU (DIVINE TOTEM) You create an effigy made out of Kido that shelters you and your allies from chosen harm. Type: Defense Activate: At-will Effect: As an at-will action choose one status effect that you and all allies are immune to for the duration: Cripple, Stun, Stagger, Wound, Burn, or Poison. Duration: 5 turns Cost: 5 Reishi Limit: Once per battle. May be affected by two per battle.
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: Twice per battle.
BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) With a gentle touch you mend flesh and knit bone with your own Reishi. Type: Defense Activate: At-Will Effect: As an at-will action you restore 30 HP to self or a comrade. This is considered a Healing Technique 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.
RELEASE 1ST RELEASE - Incomplete Fullbring - Nenshō Juzu (Burning Prayer Beads) Activate: Bonus Action / At-Will Effect: As a bonus action, you enter your 1st Release state. You may drop out at any time by using an at-will action. This Release boosts your base RL by 2x. Techniques: Impure Wrath, Impure Blessing (see below) Enhancement: Rigorous (Barrage and Area Release Attacks score a critical hit on a natural 85 or higher. Does not stack with Slashing.) Skill Bonus: +5 Focus HP Bonus: +10 HP upon activation. (Does not go into effect if you are already at max HP) Upgrade: When you reach your 2nd Release, this Release will only costs 2 Reishi per turn. Once you reach your Final Release, this release costs 0 Reishi per turn. Cost: 4 Reishi per turn
FUJUN'NA IKARI (Impure Wrath) Molten beads of reiatsu burst free of their binding, tracing arcing lines of light to close in on the target simultaneously from all angles. Type: Barrage Attack Action: Standard Action Damage: Roll 5 damage dice. Effects: Draining (Costs HP instead of Reishi) Stage 2: Reduced cost by 5 Stage 3: Reduced cost by 10 Cost: 25 HP Limit: Once per turn
FUJUN'NA SHUKUFUKU (Impure Blessing - Extract reskin) Threads of black fire knit throughout Itsuki's arms through to his torso, depicting yamata no orochi. Type: Utility (Non-Reactive) Activate: Bonus Action Effect: As a bonus action you attune yourself to the expenditure of Reishi at the expense of HP. For the duration of this effect, you gain an amount of Reishi equal to the amount your opponents spend on their turns. Duration: 4 turns Cost: 25 HP Limit: Once per battle. Duration: 4 turns.*"Namu — Myōhō — Renge — Kyō" / "Glory to the Dharma of the Lotus Sutra" 1d100+35·5d12·1d100+35·2d12
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PLAYER
This is what it's like being the biggest and the strongest. I don't even exercise.
Koshou
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ACME
Posted Dec 31, 2022 4:46:53 GMT -5
Post by Koshou on Dec 31, 2022 4:46:53 GMT -5
The conscious mind of Koshou doesn't really seem to be in the driver's seat right now. If anything, the resistance of the blood that congeals like armor to protect Nezuel only seems to drive the fervor and desire to push forward as the Soul Reaper truly does seem to be impassioned by the spirit of kazuril; the animal, the beast. Refusing to be denied his sword comes flashing again, and again. Lighting cracks with each blow as two more powerful slashes try to beat through the defenses of the Arrancar opposing them with sheer brutality and force. His lips curl backward, rictus in the way his teeth are bared and clenched together. The veins of his neck seem to extend and pop and throb with each heavy swing of his Zanpakuto. Again and again, he can't quite seem to push through for a true strike, but again and again those flash of heat and lightning seem to crackle and burn their way across the surface of that blood curtain, forcing more of it to absorb that potential heat and vigor.
As the last strike meets Nezuel's guard, the Soul Reaper is pushed back or rather he pushes himself back, extending out a foot to slam into the man's blood curtain and flip himself backward to create space between himself and the enemy. As he lands, he lands in a crouch on all fours almost. One hand digs fingers into the sand-like dirt and ground beneath their feet, the other holding out his blade now in a reverse grip - the edge reaching out like a vicious extension of his limb. His feet have lost the sandals now, blown away or done away by the burning and the absolute ocean of energies that have clashed together but it seems to pay him no mind. Bare toes dig into that sand just as well, and there aren't any words of communication left within his mind. He moves on instinct, flashing over toward Itsuki with a veritable animal-like leap that serves to try and dodge the attacks still flying this way and that. All he can do is crouch nearby the man, almost at waist height due to the difference, but his presence and the glow of his blade helps to wash the man in the overflowing abundance of reishi that's still filling him beyond his normal limits. Some of that energy returns to its owner, seeping back into Itsuki, and the only sound that comes from Koshou now is a low-throated growl that stalks after Nezuel as his eyes watch for any opening, any hint of a chance to go for his throat.
COMBAT TRACKER
SUMMARY
Offense:
- Koshou makes a barrage of attacks! 1st Attack: Miss! 2nd Attack: Hit! (8 Dmg)
- Koshou heals Itsuki! (30 HP)
Defense:
- Koshou uses invigorate! (10 Reishi / allies)
- Koshou gains Armor! (30)
Status:
- Koshou loses 10 reishi! (Glutton)
- Koshou is siphoned 4 reishi!
- Koshou gains 25 reishi!
- Koshou reduces Nezuel's Edge to 1!
At-Will: Blitz - Use 2 strikes on a SA | -0 reishi cost
At-Will: Invigorate - +25 reishi | -0 reishi cost
- Enhanced: 10 Reishi to Allies
At-Will: Sense - +5 ACC/DEF | -0 reishi cost
Bonus Action: Bakudo #44: Sekisho - +30 Armor | -10 reishi cost
Standard Action: Bakudo #18: Meiyu - +30 HP | -10 reishi cost
Status Chance (40%) < _TQZ|6Mt1d100
Standard Action: Basic Strike - Burn | -0 reishi cost
Acc - 1d100+50
Dmg - 1d13
Status Chance (40%) < 1d100
Acc - 1d100+50
Dmg - 1d13
Status Chance (40%) < 1d100
ACTIVE EFFECTS
- Enduring Morale (+10 Resilience)
- Alacrity (+10 DEF)
- Armored (30)
CLASS
- Prodigy
TRAITS
- Alacrity (+10 Def above half HP)
- Infuse (40% Burn Chance / all Basic Attacks)
TECHNIQUES
- Tsukiyubi (Thrust Fingers)
SPELLS
- Bakudo #44: Sekisho
- Bakudo #07: Keikatsu
USES
- Sekisho 0/1
- Keikatsu 0/1
- Tsukiyubi 2/2
- Invigorate 2/4
- Sense 0/3
- Blitz 0/3
RELEASE
REIATSU: 143,500
HP: 90/90 | REISHI: 46/100 | DEF: 95 | DMG DIE: d13 | ACC: +45 1d100·1d100+50·1d13·1d100·1d100+50·1d13·1d100
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Player
Continuing to slaughter, kill, take. Life is to constantly sin. Life is evil itself.
nezuel
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ACME
Posted Dec 31, 2022 20:09:18 GMT -5
Post by nezuel on Dec 31, 2022 20:09:18 GMT -5
"Pathetic," the thing driving Nezuel says as the multitude of attacks come towards him. With little more than a thought, the chains and bindings he had placed on the misguided arrancar twist and tighten, taking their attack and moving it away from him. As the other two, more dangerous ones, come in with their attacks they are met with a wall of blood that temporarily blocks their sight as well as their attacks. Behind the wall, beyond their sights, they can feel the rise of riatsu and the sudden disappearance of Miliya's riatsu signature. After their assaults the wall moves, showing them a swirling ball of blood around the point where Milya had been moments before. It seems to shake and shiver for a moment before condensing into what looks like a pink jawbreaker. "One down," the arrancar sneers as it opens it mouth and eats the candy. It tilts its head to the side, savoring the taste of another hollow that will soon be devoured. "I admit fighting three of you was a good idea...but little Nezzy had to know that at least one of you would die...does that worry either of you...or perhaps you're happy that it was the hollow?"
Milya can feel Nezuel around her, the feel of his riatsu a venerable ocean compared to theirs. They is sinking, drowning in the blood-red water that seems to make up him. Around them there is a multitude of masses, present only if they look, if they stray from looking up at the slowly dwindling surface. They have seen those people before, faces that had come out of the blood he had summoned, limbs and mouths ever hungry. It feels nice to sink, to float down...how nice would it be to closer their eyes and just...give in. When they open their eyes again, they are looking at a beautiful sunset silhouetted by the horrible scene of an execution. The man, somehow familiar, is on his knees, bent over and with his hands and head in a stockade. They remove it only to bind him to a chopping block. Beside him the crowd watches, smiles on all of their faces as the headman gently caresses his axe...all but one. A small boy in white with eyes of red, a cross of bone around his neck. COMBAT TRACKER SUMMARYDefensive: -5 HP due to burn All non-critical attacks miss Milya: Itsuki: Koshou OffensiveGlutton inflicted on Itsuki and Koshou Locked inflicted on Milya Reishi use+1 regen -4 release -5 frostbite +12 glutton -20 BAKUDŌ #99: PART 2 - BANKIN -15 BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL) 31 total At-Will: CONSUME: WNy9Q6qo1d100 <75 to inflict 1 stack of glutton on Itsuki and Koshou Bonus Action: BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL) Standard Action: BAKUDŌ #99: PART 2 - BANKIN (ULTIMATE SUPPRESSION) -20 Standard Action: BAKUDŌ #99: PART 2 - BANKIN (ULTIMATE SUPPRESSION) 1d100<95 to inflict locked on Milya ACTIVE EFFECTS Suppress to 225k RL Hanyou 106k Edge 1 DEF 85 Itsuki 75k Edge 3 DEF 95 Milya 42k Edge 4 DEF 100 2 stacks of burn 1 stack of cripple CLASS MAGUSATTUNED: 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. VERSATILE: As a passive effect, any turn where you use both a Kido Spell and a Non-Kido Technique, increase the Accuracy (by +15) and Damage Tier (by +2) of two attacks on that turn. Also, all successful attacks you land on that turn will drain your foe's Reishi as well as their HP/Armor. Total amount of Reishi drained will be equal to the lowest rolled natural dice number when rolling damage dice from the attack. RATION: As a passive effect your Advanced and Forbidden Kido Spells have a 30% chance to inflict the Immobilize or Stagger status effect (Choose one per thread). The max chance to inflict with any effect is 95%. The additional reishi cost is then leeched to you for the duration. TRAITSINDOMITABLE: 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. 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. 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. (1/1) 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. (2/3) TECHNIQUESREIRYOKU 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 SPELLSBAKUDŌ #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. (1/2) -1 Reishi BAKUDŌ #22: HAKUFUKU (WHITE CRAWL): 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% (1/2) -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.) (2/2) -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%. (2/2) 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) -1 reishi ADVANCED SPELLSHADŌ #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. (1/3) 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%. (1/1) 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. (0/1) 20 reishi RELEASEThe 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. (1/4) CONDEMNING: As a passive effect any attack that hits you siphons -2 Reishi from the attacker while you are in your Released state. REIATSU: 225,000 HP: 53/80 | REISHI: 63/250 | DEF: 80 | DMG DIE: d15 | ACC: +40 1d100·1d100
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Player
Life is one hell of a stage, while death is just the final flourish
Milya Ilanos
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ACME
Posted Jan 5, 2023 9:08:37 GMT -5
Post by Milya Ilanos on Jan 5, 2023 9:08:37 GMT -5
The events of moments ago almost seemed miles away. Fighting did have a certain futility to it, Milya supposed, especially when fighting someone... insurmountably stronger, and they knew to be stronger. As they float in a sea of reiatsu... a nap did seem a good plan. It had been exhausting, after all. As their eyes shut, though, Milya was struck with the thought. Itsuki was still out there, fighting his all, sacrificing his own blood to hurt that thing. And that near feral shinigami, the one with enough ferocity that you could mistake them for a hollow. No, no, they can't nap whilst that's going on. No way. Though, how did they end up here? Drowning in someone else's energy?
With the snapping open of their eyes came confusion. The sea disappeared, as there were crowds, and... a chopping block. Panic begins to rise. No, no way. How did they end up in an execution grounds? Especially one so... familiar. Different scene, same energy. They see the small man, the one with the bone cross, eyes fixing on him for a long few moments, before going back to the one on the chopping block. They can't just... stand by, let this happen.
Another few strides forward, Milya claps their hands, high above their head, tipping their head with a frown contorting their face. "Hey! Hey, you, the one fondling your axe," they call, "come now, I've been to my own execution and that is more than enough. I'd suggest you put that down, if you know what's good for you." They give a look to the man on the chopping block, a nod of acknowledgement, before glancing back to the executioner, their eyes burning with a seething, collared rage.
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ACME
Posted Jan 17, 2023 1:29:35 GMT -5
Post by Itsuki Hasegawa on Jan 17, 2023 1:29:35 GMT -5
Beautiful, burning life coarsed clean through his veins. Spattering, stammering heart steadied under strain. A great gasp of air drew deep into Itsuki's inner core. From behind hazy eyes, faltering knees pushed back up a man already half a corpse to his feet with wrath upon rasping breath. Molten flames bubbled up and spat, running free as liquid from those holes bore into bone. Black tongues of lesser heat licked the air in hissing glee from the surface of the smelting soul burning the body's fuel. Each smouldering breath marked the air white with steam. Desert heat swelled and rose, blackening sand and blood underfoot. Where reason once dwelled, irrational feelings about protecting the friendliest cannibal he'd met had meshed with trauma. Within the crucible his body had become, vengeance turned like some archimedes screw through his brain, blending the mixture down into this reckless spirit of vengeance. Was it the goading? Perhaps it had been the contrast between severe beating and bungie cord recoveries. The harsh forays where angels fear to tread, moral burdens on the soul. Deep down vision's tunnel, Itsuki's next step forward drove his foot ankle deep in the sands. Maybe it was merely fight or flight and a haggard body. Unblinking eyes, bloodshot, gazed a thousand-mile stare. Hands rose, occultishly formed prayer beads rising between them. The record played on repeat, the same burning wounds ripped and torn into the air. Trails rained liquid fire in strands and strips, bulbous masses roughly shaped bursting again on contact into broiling pools of volcanic discharge. Already the monk lost in demented ceremony prepared the rebirth of his tools. Orange embers birthed upon the black threads ablaze as yet another decoy amongst their predecessors shattered into a piercing shot of white light at the mutual foe. Combat TrackerSUMMARY DEF: 南無妙法蓮華経!* 1st Release - Nenshō Juzu! Itsuki maintains x2 RL. Itsuki is suppressed by Edge 1 from Nezuel. 0 turns of Cripple remains. (HP and Reishi recovery is reduced by half for 0 more turns.) 2 turns of Frostbite remain. (Drains 5 Reishi per turn and lasts for 2 more turns after Cripple is removed.) Itsuki is effected by Gluttony. -5 Reiatsu per Standard Action. Koshou uses Enhanced Invigorate! +12.5 Reishi. Koshou uses BAKUDO #18! +30 HP. Itsuki spends -4 Reishi to maintain 1st Release. Itsuki recovers +1.5 Reishi due to Attuned.
OFF: 南無妙法蓮華経!* 1st Release - Nenshō Juzu! Itsuki maintains x2 RL. Itsuki maintains +5 Focus. Itsuki expends Talented to gain a usage of Enhanced HADO #4. Itsuki casts FUJUN'NA IKARI on Nezuel! x dmg @ y acc Itsuki casts Enhanced HADO #4 on Nezuel! x dmg @ y acc
Defence 80 vs Nezuel. Accuracy 35 vs Nezuel. 150,000 RL +100% (1st Release) 0 Armour41/85 HP (+30 Koshou -25 Fujun'na Ikari) 10.5/160 Reishi (-10 (Nezuel's Gluttony and Frostbite) +12.5 Invigorate (Itsuki) +12.5 Enhanced Invigorate (Koshou) -6 Enhanced Hado #4 -4 1st Release +1.5 Attuned) d12 DMG +5 1st Release (40 Focus) 35 ACC (35 Fighting) 80DEF (50 base + 30 Reflexes) Standard Action/s: FUJUN'NA IKARI (Impure Wrath) gLDZIMV01d100+35 5d12
Bonus Action/s: INVIGORATE +12.5 Reishi
At-Will: Talented
Enhanced HADO #4: Byakurai 1d100+35 2d12
ACTIVE EFFECTS Buffs Enduring Morale +10 Resilience
1st Release +100% RL +5 Focus Rigorous: Barrage/Area Release Techs crit on 85+
Debuffs Last turn of Cripple. (HP and Reishi recovery is reduced by half for 1 turn.) 2 turns of Frostbite. (Drains 5 Reishi per turn and lasts for 2 more turns after Cripple is removed.)
USES Bakudo #52 - 1/1 Bakudo #16 - 1/1 Bakudo #22 - 1/2 Invigorate - 3/4 Sense - 3/3 Hado #4: Enhanced Byakurai - 0/3 FUJUN'NA SHUKUFUKU - 1/1 Talented 1/1
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 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. 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.
TECHNIQUES HADŌ #4: ENHANCED BYAKURAI (PALE LIGHTNING) You fire a bolt of white lightning from the fingertip. Type: Basic Attack Action: Standard Action Damage: Roll 2 damage dice. Effects: None Cost: 10 6 Reishi Enhanced: 3 times per battle, you may use Byakurai as an At-Will Action.
BAKUDŌ #52: GENSHITSU (PHANTOM PAIN) You attach an invisible chain between you and your enemy, causing them to share the same wounds you receive. Type: Defense Activate: Bonus Action - Reactive Effect: As bonus action you can inflict all of the non-special status effects you currently suffer from onto a foe of choice. Inherits the exact duration and other modifiers added to the status effect. It is automatically inflicted, no chance roll necessary. You cannot use Phantom Pain in response to a foe's use of Phantom Pain to then send those status effects back to them. Cost: 5 Reishi Limit: Once per battle.
BAKUDŌ #16: KAMI NO TŌTEMU (DIVINE TOTEM) You create an effigy made out of Kido that shelters you and your allies from chosen harm. Type: Defense Activate: At-will Effect: As an at-will action choose one status effect that you and all allies are immune to for the duration: Cripple, Stun, Stagger, Wound, Burn, or Poison. Duration: 5 turns Cost: 5 Reishi Limit: Once per battle. May be affected by two per battle.
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: Twice per battle.
BAKUDŌ #7: KEIKATSU (OPENING REVIVAL) With a gentle touch you mend flesh and knit bone with your own Reishi. Type: Defense Activate: At-Will Effect: As an at-will action you restore 30 HP to self or a comrade. This is considered a Healing Technique 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.
RELEASE 1ST RELEASE - Incomplete Fullbring - Nenshō Juzu (Burning Prayer Beads) Activate: Bonus Action / At-Will Effect: As a bonus action, you enter your 1st Release state. You may drop out at any time by using an at-will action. This Release boosts your base RL by 2x. Techniques: Impure Wrath, Impure Blessing (see below) Enhancement: Rigorous (Barrage and Area Release Attacks score a critical hit on a natural 85 or higher. Does not stack with Slashing.) Skill Bonus: +5 Focus HP Bonus: +10 HP upon activation. (Does not go into effect if you are already at max HP) Upgrade: When you reach your 2nd Release, this Release will only costs 2 Reishi per turn. Once you reach your Final Release, this release costs 0 Reishi per turn. Cost: 4 Reishi per turn
FUJUN'NA IKARI (Impure Wrath) Molten beads of reiatsu burst free of their binding, tracing arcing lines of light to close in on the target simultaneously from all angles. Type: Barrage Attack Action: Standard Action Damage: Roll 5 damage dice. Effects: Draining (Costs HP instead of Reishi) Stage 2: Reduced cost by 5 Stage 3: Reduced cost by 10 Cost: 25 HP Limit: Once per turn
FUJUN'NA SHUKUFUKU (Impure Blessing - Extract reskin) Threads of black fire knit throughout Itsuki's arms through to his torso, depicting yamata no orochi. Type: Utility (Non-Reactive) Activate: Bonus Action Effect: As a bonus action you attune yourself to the expenditure of Reishi at the expense of HP. For the duration of this effect, you gain an amount of Reishi equal to the amount your opponents spend on their turns. Duration: 4 turns Cost: 25 HP Limit: Once per battle. Duration: 4 turns.*"Namu — Myōhō — Renge — Kyō" / "Glory to the Dharma of the Lotus Sutra" 1d100+35·5d12·1d100+35·2d12
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PLAYER
This is what it's like being the biggest and the strongest. I don't even exercise.
Koshou
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ACME
Posted Jan 23, 2023 10:17:50 GMT -5
Post by Koshou on Jan 23, 2023 10:17:50 GMT -5
As molten globules of hot energy and magma drips onto the sand from the spiritual workings of Itsuki, you can hear the loud sizzling hiss as it hits the sand, smell the faintly acrid odor of burning bone as it does. Crouched nearby the monk as he continues to unleash that energy at their mutual enemy, there seems little else to the currently primal mind of Koshou to do but to press that attack for all he's worth. Bared toes dig into the sand, spreading and squinching as his legs bunch and leap him forward! Leading with his blade, what he lacks in finesse Koshou is now making up for with a more refined use of that raw strength behind his swings. His attacks come slower, but they seem more acute, more angled to strike at the precise moment where they might do the most damage. Again gold and brass come bashing in, cutting edge meeting the blood curtains that continue to mold and fluctuate to provide a versatile defense. It's no surprise that those attacks come in short, savage leaps in and out like a predator hunting for the killing blow. It's also no surprise that that energy that seems to juice up the Soul Reaper and give him renewed vigor seems to be beginning to flag out, as well.
COMBAT TRACKER
SUMMARY
Offense:
- Koshou makes 2 attacks! (1 hit for 4 DMG + Burn)
- Koshou uses Tsukiyubi!
Defense:
- Koshou uses Invigorate!
- Enhanced (10 Reishi to Itsuki)
Status:
- Koshou reduces Nezuel's Edge to 1!
- Glutton drains 10 reishi!
At-Will: None - None | -0 reishi cost
Bonus Action: Invigorate - +25 reishi | -0 reishi cost
Standard Action: Basic Strike - Burn | -0 reishi cost
Acc - RsrTms851d100+65
Dmg - 1d15
Status Chance (40%) < 1d100
Acc - 1d100+65
Dmg - 1d15
Status Chance (40%) < 1d100
ACTIVE EFFECTS
- Enduring Morale (+10 Resilience)
- Alacrity (+10 DEF)
- Armored (30)
CLASS
- Prodigy
TRAITS
- Alacrity (+10 Def above half HP)
- Infuse (40% Burn Chance / all Basic Attacks)
TECHNIQUES
- Tsukiyubi (Thrust Fingers)
SPELLS
- Bakudo #44: Sekisho
- Bakudo #07: Keikatsu
USES
- Sekisho 0/1
- Keikatsu 0/1
- Tsukiyubi 1/2
- Invigorate 1/4
- Sense 0/3
- Blitz 0/3
RELEASE
REIATSU: 143,500
HP: 90/90 | REISHI: 61/100 | DEF: 95 | DMG DIE: d13 | ACC: +45 1d100+65·1d15·1d100·1d100+65·1d15·1d100
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Player
Continuing to slaughter, kill, take. Life is to constantly sin. Life is evil itself.
nezuel
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ACME
Posted Jan 30, 2023 21:26:06 GMT -5
Post by nezuel on Jan 30, 2023 21:26:06 GMT -5
The human seemed lost in his own little world, the poor mortal. His attacks come, burning things filled with the loss of the other hollow...perhaps? How odd a thing for a human to mourn if so, the shinigami didn't seem so upset over the fact that he'd just eaten their only protector. They were now vulnerable...and between the two of them the most tired the human. Perhaps this hungry sinner might leave that one as a snack for last...to savor the insanity that must no doubt run through his veins. He'd join the bloody crusade one way or another. The mountain the three of them were upon seemed to shift, the sands and rock turning red for but a moment, a flicker in reality. Blood and riatsu sizzled as the human attacks missed him completely, sending another one of the souls within him to the cycle of rebirth. "Sit mortal." he'd say, pointing a finger at the man "Your Gods are fighting."As the shinigami pressed forward, a wave of blood washed towards the shinigami, chains of blood sprouting to entice him even as it coalesced into a peaceful scene of somewhere in Soul Society, far away from the bloodshed here. He would drain them both dry. But...what had he referred to himself as a God...that wasn't right.
Milya tries to gain the attention of the people surrounding the execution but to no avail. Whether or not they are able to see her wasn't revealed, their indifference was only obfuscated by the hate for the man below them on the chopping block. Blood pooled around the man as the axe was lifted, his tongue reaching out to drink from the tainted well. As the axe bit into the soft flesh, it broke the cross, taking the man's faith as well as his life. Yet as he faded so too did the scene before Milya, the only one the look at her as they stood there a small boy in a white cloak, eyes of red. Then Milya was galloping, the horse underneath them breathing heavily as its rider charged forth. He held a sword, the large man, the same man who had been about to be executed. "Fight!" he'd yell amount the trampling hooves, his accent ticker and older than the man Milya had just been fighting. "All must fight, to fight is to pray and if you pray enough God will rain down upon us. It is then that we shall earn His New Jarusalem!"And around them, the soldiers with eyes of red, answered. COMBAT TRACKER SUMMARYDefensive: -5 HP due to burn Itsuki: FUJUN'NA IKARI miss AC 60 vs 95 def Enhanced HADO #4: Byakurai miss AC 60 vs 95 def Koshou Strike one Hit AC 115 vs 85def BAKUDŌ #41: KYŌMON (MIRROR GATE) reflects burn back to Koshou, Koshou takes 4 direct damage. Total damage = 1 Strike two miss AC 82 vs 85def OffensiveRebuke 4 reishi from Koshou 4 direct damage to Koshou stagger inflicted on Koshou 8 direct damage on Koshou 2 stacks of immobolize on Koshou Reishi use+3 regen -4 release -5 41 -1 22 -1 4 -8 total At-Will: Rebuke: 4 reishi from Koshou Bonus Action: BAKUDŌ #41: KYŌMON (MIRROR GATE) -5 reishi Standard Action: BAKUDŌ #22: HAKUFUKU (WHITE CRAWL) -1 reishi xf4BYVZf1d100<95 to inflict 1 stack of stagger on Koshou. 3d6 direct damage if susessful Standard Action: AKUDŌ #4: HAINAWA (CRAWLING ROPE) -1 reishi 1d100<95 to inflict 2 stacks of immobilize on Koshou. ACTIVE EFFECTS Suppress to 225k RL Hanyou 106k Edge 1 DEF 85 Itsuki 75k Edge 3 DEF 95 Milya 42k Edge 4 DEF 100 1 stacks of burn CLASS MAGUSATTUNED: 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. VERSATILE: As a passive effect, any turn where you use both a Kido Spell and a Non-Kido Technique, increase the Accuracy (by +15) and Damage Tier (by +2) of two attacks on that turn. Also, all successful attacks you land on that turn will drain your foe's Reishi as well as their HP/Armor. Total amount of Reishi drained will be equal to the lowest rolled natural dice number when rolling damage dice from the attack. RATION: As a passive effect your Advanced and Forbidden Kido Spells have a 30% chance to inflict the Immobilize or Stagger status effect (Choose one per thread). The max chance to inflict with any effect is 95%. The additional reishi cost is then leeched to you for the duration. TRAITSINDOMITABLE: 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. 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. 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. (1/1) 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. (2/3) TECHNIQUESREIRYOKU 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 SPELLSBAKUDŌ #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. (0/2) -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. (1/2) -1 Reishi BAKUDŌ #22: HAKUFUKU (WHITE CRAWL): 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% (0/2) -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.) (2/2) -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) -1 reishi ADVANCED SPELLSHADŌ #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. (1/3) 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%. (1/1) 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. (0/1) 20 reishi RELEASEThe 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. (1/4) CONDEMNING: As a passive effect any attack that hits you siphons -2 Reishi from the attacker while you are in your Released state. REIATSU: 225,000 HP: 52/80 | REISHI: 55/250 | DEF: 80 | DMG DIE: d15 | ACC: +40 1d100·3d6·1d100
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