the arrancar tsked, tilting his head back towards the shinigami. That human was all used up, its own blood spilling around it would soon add to his own army. Maybe once the shinigami wasn't a thread he could drink him up in front of him...the death of the arrancar thing wouldn't have wounded the shinigami much but a human...and a potentially powerful one might.
He was just about to address the shinigami when a flare of power caught his attention, he turned, seeing the last ditch effort of the human. He hardly had anytime to shift his defenses as the attack came, the mistake of turning his back on an enemy. Blood rose but he only managed to interpose a thin layer of blood between him and the attack. It hit the barrier, only slowing the attack but allowing him to wrap his own body in the viscous liquid. He let out a growl as the flame hit him, burning away a large section of his body and leaving him with a gaping wound even through his hierro.
He barely had the peace of mind to shift the barrier he'd erected towards the shinigami. He'd already taken several opportunities to capitalize after the human's attacks....why would now be any different? His instincts were right and he managed to deflect one of the blows...his burning riatsu swallowed and snuffed out by the layer of blood around him.
he held up his remaining hand and drew in the dissipated reishi in the air, the attacks, the damage, all sustaining him. Slowly the wound started to mend itself, healing slowly but surely.
As Milya turns a familiar sight is infront of her, the sight of a small boy with a cross around his neck. His eyes lack the familiar red glow but it is without a doubt the arrancar that they knew before this whole mess.
He'd say, the cadence of his words a little off, ringing in their ears just a little.
he looks over Milya's shoulder at the soldiers running towards the fighting...then suddenly turns to the side as the soldiers start to burn in a deep red fire.
he'd wonder outloud before his eyes widen. He runs forwards towards the other arrancar as the flames move to engulf the other soldiers. He wraps around them leaving only the two of them...and the man on the horse alone on the battlefield. Arms around the arrancar he looks them in the eyes as the flames burn around the pair...the other man not caring or being affected.
SUMMARYDefensive: Itsuki: BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) negates critical hit bonus damage
BAKUDŌ #39: ENKŌSEN (ROTATING LOCK FAN) Reduces damage from 44 to 22. Dealing 19 (22-3) damage.
Glutton inflicted
Koshou BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) negates burn
BAKUDŌ #39: ENKŌSEN (ROTATING LOCK FAN) Reduces damage from Strike 1 from 15 to 7. Takes 4 (7-3) damge
Strike 2 hits for 2 (5-3) damage
Pinned inflicted, must use both actions next turn to break free, can't use bonus actions next turn.
Glutton inflicted
Offensive15 reishi drain to Koshou
7 reishi siphon to Koshou
15 reishi siphon to Itsuki
2 reishi siphon to Itsuki
Reishi use+3 regen
-4 release
-1 BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK)
-10 BAKUDŌ #39: ENKŌSEN (ROTATING LOCK FAN)
-5 BAKUDŌ #61: RIKUJŌKŌRŌ (SIX-ROD LIGHT PRISON)
+18 REIRYOKU ABSORPTION
+6 CONDEMNING
-5 BANDAGE
+2 total
At-Will: CONSUME:
a0kjxmF91d100<75 to inflict 1 stack of glutton on Koshou and Itsuki
BAKUDŌ #12: YŪGURE NO MANTO (DUSK CLOAK) -1 reishi
Rebuke: 15 reishi drain to Koshou
REIRYOKU ABSORPTION: 15 reishi drain on Itsuki, 3 on Koshou
Bonus Action: BAKUDŌ #39: ENKŌSEN (ROTATING LOCK FAN) -10 reishi
Standard Action: BAKUDŌ #61: RIKUJŌKŌRŌ (SIX-ROD LIGHT PRISON) -5 reishi
1d100<75 to inflict 1 stack of pinned
Standard Action: BANDAGE -5 reishi
1d12
ACTIVE EFFECTS Suppress to 225k RL
Hanyou 106k Edge 1 DEF 85
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. (1/3) -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. (0/2) -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.) (1/2) -10 reishi
BAKUDŌ #4: HAINAWA (CRAWLING ROPE): As a bonus action, you have an 80% chance to inflict two stacks of the Immobilize status on your target. The max chance to inflict with any effect is 95%. (1/2) 1 reishi
BAKUDŌ #7: KEIKATSU (OPENING REVIVAL): As an at-will action you restore 30 HP to self or a comrade. This is considered a Healing Technique (0/1) -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%. (0/1) 10 Reishi
BAKUDŌ #73: TOZANSHŌ (INVERSE MOUNTAIN CRYSTAL): As a reactive bonus action, you either create a barrier that protects you and up to 2 allies against all non-critical attacks from your foe(s) OR as a regular bonus action you can trap your foe inside an enclosure. They are then forced to spend a Standard Action on their turn to break free. (1/2) 15 reishi
BAKUDŌ #99: PART 1 - KIN (FORBID): As a standard action, you have a 60% chance to inflict the special Sealed status on one target. While Sealed, for the duration, the target is forcibly removed from Shunko, Soul Trigger, Hollow Mask, and/or Released state. Also, for the duration, they cannot regain any Reishi. Cannot be used while the Release Tech Communion is active. (0/1) 15 reishi
BAKUDŌ #99: PART 2 - BANKIN (ULTIMATE SUPPRESSION): Using two standard actions, you have an 80% chance to inflict the special status effect Locked. For this to work the target must be below 25% of their max Reishi. While Locked, the character is out of the fight. If you are brought to 0 Reishi or 0 HP during the fight the Locked status effect ends. In a 1v1 battle the fight is won but you cannot kill them. (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. (0/4)
CONDEMNING: As a passive effect any attack that hits you siphons -2 Reishi from the attacker while you are in your Released state.
REIATSU: 225,000
HP: 31/80 | REISHI: 57/250 | DEF: 80 | DMG DIE: d15 | ACC: +40