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Post by Lazarus Jeager on Feb 4, 2023 8:53:46 GMT -5
Lazarus had a general sense of the man given he was tracking him by his reiatsu signature, this made it a bit easier to follow him as he emerged from the cloud of dust and debris. He more so noted and less so felt the sensation of the blade of the shinigami meeting it's mark, reishi gathering around his hands once more as he began to focus in on Koshou more intensely. The slight burns and singed clothes would have to be dealt with at some point, but he was resilient enough to stand taking that punishment if it meant being able to return some of his own. Bringing the blade up, he'd simultaneously let loose a burst of electric energy and fire an arrow infused with the same reishi, wanting to make it as hard as possible to dodge everything heading Koshou's way. As the swing would reach it's center point, Lazarus would also let a pair of those silver tubes go, muttering something under his breathe as he activated the small spell on them. each tube would spin in the air, getting fast and faster as the reishi that was in them spilled out and hardened, almost like a buzz saw forming in front of the shinigami. Lazarus would already be trying to regroup, taking a few steps back to try and get outside of striking range, though given the mans taller frame he might have misjudged the correct ditance. COMBAT TRACKERSUMMARYLazarus Takes 10 Damage Lazarus gets 2 stacks of burn Lazarus uses Focus Energy +15 Accuracy +3 Reishi at End of Turn Heizen- Miss! Byakurai- Miss! Byakurai- Miss! At-Will: Technique HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe. Acc - OWuE9MLK1d100+45Dmg - 2d12Bonus Action: FOCUS ENERGY You infuse extra reishi into an attack, boosting its potency right before you strike. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard. Cost: 9 Reishi Limit: None Standard Action: HADŌ #4: 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: 5 Reishi Enhanced: Can now be used as a Bonus Action and the cost is reduced to 6 Reishi. Acc - 1d100+60Dmg - 2d10Standard Action: HADŌ #4: 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: 5 Reishi Enhanced: Can now be used as a Bonus Action and the cost is reduced to 6 Reishi. Acc - 1d100+60Dmg - 2d10 ACTIVE EFFECTSBurn (2/2 Turns Remaining) CLASS Caster: Healer TRAITSEFFICIENCY Prerequisite: Focus Skill of 45 Activate: None (Passive) Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi. ENDURE Prerequisite: Resilience Skill of 30 Activate: None (Passive) Effect: Start each combat thread with +10 Armor. INDOMITABLE Prerequisite: Resilience Skill of 45 Activate: None (Passive) Effect: After accounting for armor reduction and any other damage negations or reductions, you negate 25% of the total summed up damage of all attacks that would hit you and reduce your HP. (Halve the summed up damage, then halve it again, then round up to the nearest whole number.) REMEDY Prerequisite: None Activate: None (Passive) Effect: Whenever you use a technique that gives a target ally HP, you and the ally gain 50% of the initial amount as bonus HP (rounded up to nearest whole number). For example, if you heal someone for 30 HP, you both gain 15 bonus HP. Limit: Indefinite CLEVERNESS Prerequisite: None Activate: None (Passive) Effect: You have a passive +15% bonus to inflict a status effect from any source. Limit: Indefinite TALENTED Prerequisite: None Activate: At-Will Effect: As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means. Limit: Once per battle. TECHNIQUESUTSUSEMI (CICADA SHELL) You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage. Type: Defense Action: Bonus Action - Reactive Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. Cost: 10 Reishi Limit: Once per battle. REIRYOKU ABSORPTION You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi. Type: Utility Activate: At-Will - Reactive Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. Cost: None Limit: Three times per battle. GINTŌ Small containers which Quincy use to store their Reishi. They are utilized as components in Quincy spellcasting, resembling Kidō. Type: Utility Action: Bonus Action / At-Will Effect: As a bonus action you activate Gintō. As an at-will action, you can use one of the following per turn. Can only use one of each effect per battle. HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe. GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks. WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks. SPRENGER: You make an area attack that deals 3d6 direct damage to all foes. Cost: 20 Reishi Limit: Once per battle. SPELLSBAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) You generate an electric current through any object you touch, which damages anything or anyone which is in contact with the object the current runs through. Type: Utility Activate: Bonus Action - Reactive Effect: As a bonus action, choose two attacks that hit you during your turn. Deal 3 direct damage back to the attacker per damage die rolled on each attack. This damage bypasses all DR. Cost: 10 Reishi Limit: Twice per battle. BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK) You direct your hands toward your target. An icy breeze littered with sleet rushes towards them. On contact, the sleet freezes that part of the body and can render an opponent completely immobile. Type: Utility Activate: Bonus Action Effect: As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. If Cripple is successful, 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%. Cost: 5 Reishi. Limit: Twice per battle. BAKUDŌ #14: SHIMOKU (PURPLE TREE) Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay. Type: Utility Action: Bonus Action Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%. Duration: 5 turns. Cost: 10 Reishi Limit: Once per battle. BAKUDŌ #44: SEKISHO (BARRIER) You create a fast-forming energy wall against fairly strong attacks. Type: Defense Activate: Bonus Action - Reactive Effect: You gain 20 Armor and are immune to non-special status effects inflicted by attacks. Duration: Until the 20 Armor is gone. Cost: 10 Reishi Limit: Once 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. BAKUDŌ #6: KIYOMERU (CLEANSE) This spell uses reishi to burn through negative effects on you or an ally. Type: Defense Activate: Bonus Action Effect: As a bonus action remove a single stack of one non-special status effect on yourself or an ally. Cost: 5 reishi Limit: None. 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. RELEASE1st Release: Focus +5 Attack: Gae Bolg SINGLE: Standard Action. Rolls 4 damage dice against one target. Chance to inflict a minor effect. 20 Reishi. PIERCING: On successful hit, this technique deals status damage equal to the lowest rolled damage die. WOUND: 50% chance to Wound target. Tech: BLEED Your release allows you to recover by absorbing the vital essence of foes through the damage of your attacks. Type: Utility Action: At-Will Effect: As an at-will action, 50% of the total HP damage you inflict with basic attacks (and/or 25% of the total HP damage of advanced/release attacks) this turn is recovered as healing at the beginning of your next turn. HP gained is added before any reductions from a foe’s attack damage. This is considered a Healing Technique. Cost: 10 Reishi Limit: 3 times per battle. Enhancement: REBOUNDING Activate: None (Passive) Effect: As a passive effect, while released and below half of your total HP, you regain +3 HP at the end of each turn. Additionally, reduce the cost to maintain your release by -1 Reishi while below half HP. Limit: Indefinite. REIATSU: 234,000
HP: 113/140 | REISHI: 137/210 | DEF: 80 | DMG DIE: d10 | ACC: +45 1d100+45·2d12·1d100+60·2d10·1d100+60·2d10
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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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Post by Koshou on Feb 5, 2023 21:21:34 GMT -5
It all seems to kind of come crashing in on Koshou from all sides. Lazarus is rushing in with another one of those deceptive upward strikes, and all of the sudden more of those small metal tubes are bursting open to reveal what appears to be pre-prepared techniques! The blasts are intersected with that buzzsaw-like reishi spinning in toward him from more than one angle and it seems like it will all smash into the man without mercy. As if time slows though, the Soul Reaper can kind of see the path in front of him whether through luck or pure battle instinct. His form shifts, crouching and leaping forward with a fluid twisting of his body that seems to whirl and spin the man about like a top to build momentum and force. All the while, the twisting and turning seem to just narrowly avoid those attacks as they come crashing in, seeming to allow him to slip past and through with a grace that could only be borrowed from the Gods of Luck themselves.
"HAAA!" Rather than being forced to defend his position and stand guard, Lazarus does misjudge in the time he has to retreat if not the spacing that's allowed to the pair of combatants here on the rooftop. the Shinigami comes whirling in toward the Quincy's defenses with a number of blows that seem to just keep on coming, one after the other. Far from the pure look of hostility that sometimes comes over Koshou when he's in the midst of battle, his expression here is alight with excitement and pure enjoyment as he pushes himself to test the limits of his friend. Each blow that comes in feels no less powerful for all the evidence that the man is still well in control of himself though!
COMBAT TRACKER
SUMMARY
Offense: - Koshou makes 2 Attacks! 1: Hit vs. 158 (9 DMG) 2: Hit vs. 133 (5 DMG) BURN 3: Hit vs. 138 (13 DMG) BURN
Defense: - Takes 9 DMG vs. Armor
Status:
At-Will: Tsukiyubi - +20 ACC & +2 DMG Tier for Strikes | -10 reishi cost
At-Will: Blitz - Make 2 Strikes | -0 reishi cost
Bonus Action: Focus Energy - +15 ACC % Status chance | -10 reishi cost
Standard Action: Strike - Burn | -0 reishi cost Acc - 9gLs8vAL1d100+80 Dmg - 1d15 Status Chance (55%) < 1d100
Acc - 1d100+80 Dmg - 1d15 Status Chance (55%) < 1d100
Standard Action: Strike - Burn | -0 reishi cost Acc - 1d100+80 Dmg - 1d15 Status Chance (55%) < 1d100
ACTIVE EFFECTS - Alacrity (+10 DEF) - Armored (7)
CLASS - Prodigy
TRAITS - Alacrity (+10 Def above half HP) - Infuse (40% Burn Chance / all Basic Strikes) - Resolve (Recover 2 Reishi for each DMG absorbed by DR)
TECHNIQUES - Tsukiyubi (Thrust Fingers)
SPELLS - Bakudo #44: Sekisho - Bakudo #07: Keikatsu
USES - Sekisho 0/1 - Keikatsu 1/1 - Tsukiyubi 2/2 - Invigorate 4/4 - Sense 0/3 - Blitz 1/3
RELEASE
REIATSU: 141,000
HP: 100/100 | REISHI: 65/100 | DEF: 105 | DMG DIE: d13 | ACC: +45 1d100+80·1d15·1d100·1d100+80·1d15·1d100·1d100+80·1d15·1d100
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Post by Lazarus Jeager on Feb 6, 2023 14:31:58 GMT -5
This man was proving to be deceptively hard to land hits on, something that was starting to become a problem as he adeptly dodged and countered with a flurry of slashes. More of those burns would be felt across his wounds, something that he wasn't entirely happy about, and something that would last far too long given the number of burns on his body. thankfully his wounds weren't as deep as they could have been, a sturdy body built over years of training allowed for this. Deciding to deal with the bulk of his problems at once, Lazarus would let the hand bow fade away, leaving a thin veil of reishi around his hand as he began to treat the burns and mend the effected areas. Everywhere his hand touched the burns would begin to fade, and as the reishi pooled on those wounds sat, the wounds themselves would begin to knit themselves shut. On top of this he would pull out one of two silver tubes he had left, muttering a small activation phrase as the contents would leave the tube. Another thin barrier of reishi formed over his body, rebuffing his fortitude and allowing for a bit of a cushion against attacks from Koshou. All of this was done in a relatively short amount of time, his right hand working on healing while the blade in his left would thrust forward twice in an aim to penetrate the skin of the shinigami before him. While his eyes had left the man to look at his own wounds, it wasn't like he had stopped sensing him with his mind, though he spoke in a similarly mocking and inviting tone as the other had done before. "Come now, if this is all you can do we'll be here all day."COMBAT TRACKERSUMMARYLazarus takes 5 status damage Lazarus takes 20 Damage (27 - 7 thanks to indomitable) Lazarus accumulates 2 more stacks of Burn Transmute used to remove burn status, +10 Accuracy and +10 Defense (1/2 uses remaining) Revitalize Activated, 50% Damage reduction until next turn Keikatsu used, heals 45 HP (30 +15 thanks to Remedy) (1/2 uses remaining) Wolke: Adds 10 Armor +3 reishi at end of turn Strike- Acc- 147, If hit 8 Dmg Strike- Acc- 92, Miss! At-Will: WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks. 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: 4 Reishi Bonus Action:TRANSMUTE You are immune to Phantom Pain. Also, twice per battle, as a Bonus Action, you may remove up to two Status Effects (or one Special Status Effect) from yourself or an ally of your choosing. Each removal costs -5 Reishi (Specials cost -10), but each Status Effect removed grants +10 Accuracy with all attacks and increases the target’s Defense by +10 for that turn. Cost: 5 Reishi Standard Action: STRIKE You unleash a single powerful physical attack or a flurry of quick strikes. Type: Basic Attack Action: Standard Action Damage: Roll 1 damage dice. Cost: None Acc - evruclOb1d100+55Dmg - 1d10Standard Action: Attack Name - Effects | -0 reishi cost STRIKE You unleash a single powerful physical attack or a flurry of quick strikes. Type: Basic Attack Action: Standard Action Damage: Roll 1 damage dice. Cost: None Acc - 1d100+55Dmg - 1d10 ACTIVE EFFECTSRevitalize Activated, 50% Damage reduction until next turn Armored: 10 CLASS Caster: Healer TRAITSEFFICIENCY Prerequisite: Focus Skill of 45 Activate: None (Passive) Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi. ENDURE Prerequisite: Resilience Skill of 30 Activate: None (Passive) Effect: Start each combat thread with +10 Armor. INDOMITABLE Prerequisite: Resilience Skill of 45 Activate: None (Passive) Effect: After accounting for armor reduction and any other damage negations or reductions, you negate 25% of the total summed up damage of all attacks that would hit you and reduce your HP. (Halve the summed up damage, then halve it again, then round up to the nearest whole number.) REMEDY Prerequisite: None Activate: None (Passive) Effect: Whenever you use a technique that gives a target ally HP, you and the ally gain 50% of the initial amount as bonus HP (rounded up to nearest whole number). For example, if you heal someone for 30 HP, you both gain 15 bonus HP. Limit: Indefinite CLEVERNESS Prerequisite: None Activate: None (Passive) Effect: You have a passive +15% bonus to inflict a status effect from any source. Limit: Indefinite TALENTED Prerequisite: None Activate: At-Will Effect: As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means. Limit: Once per battle. TECHNIQUESUTSUSEMI (CICADA SHELL) You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage. Type: Defense Action: Bonus Action - Reactive Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. Cost: 10 Reishi Limit: Once per battle. REIRYOKU ABSORPTION You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi. Type: Utility Activate: At-Will - Reactive Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. Cost: None Limit: Three times per battle. GINTŌ Small containers which Quincy use to store their Reishi. They are utilized as components in Quincy spellcasting, resembling Kidō. Type: Utility Action: Bonus Action / At-Will Effect: As a bonus action you activate Gintō. As an at-will action, you can use one of the following per turn. Can only use one of each effect per battle. HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe. GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks. WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks. SPRENGER: You make an area attack that deals 3d6 direct damage to all foes. Cost: 20 Reishi Limit: Once per battle. SPELLSBAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) You generate an electric current through any object you touch, which damages anything or anyone which is in contact with the object the current runs through. Type: Utility Activate: Bonus Action - Reactive Effect: As a bonus action, choose two attacks that hit you during your turn. Deal 3 direct damage back to the attacker per damage die rolled on each attack. This damage bypasses all DR. Cost: 10 Reishi Limit: Twice per battle. BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK) You direct your hands toward your target. An icy breeze littered with sleet rushes towards them. On contact, the sleet freezes that part of the body and can render an opponent completely immobile. Type: Utility Activate: Bonus Action Effect: As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. If Cripple is successful, 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%. Cost: 5 Reishi. Limit: Twice per battle. BAKUDŌ #14: SHIMOKU (PURPLE TREE) Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay. Type: Utility Action: Bonus Action Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%. Duration: 5 turns. Cost: 10 Reishi Limit: Once per battle. BAKUDŌ #44: SEKISHO (BARRIER) You create a fast-forming energy wall against fairly strong attacks. Type: Defense Activate: Bonus Action - Reactive Effect: You gain 20 Armor and are immune to non-special status effects inflicted by attacks. Duration: Until the 20 Armor is gone. Cost: 10 Reishi Limit: Once 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. BAKUDŌ #6: KIYOMERU (CLEANSE) This spell uses reishi to burn through negative effects on you or an ally. Type: Defense Activate: Bonus Action Effect: As a bonus action remove a single stack of one non-special status effect on yourself or an ally. Cost: 5 reishi Limit: None. 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. RELEASE1st Release: Focus +5 Attack: Gae Bolg SINGLE: Standard Action. Rolls 4 damage dice against one target. Chance to inflict a minor effect. 20 Reishi. PIERCING: On successful hit, this technique deals status damage equal to the lowest rolled damage die. WOUND: 50% chance to Wound target. Tech: BLEED Your release allows you to recover by absorbing the vital essence of foes through the damage of your attacks. Type: Utility Action: At-Will Effect: As an at-will action, 50% of the total HP damage you inflict with basic attacks (and/or 25% of the total HP damage of advanced/release attacks) this turn is recovered as healing at the beginning of your next turn. HP gained is added before any reductions from a foe’s attack damage. This is considered a Healing Technique. Cost: 10 Reishi Limit: 3 times per battle. Enhancement: REBOUNDING Activate: None (Passive) Effect: As a passive effect, while released and below half of your total HP, you regain +3 HP at the end of each turn. Additionally, reduce the cost to maintain your release by -1 Reishi while below half HP. Limit: Indefinite. REIATSU: 234,000
HP: 133/140 | REISHI: 131/210 | DEF: 80 | DMG DIE: d10 | ACC: +45 1d100+55·1d10·1d100+55·1d10
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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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Post by Koshou on Feb 6, 2023 18:43:24 GMT -5
For a minute or two, all the pair of warriors do is dance back and forth. While Lazarus gives up his secondary weapon to free his hand up for defensive kido, his blade jabs and thrusts toward Koshou with precise strikes that try to keep the other warrior at bay long enough to get himself all patched up and the stockier man reciprocates and time and again their blades clash back and forth often turned just in time to avoid a strike or to hear only the sound of slicing cloth rather than flesh. One of those stabs comes through, forcing the cigarette-sporting man to lean back and abandon a counterstrike as he brings his sword up to guard at the very last second. Again, Lazarus can almost feel some of the kinetic energy and force behind that blow being absorbed in some way as the other man braces.
"Well, that would be something" Koshou says, breathing a little heavily as he back-peddles a few steps from the force of Lazarus' last attack and lets his sandals scuff to a stop as he resets his stance defensively. "but I can't let loose, entirely. Sometimes, it's hard to come back when I do" the Soul Reaper admits to his friend, and enemy for this spar. Then he's shifting forward but only in half measure as he pulls his first swing into just a glancing blow, so his free hand can raise in time to point his palm toward the Quincy, "Byakurai!" He lets the lightning loose in a raggedy blast of energy that's not quite point blank range as he tries to swing the momentum back in his direction.
COMBAT TRACKER
SUMMARY
Offense: - Koshou makes 2 Attacks! 1: Hit vs. 106 (7 DMG + Burn) 2: Hit vs. 104 (11 DMG + Burn)
Defense: - Koshou guards vs. 8 DMG! - Koshou gains 11 Reishi!
Status:
At-Will: Invigorate - +25 Reishi | -0 reishi cost
Bonus Action: Guard - 10 DR | -5 reishi cost - Resolve (16 Reishi gained)
Standard Action: Strike - Burn | -0 reishi cost Acc - 7mRisvWE1d100+45 Dmg - 1d13 Status Chance (40%) < 1d100
Standard Action: Byakurai - Burn | -10 reishi cost Acc - 1d100+45 Dmg - 2d13 Status Chance (40%) < 1d100
ACTIVE EFFECTS - Alacrity (+10 DEF) - Armored (7)
CLASS - Prodigy
TRAITS - Alacrity (+10 Def above half HP) - Infuse (40% Burn Chance / all Basic Strikes) - Resolve (Recover 2 Reishi for each DMG absorbed by DR)
TECHNIQUES - Tsukiyubi (Thrust Fingers)
SPELLS - Bakudo #44: Sekisho - Bakudo #07: Keikatsu
USES - Sekisho 0/1 - Keikatsu 1/1 - Tsukiyubi 1/2 - Invigorate 3/4 - Sense 0/3 - Blitz 1/3
RELEASE
REIATSU: 141,000
HP: 100/100 | REISHI: 90/100 | DEF: 105 | DMG DIE: d13 | ACC: +45 1d100+45·1d13·1d100·1d100+45·2d13·1d100
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Post by Lazarus Jeager on Feb 7, 2023 15:01:17 GMT -5
Two more strikes, though they would appear to land properly, even appearing to draw blood, it would be apparent that both attacks would miss their mark. The form that would have been Lazarus would fade away, the after image slowly vanishing as he stood a good two or three paces to the right, having used a technique learned for just such occasions. "Sounds like something an Arrancar buddy of mine would say. Tell me, have you achieved Shikai yet?" A simple question to see how far Koshou had come since their last meeting, and to determine if he would use his own Heilig Bogen, or if he would stay fighting without his release. The question would be punctuated by the raising of his free hand, his index and middle finger sparking to life as he fired two beams of electrical energy side by side. Lazarus thumbed the last ginto tube in his palm with a passing thought, waiting a moment to see what Koshou's response would be in regards to the Shikai question. Regardless of if he got his answer or not, he'd flick the ginto tube out and mutter an activation phrase, the silver tube thrumming with energy. A moment later the tube itself would grow and expand going from a solid to a liquid like state as it formed a dome around the other in an attempt to trap the man. COMBAT TRACKERSUMMARYLazarus Uses UTSUSEMI to avoid the two attacks (0/1 uses remaining) Byakurai- Acc - 75, Miss! Byakurai- Acc - 106, if Hit 5 Dmg GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks. +3 Reishi at end of turn At-Will: Technique GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks. Bonus Action: Name - Effect | -0 reishi cost UTSUSEMI (CICADA SHELL) You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage. Type: Defense Action: Bonus Action - Reactive Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. Cost: 9 Reishi Standard Action: HADŌ #4: 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: 5 Reishi Acc - GMHfHEqD1d100+45Dmg - 2d10Standard Action: HADŌ #4: 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: 5 Reishi Acc - 1d100+45Dmg - 2d10 ACTIVE EFFECTSArmored - 10 CLASS Caster: Healer TRAITSEFFICIENCY Prerequisite: Focus Skill of 45 Activate: None (Passive) Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi. ENDURE Prerequisite: Resilience Skill of 30 Activate: None (Passive) Effect: Start each combat thread with +10 Armor. INDOMITABLE Prerequisite: Resilience Skill of 45 Activate: None (Passive) Effect: After accounting for armor reduction and any other damage negations or reductions, you negate 25% of the total summed up damage of all attacks that would hit you and reduce your HP. (Halve the summed up damage, then halve it again, then round up to the nearest whole number.) REMEDY Prerequisite: None Activate: None (Passive) Effect: Whenever you use a technique that gives a target ally HP, you and the ally gain 50% of the initial amount as bonus HP (rounded up to nearest whole number). For example, if you heal someone for 30 HP, you both gain 15 bonus HP. Limit: Indefinite CLEVERNESS Prerequisite: None Activate: None (Passive) Effect: You have a passive +15% bonus to inflict a status effect from any source. Limit: Indefinite TALENTED Prerequisite: None Activate: At-Will Effect: As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means. Limit: Once per battle. TECHNIQUESUTSUSEMI (CICADA SHELL) You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage. Type: Defense Action: Bonus Action - Reactive Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. Cost: 10 Reishi Limit: Once per battle. REIRYOKU ABSORPTION You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi. Type: Utility Activate: At-Will - Reactive Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. Cost: None Limit: Three times per battle. GINTŌ Small containers which Quincy use to store their Reishi. They are utilized as components in Quincy spellcasting, resembling Kidō. Type: Utility Action: Bonus Action / At-Will Effect: As a bonus action you activate Gintō. As an at-will action, you can use one of the following per turn. Can only use one of each effect per battle. HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe. GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks. WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks. SPRENGER: You make an area attack that deals 3d6 direct damage to all foes. Cost: 20 Reishi Limit: Once per battle. SPELLSBAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) You generate an electric current through any object you touch, which damages anything or anyone which is in contact with the object the current runs through. Type: Utility Activate: Bonus Action - Reactive Effect: As a bonus action, choose two attacks that hit you during your turn. Deal 3 direct damage back to the attacker per damage die rolled on each attack. This damage bypasses all DR. Cost: 10 Reishi Limit: Twice per battle. BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK) You direct your hands toward your target. An icy breeze littered with sleet rushes towards them. On contact, the sleet freezes that part of the body and can render an opponent completely immobile. Type: Utility Activate: Bonus Action Effect: As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. If Cripple is successful, 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%. Cost: 5 Reishi. Limit: Twice per battle. BAKUDŌ #14: SHIMOKU (PURPLE TREE) Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay. Type: Utility Action: Bonus Action Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%. Duration: 5 turns. Cost: 10 Reishi Limit: Once per battle. BAKUDŌ #44: SEKISHO (BARRIER) You create a fast-forming energy wall against fairly strong attacks. Type: Defense Activate: Bonus Action - Reactive Effect: You gain 20 Armor and are immune to non-special status effects inflicted by attacks. Duration: Until the 20 Armor is gone. Cost: 10 Reishi Limit: Once 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. BAKUDŌ #6: KIYOMERU (CLEANSE) This spell uses reishi to burn through negative effects on you or an ally. Type: Defense Activate: Bonus Action Effect: As a bonus action remove a single stack of one non-special status effect on yourself or an ally. Cost: 5 reishi Limit: None. 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. RELEASE1st Release: Focus +5 Attack: Gae Bolg SINGLE: Standard Action. Rolls 4 damage dice against one target. Chance to inflict a minor effect. 20 Reishi. PIERCING: On successful hit, this technique deals status damage equal to the lowest rolled damage die. WOUND: 50% chance to Wound target. Tech: BLEED Your release allows you to recover by absorbing the vital essence of foes through the damage of your attacks. Type: Utility Action: At-Will Effect: As an at-will action, 50% of the total HP damage you inflict with basic attacks (and/or 25% of the total HP damage of advanced/release attacks) this turn is recovered as healing at the beginning of your next turn. HP gained is added before any reductions from a foe’s attack damage. This is considered a Healing Technique. Cost: 10 Reishi Limit: 3 times per battle. Enhancement: REBOUNDING Activate: None (Passive) Effect: As a passive effect, while released and below half of your total HP, you regain +3 HP at the end of each turn. Additionally, reduce the cost to maintain your release by -1 Reishi while below half HP. Limit: Indefinite. REIATSU: 234,000
HP: 133/140 | REISHI: 115/210 | DEF: 80 | DMG DIE: d10 | ACC: +45 1d100+45·2d10·1d100+45·2d10
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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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Post by Koshou on Feb 8, 2023 14:03:45 GMT -5
"Does it now .."
The question that comes from Lazarus is enough to give Koshou another brief pause, but more so is the comment that comes before. The muttered words comes from him as he takes a moment to reassess the man he's fighting against. The pause is enough to leave him standing around like an idiot when that last silver tube goes off, though. Suddenly, the Soul Reaper finds himself stuck in the dome that's popped up around him and catching a blast of lightning to the face! On one hand, it stops him from pressing his attack against the Quincy but it also kind of creates a moment of pause where neither can Lazarus really impress an attack against him either.
"I don't have enough control over Hyozanryu yet" Koshou admits, as his eyes narrow to study the reishi-made dome. "Partly because we're still growing to know each other, and partly because I'm not so good at keeping my reiatsu completely in check." A strike comes smashing into the energy of the dome, trying to push and break through it, but it's clear it will take more than one simple knock to take this thing down. "I feel .. like I'm on the precipice of something new, but I don't think it'll make Shikai any easier!" Another strike comes slashing in, trying to push through the barrier that separates the two of them.
COMBAT TRACKER
SUMMARY - Koshou is in the Dome! (18 HP) Offense: - Koshou makes 2 Attacks! Hits the Dome for a total of 4 DMG!
Defense: - Koshou loses 5 Armor!
Status:
At-Will: None - None | -0 reishi cost
Bonus Action: Guard - 10 DR | -5 reishi cost
Standard Action: Strike - Burn | -0 reishi cost Acc - _d6olIZE1d100+45 Dmg - 1d13 Status Chance (40%) < 1d100
Standard Action: Strike - Burn | -0 reishi cost Acc - 1d100+45 Dmg - 2d13 Status Chance (40%) < 1d100 [Ignoring the second DMG Die it shouldn't be there]
ACTIVE EFFECTS - Alacrity (+10 DEF) - Armored (2)
CLASS - Prodigy
TRAITS - Alacrity (+10 Def above half HP) - Infuse (40% Burn Chance / all Basic Strikes) - Resolve (Recover 2 Reishi for each DMG absorbed by DR)
TECHNIQUES - Tsukiyubi (Thrust Fingers)
SPELLS - Bakudo #44: Sekisho - Bakudo #07: Keikatsu
USES - Sekisho 0/1 - Keikatsu 1/1 - Tsukiyubi 1/2 - Invigorate 3/4 - Sense 0/3 - Blitz 1/3
RELEASE
REIATSU: 141,000
HP: 100/100 | REISHI: 90/100 | DEF: 105 | DMG DIE: d13 | ACC: +45 1d100+45·1d13·1d100·1d100+45·2d13·1d100
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Post by Lazarus Jeager on Feb 8, 2023 15:50:30 GMT -5
It was slightly muffled due to the dome but Lazarus could more or less make out what Koshou was saying, and thankfully the dome would hide the slight bit of disappointment apparent on his face. Shrugging his shoulders and shaking his head a bit, Lazarus would step closer to the barrier to be more clear when he spoke, only a foot away from the dome itself. "I have noticed that during the course of this session of ours, I've been thinking on it while fighting as well. Have you considered trying to focus some of that energy into certain places, like say, the edge of your blade?" While he spoke his free hand would come up, and some Quincy runic symbols would form in the air around him, further fortifying himself and making it so he wouldn't be effected by the burns Koshou kept inflicting, for a while. After which he would stop to gather reishi from the area around him, adding it to his own to keep up with the Shinigami currently trapped. "It is different for everyone, though it interests me how different our releases can be, for Quincy it has nothing to due with a bonded weapon..." COMBAT TRACKERSUMMARYLazarus uses Invigorate (3/4) Lazarus uses Sekisho +20 Armor and protection from non-special Status Effects +3 Reishi at end of turn At-Will: Technique Bonus Action: BAKUDŌ #44: SEKISHO (BARRIER) You create a fast-forming energy wall against fairly strong attacks. Type: Defense Activate: Bonus Action - Reactive Effect: You gain 20 Armor and are immune to non-special status effects inflicted by attacks. Duration: Until the 20 Armor is gone. Cost: 9 Reishi Limit: Once per battle. Bonus Action: INVIGORATE You take a quick moment to replenish lost Reishi to continue the fight! Type: Utility Action: Bonus Action Effect: You regain 25 Reishi. Cost: None Limit: Once per turn. Four times per battle. Standard Action: None ACTIVE EFFECTSArmorer - 30 (immune to non-special Status Effects for 20 of it) CLASS Caster: Healer TRAITSEFFICIENCY Prerequisite: Focus Skill of 45 Activate: None (Passive) Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi. ENDURE Prerequisite: Resilience Skill of 30 Activate: None (Passive) Effect: Start each combat thread with +10 Armor. INDOMITABLE Prerequisite: Resilience Skill of 45 Activate: None (Passive) Effect: After accounting for armor reduction and any other damage negations or reductions, you negate 25% of the total summed up damage of all attacks that would hit you and reduce your HP. (Halve the summed up damage, then halve it again, then round up to the nearest whole number.) REMEDY Prerequisite: None Activate: None (Passive) Effect: Whenever you use a technique that gives a target ally HP, you and the ally gain 50% of the initial amount as bonus HP (rounded up to nearest whole number). For example, if you heal someone for 30 HP, you both gain 15 bonus HP. Limit: Indefinite CLEVERNESS Prerequisite: None Activate: None (Passive) Effect: You have a passive +15% bonus to inflict a status effect from any source. Limit: Indefinite TALENTED Prerequisite: None Activate: At-Will Effect: As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means. Limit: Once per battle. TECHNIQUESUTSUSEMI (CICADA SHELL) You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage. Type: Defense Action: Bonus Action - Reactive Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. Cost: 10 Reishi Limit: Once per battle. REIRYOKU ABSORPTION You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi. Type: Utility Activate: At-Will - Reactive Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. Cost: None Limit: Three times per battle. GINTŌ Small containers which Quincy use to store their Reishi. They are utilized as components in Quincy spellcasting, resembling Kidō. Type: Utility Action: Bonus Action / At-Will Effect: As a bonus action you activate Gintō. As an at-will action, you can use one of the following per turn. Can only use one of each effect per battle. HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe. GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks. WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks. SPRENGER: You make an area attack that deals 3d6 direct damage to all foes. Cost: 20 Reishi Limit: Once per battle. SPELLSBAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) You generate an electric current through any object you touch, which damages anything or anyone which is in contact with the object the current runs through. Type: Utility Activate: Bonus Action - Reactive Effect: As a bonus action, choose two attacks that hit you during your turn. Deal 3 direct damage back to the attacker per damage die rolled on each attack. This damage bypasses all DR. Cost: 10 Reishi Limit: Twice per battle. BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK) You direct your hands toward your target. An icy breeze littered with sleet rushes towards them. On contact, the sleet freezes that part of the body and can render an opponent completely immobile. Type: Utility Activate: Bonus Action Effect: As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. If Cripple is successful, 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%. Cost: 5 Reishi. Limit: Twice per battle. BAKUDŌ #14: SHIMOKU (PURPLE TREE) Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay. Type: Utility Action: Bonus Action Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%. Duration: 5 turns. Cost: 10 Reishi Limit: Once per battle. BAKUDŌ #44: SEKISHO (BARRIER) You create a fast-forming energy wall against fairly strong attacks. Type: Defense Activate: Bonus Action - Reactive Effect: You gain 20 Armor and are immune to non-special status effects inflicted by attacks. Duration: Until the 20 Armor is gone. Cost: 10 Reishi Limit: Once 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. BAKUDŌ #6: KIYOMERU (CLEANSE) This spell uses reishi to burn through negative effects on you or an ally. Type: Defense Activate: Bonus Action Effect: As a bonus action remove a single stack of one non-special status effect on yourself or an ally. Cost: 5 reishi Limit: None. 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. RELEASE1st Release: Focus +5 Attack: Gae Bolg SINGLE: Standard Action. Rolls 4 damage dice against one target. Chance to inflict a minor effect. 20 Reishi. PIERCING: On successful hit, this technique deals status damage equal to the lowest rolled damage die. WOUND: 50% chance to Wound target. Tech: BLEED Your release allows you to recover by absorbing the vital essence of foes through the damage of your attacks. Type: Utility Action: At-Will Effect: As an at-will action, 50% of the total HP damage you inflict with basic attacks (and/or 25% of the total HP damage of advanced/release attacks) this turn is recovered as healing at the beginning of your next turn. HP gained is added before any reductions from a foe’s attack damage. This is considered a Healing Technique. Cost: 10 Reishi Limit: 3 times per battle. Enhancement: REBOUNDING Activate: None (Passive) Effect: As a passive effect, while released and below half of your total HP, you regain +3 HP at the end of each turn. Additionally, reduce the cost to maintain your release by -1 Reishi while below half HP. Limit: Indefinite. REIATSU: 234,000
HP: 133/140 | REISHI: 134/210 | DEF: 80 | DMG DIE: d10 | ACC: +45
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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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Post by Koshou on Feb 17, 2023 20:23:15 GMT -5
Continuing to regard the dome with something like an annoyance as it stands in between himself and his opponent at the time, Koshou gives another grunt as he strains his hearing a bit to catch the words from the Quincy as they communicate a bit in the lull the barrier creates in the action itself.
"I've been working on trying to hone the edge of this reishi somewhat, but that's not really where it lies I think. It's like .. I don't know. Like it wants me to try and control myself less, not more."
Along with the words come another two of those easily brutish slashes with his blade as the Soul Reaper doesn't have to try to hit the dome, but rather trying to focus on pushing through it with the force of his strikes. Rather than the quicker slices and rapid movements it's a bit of a change to watch the man play more to his natural stature and stocky strength as well. Heavy blows from a lifted arm come to smash once, and twice against the dome with flashes of that purple-black energy that stands him out somewhat from the rest of his peers. If nothing else, the barrier will begin to tremor and thin against those blows, as Koshou continues to doggedly try to rip apart what stands between him and Lazarus.
COMBAT TRACKER
SUMMARY
Offense:
- Koshou makes 2 Attacks! 1: 8 DMG 2: 10 DMG
Defense:
Status: - Koshou has broken the dome!
At-Will: None - None | -0 reishi cost
Bonus Action: None - None | -0 reishi cost
Standard Action: Strike - Burn | -0 reishi cost Acc - 9lEg6BVm1d100+45 Dmg - 1d13 Status Chance (40%) < 1d100
Standard Action: Strike - Burn | -0 reishi cost Acc - 1d100+45 Dmg - 1d13 Status Chance (40%) < 1d100
ACTIVE EFFECTS - Alacrity (+10 DEF) - Armored (2)
CLASS - Prodigy
TRAITS - Alacrity (+10 Def above half HP) - Infuse (40% Burn Chance / all Basic Strikes) - Resolve (Recover 2 Reishi for each DMG absorbed by DR)
TECHNIQUES - Tsukiyubi (Thrust Fingers)
SPELLS - Bakudo #44: Sekisho - Bakudo #07: Keikatsu
USES - Sekisho 0/1 - Keikatsu 1/1 - Tsukiyubi 1/2 - Invigorate 3/4 - Sense 0/3 - Blitz 1/3
RELEASE
REIATSU: 141,000
HP: 100/100 | REISHI: 90/100 | DEF: 105 | DMG DIE: d13 | ACC: +45 1d100+45·1d13·1d100·1d100+45·1d13·1d100
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Post by Lazarus Jeager on Feb 18, 2023 13:50:20 GMT -5
It had taken a few strikes, but with each loud 'thud' from inside the dome, cracks would form on the exterior. It wouldn't be long before that final swing would come crashing through the silver like prison around the shinigami, the pieces falling into nothingness around him as the spherical shell was finally destroyed. "Interesting, well have you considered giving yourself away to that instinct, it might be what allows you to progress into your truest self. Take it from someone who fought their own instincts for far too long."The last bit was said with a touch of melancholy, though it wouldn't last, as with the punctuation of his sentence came to flash of his own blade. Having been in tune with his senses while Koshou was in the dome, it allowed him time to focus and place himself more in line with what one might consider the 'strike zone'. From their fight thus far it was apparent that the shinigami had a more natural feel for combat than Lazarus did, his actions either deceptive or thought out and planned. It was difficult for him to not fight that way, but perhaps there was something to fighting on instinct alone, allowing once own body work the way it wished. Either way the flash of reishi would be him bringing the sword up, not the attack itself, though it would be close enough to almost work like a feint. Stepping forward, Lazarus would bring the blade down with as much might as he could muster, aiming to swing the blade as fast as he could to once again distract and misdirect. the actual attacks them selves would come from the edges of the straight sword, that crackle of electricity being the tell as a pair of arcing lightning like waves flew forward. COMBAT TRACKERSUMMARYLazarus uses Sense +5 Accuracy (1/3 uses Remaining) Lazarus uses Focus Energy +15 Accuracy, cannot guard against attacks! +3 Reishi at end of turn Byakurai- Acc- 105, if Hit 15 Dmg Byakurai- Acc- 159, if Hit 18 Dmg At-Will: SENSE You focus your own Reishi to reach out and feel the spiritual energy of others around you. Type: Utility Action: Reactive At-Will Effect: You gain +5 Defense versus all attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Three times per thread. Bonus Action: FOCUS ENERGY You infuse extra reishi into an attack, boosting its potency right before you strike. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard. Cost: 9 Reishi Standard Action: HADŌ #4: 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: 5 Reishi Acc - Ptnz5rEH1d100+65Dmg - 2d10Standard Action: HADŌ #4: 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: 5 Reishi Acc - 1d100+65Dmg - 2d10 ACTIVE EFFECTSCLASS Caster: Healer TRAITSEFFICIENCY Prerequisite: Focus Skill of 45 Activate: None (Passive) Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi. ENDURE Prerequisite: Resilience Skill of 30 Activate: None (Passive) Effect: Start each combat thread with +10 Armor. INDOMITABLE Prerequisite: Resilience Skill of 45 Activate: None (Passive) Effect: After accounting for armor reduction and any other damage negations or reductions, you negate 25% of the total summed up damage of all attacks that would hit you and reduce your HP. (Halve the summed up damage, then halve it again, then round up to the nearest whole number.) REMEDY Prerequisite: None Activate: None (Passive) Effect: Whenever you use a technique that gives a target ally HP, you and the ally gain 50% of the initial amount as bonus HP (rounded up to nearest whole number). For example, if you heal someone for 30 HP, you both gain 15 bonus HP. Limit: Indefinite CLEVERNESS Prerequisite: None Activate: None (Passive) Effect: You have a passive +15% bonus to inflict a status effect from any source. Limit: Indefinite TALENTED Prerequisite: None Activate: At-Will Effect: As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means. Limit: Once per battle. TECHNIQUESUTSUSEMI (CICADA SHELL) You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage. Type: Defense Action: Bonus Action - Reactive Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. Cost: 10 Reishi Limit: Once per battle. REIRYOKU ABSORPTION You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi. Type: Utility Activate: At-Will - Reactive Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. Cost: None Limit: Three times per battle. GINTŌ Small containers which Quincy use to store their Reishi. They are utilized as components in Quincy spellcasting, resembling Kidō. Type: Utility Action: Bonus Action / At-Will Effect: As a bonus action you activate Gintō. As an at-will action, you can use one of the following per turn. Can only use one of each effect per battle. HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe. GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks. WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks. SPRENGER: You make an area attack that deals 3d6 direct damage to all foes. Cost: 20 Reishi Limit: Once per battle. SPELLSBAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) You generate an electric current through any object you touch, which damages anything or anyone which is in contact with the object the current runs through. Type: Utility Activate: Bonus Action - Reactive Effect: As a bonus action, choose two attacks that hit you during your turn. Deal 3 direct damage back to the attacker per damage die rolled on each attack. This damage bypasses all DR. Cost: 10 Reishi Limit: Twice per battle. BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK) You direct your hands toward your target. An icy breeze littered with sleet rushes towards them. On contact, the sleet freezes that part of the body and can render an opponent completely immobile. Type: Utility Activate: Bonus Action Effect: As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. If Cripple is successful, 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%. Cost: 5 Reishi. Limit: Twice per battle. BAKUDŌ #14: SHIMOKU (PURPLE TREE) Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay. Type: Utility Action: Bonus Action Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%. Duration: 5 turns. Cost: 10 Reishi Limit: Once per battle. BAKUDŌ #44: SEKISHO (BARRIER) You create a fast-forming energy wall against fairly strong attacks. Type: Defense Activate: Bonus Action - Reactive Effect: You gain 20 Armor and are immune to non-special status effects inflicted by attacks. Duration: Until the 20 Armor is gone. Cost: 10 Reishi Limit: Once 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. BAKUDŌ #6: KIYOMERU (CLEANSE) This spell uses reishi to burn through negative effects on you or an ally. Type: Defense Activate: Bonus Action Effect: As a bonus action remove a single stack of one non-special status effect on yourself or an ally. Cost: 5 reishi Limit: None. 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. RELEASE1st Release: Focus +5 Attack: Gae Bolg SINGLE: Standard Action. Rolls 4 damage dice against one target. Chance to inflict a minor effect. 20 Reishi. PIERCING: On successful hit, this technique deals status damage equal to the lowest rolled damage die. WOUND: 50% chance to Wound target. Tech: BLEED Your release allows you to recover by absorbing the vital essence of foes through the damage of your attacks. Type: Utility Action: At-Will Effect: As an at-will action, 50% of the total HP damage you inflict with basic attacks (and/or 25% of the total HP damage of advanced/release attacks) this turn is recovered as healing at the beginning of your next turn. HP gained is added before any reductions from a foe’s attack damage. This is considered a Healing Technique. Cost: 10 Reishi Limit: 3 times per battle. Enhancement: REBOUNDING Activate: None (Passive) Effect: As a passive effect, while released and below half of your total HP, you regain +3 HP at the end of each turn. Additionally, reduce the cost to maintain your release by -1 Reishi while below half HP. Limit: Indefinite. REIATSU: 234,000 HP: 133/140 | REISHI: 118/210 | DEF: 80 | DMG DIE: d10 | ACC: +45 1d100+65·2d10·1d100+65·2d10
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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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Post by Koshou on Feb 21, 2023 22:36:51 GMT -5
"That could be a dangerous ask, you kn-"
Koshou doesn't have time to finish that thought yet, as Lazarus is coming at him now with a new blade forming. The energy behind it is heavier, and the Soul Reaper barely has the time to recover his footing before that over-handed blow is coming down against him. He manages to get the blade up to clash with the reishi from the Quincy but it's not enough to protect him from the damage, now. The last vestiges of that sheen of reishi that seems to cover his shihakusho dissipates in full, and while the edge of the blade doesn't meet his flesh the crackling electric energy of the attack behind it washes through the blade and around the blade to scour across his arms, chest, and face. The push of the attack drives him back, the flashes of lightning lighting up the night a bit around them as they go toe to toe atop this nondescript building.
"Okay .. okay."
After being driven back, the scuffing of his basket-weave sandals can be seen along the cement of the rooftop leaving a bit of cracking in the concrete from the pressure. Koshou has taken on a new look in his eyes, not quite glazing over but seeming to grow more glassy and callous. The Soul Reaper himself has dropped into more of a crouched stance and posture that gives an animalistic impression. His posture also changes the way he holds his blade, now grasping it almost naturally in a one-handed grasp. There's no more casual talk for the time being because he's moving forward with all the speed and force he can muster as he moves. It's all about that raw instinct and pure strength and battle power now, the man's sword edge comes swinging in at odd angles, seeming to twist the momentum of his sword like a snake to strike once and twice in rapid succession. The energy that often bleeds out of him naturally does seem to be honed around the edge of his own weapon as well, and like the Quincy's attacks his sword seems to blast and burn with that energy as he tries to strike out at Lazarus.
COMBAT TRACKER
SUMMARY
Offense: - Koshou makes 2 Attacks! 1: Hit vs. 104 (21 DMG) 2: Miss!
Defense: - Koshou is hit for 16 DMG!
Status: - Koshou has lost his Armor!
At-Will: Focus Energy - +15 ACC/Status | -9 reishi cost
At-Will: Invigorate - +25 Reishi | -0 reishi cost
Bonus Action: Shunpo - +15 DEF | -9 reishi cost
Standard Action: Byakurai - Burn | -9 reishi cost Acc - fCgDt0t91d100+60 Dmg - 2d13 Status Chance (55%) < 1d100
Standard Action: Byakurai - Burn | -9 reishi cost Acc - 1d100+60 Dmg - 2d13 Status Chance (55%) < 1d100
ACTIVE EFFECTS - Alacrity (+10 DEF)
CLASS - Prodigy
TRAITS - Alacrity (+10 Def above half HP) - Infuse (40% Burn Chance / all Basic Attacks) - Resolve (Recover 2 Reishi for each DMG absorbed by DR)
TECHNIQUES - Tsukiyubi (Thrust Fingers)
SPELLS - Bakudo #44: Sekisho - Bakudo #07: Keikatsu
USES - Sekisho 0/1 - Keikatsu 1/1 - Tsukiyubi 1/2 - Invigorate 2/4 (0/2) - Sense 0/3 - Blitz 1/3 - At-Will Focus 0/2
RELEASE
REIATSU: 141,000 HP: 84/100 | REISHI: 79/100 | DEF: 105 | DMG DIE: d13 | ACC: +45 1d100+60·2d13·1d100·1d100+60·2d13·1d100
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Post by Lazarus Jeager on Feb 23, 2023 18:14:08 GMT -5
A smile spread across his face in contrast to the others, not at having done damage to the shinigami after a handful of exchanges, but instead the smile was in response to the change in demeanor. It was a moment of pride to have brought out this side of Koshou, and he'd continue the battle as long as necessary for the other, so he might better grow accustomed to the feeling of being in that state of mind. Thankfully he had that prepared barrier to keep him safe from the actual damage of the attacks that came his way, though the insidious nature of the blade and the energy around it would be felt none the less if he wasn't careful. the reishi gathered around his hands would fluctuate sinisterly, taking on a sickeningly crimson hue, washing over the reishi blade in his hands to drip off the edge and hit the rooftop with a viscosity not unlike that of blood. Bringing the blade up, he'd return the favor of the lightning like variety, though it carried that same unsightly crimson as what dripped from his blade, fired from the tip of the blade. Now that the armor itself was gone, it opened the field for more variety of combat, and he'd demonstrate that with a quick movement of the hand. A runic symbol of Quincy origin would hover in the air in front of him, and with a snap of his fingers it would erupt forth, the flames and sparks that followed attempting to overtake Koshou and inflict even more pain upon him. COMBAT TRACKERSUMMARYLazarus takes 21 Damage to Armor, Down to 9 +3 Reishi at End of Turn Bakudo #14, Status Effect Wound Chosen (4/5 Turns Remaining) Bakudo #2, Burn- Success, Apply 1 Stack of Burn Byakurai- Acc- 117, if Hit, 6 Dmg and apply 1 Stack of Wound At-Will: Technique Bonus Action: BAKUDŌ #14: SHIMOKU (PURPLE TREE) Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay. Type: Utility Action: Bonus Action Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%. Duration: 5 turns. Cost: 9 Reishi Limit: Once per battle. Wound Chosen Standard Action: HADŌ #4: 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: 65% chance to inflict Burn on hit Cost: 5 Acc - vEYnVw5s1d100+45Dmg - 2d10Status Chance (65%) - 1d100Standard Action: BAKUDŌ #2: KARE (BLIGHT) A spell with great utility. You focus your reishi to hinder the target in various ways. Type: Utility Activate: Standard Action Effect: As a standard action you have a 45% chance to inflict one stack of one of the following effects on the target: cripple, stun, immobilize, stagger, wound, burn, or poison. The max chance to inflict with any effect is 95%. Cost: 4 Reishi Limit: Once per turn. -BURN- Status Chance (60%) - 1d100 ACTIVE EFFECTSBakudo #14 94/5 Turns Remaining) 9 Armor CLASS Caster: Healer TRAITSEFFICIENCY Prerequisite: Focus Skill of 45 Activate: None (Passive) Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi. ENDURE Prerequisite: Resilience Skill of 30 Activate: None (Passive) Effect: Start each combat thread with +10 Armor. INDOMITABLE Prerequisite: Resilience Skill of 45 Activate: None (Passive) Effect: After accounting for armor reduction and any other damage negations or reductions, you negate 25% of the total summed up damage of all attacks that would hit you and reduce your HP. (Halve the summed up damage, then halve it again, then round up to the nearest whole number.) REMEDY Prerequisite: None Activate: None (Passive) Effect: Whenever you use a technique that gives a target ally HP, you and the ally gain 50% of the initial amount as bonus HP (rounded up to nearest whole number). For example, if you heal someone for 30 HP, you both gain 15 bonus HP. Limit: Indefinite CLEVERNESS Prerequisite: None Activate: None (Passive) Effect: You have a passive +15% bonus to inflict a status effect from any source. Limit: Indefinite TALENTED Prerequisite: None Activate: At-Will Effect: As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means. Limit: Once per battle. TECHNIQUESUTSUSEMI (CICADA SHELL) You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage. Type: Defense Action: Bonus Action - Reactive Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. Cost: 10 Reishi Limit: Once per battle. REIRYOKU ABSORPTION You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi. Type: Utility Activate: At-Will - Reactive Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. Cost: None Limit: Three times per battle. GINTŌ Small containers which Quincy use to store their Reishi. They are utilized as components in Quincy spellcasting, resembling Kidō. Type: Utility Action: Bonus Action / At-Will Effect: As a bonus action you activate Gintō. As an at-will action, you can use one of the following per turn. Can only use one of each effect per battle. HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe. GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks. WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks. SPRENGER: You make an area attack that deals 3d6 direct damage to all foes. Cost: 20 Reishi Limit: Once per battle. SPELLSBAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) You generate an electric current through any object you touch, which damages anything or anyone which is in contact with the object the current runs through. Type: Utility Activate: Bonus Action - Reactive Effect: As a bonus action, choose two attacks that hit you during your turn. Deal 3 direct damage back to the attacker per damage die rolled on each attack. This damage bypasses all DR. Cost: 10 Reishi Limit: Twice per battle. BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK) You direct your hands toward your target. An icy breeze littered with sleet rushes towards them. On contact, the sleet freezes that part of the body and can render an opponent completely immobile. Type: Utility Activate: Bonus Action Effect: As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. If Cripple is successful, 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%. Cost: 5 Reishi. Limit: Twice per battle. BAKUDŌ #14: SHIMOKU (PURPLE TREE) Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay. Type: Utility Action: Bonus Action Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%. Duration: 5 turns. Cost: 10 Reishi Limit: Once per battle. BAKUDŌ #44: SEKISHO (BARRIER) You create a fast-forming energy wall against fairly strong attacks. Type: Defense Activate: Bonus Action - Reactive Effect: You gain 20 Armor and are immune to non-special status effects inflicted by attacks. Duration: Until the 20 Armor is gone. Cost: 10 Reishi Limit: Once 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. BAKUDŌ #6: KIYOMERU (CLEANSE) This spell uses reishi to burn through negative effects on you or an ally. Type: Defense Activate: Bonus Action Effect: As a bonus action remove a single stack of one non-special status effect on yourself or an ally. Cost: 5 reishi Limit: None. 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. RELEASE1st Release: Focus +5 Attack: Gae Bolg SINGLE: Standard Action. Rolls 4 damage dice against one target. Chance to inflict a minor effect. 20 Reishi. PIERCING: On successful hit, this technique deals status damage equal to the lowest rolled damage die. WOUND: 50% chance to Wound target. Tech: BLEED Your release allows you to recover by absorbing the vital essence of foes through the damage of your attacks. Type: Utility Action: At-Will Effect: As an at-will action, 50% of the total HP damage you inflict with basic attacks (and/or 25% of the total HP damage of advanced/release attacks) this turn is recovered as healing at the beginning of your next turn. HP gained is added before any reductions from a foe’s attack damage. This is considered a Healing Technique. Cost: 10 Reishi Limit: 3 times per battle. Enhancement: REBOUNDING Activate: None (Passive) Effect: As a passive effect, while released and below half of your total HP, you regain +3 HP at the end of each turn. Additionally, reduce the cost to maintain your release by -1 Reishi while below half HP. Limit: Indefinite. REIATSU: 234,000 HP: 133/140 | REISHI: 103/210 | DEF: 80 | DMG DIE: d10 | ACC: +45 1d100+45·2d10·1d100·1d100
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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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Post by Koshou on Mar 2, 2023 1:23:16 GMT -5
If Koshou could speak, he might offer the suggestion that Lazarus be careful what he wishes for, but there's no time for that. As his blade clashes against the defenses and armor of the other man he has to separate from his prey again, flipping backward from the inertia of one of those defended swings and using any plane of surface that's within reach to push and maneuver his way about the rooftop as he puts a foot or two between himself and the Quincy. Once more, the Soul Reaper has landed with an animalistic posture, one hand to the ground with fingers splayed wide and his other arm held aside with the blade at the ready. Koshou dashes forward, but Lazarus is faster. The lightning attack comes rushing toward him and he toward it, and there's no stopping his reaction as that crimson flourish to his opponent's attack catches his eye at the last moment. With nothing to do for it, that beast within gives an almost snarling kind of response to the attack and he arcs his sword arm forward to cut toward the blast of lightning while dropping his shoulder into a side roll that sees him disappear from sight with a flash to reappear a couple of feet to the side further still and still rushing in toward Lazarus! Again comes another barrage of attacks pushing toward the other man, a forward slash that almost seems to stop short. A twisting leap that tries to cleave into the top of Lazarus' skull, sideswipes that come as he lands trying to make it seem as though these attacks come from every direction at once! True to that hesitance from Koshou, it's clear enough as they continue to battle for Lazarus that in this state of mind the Soul Reaper has very much given over to that more instinctive manner about him. He doesn't try to speak now, or communicate except by that aggressive body language and the rhythm and flow of the fight as it goes back and forth now. COMBAT TRACKERSUMMARY
Offense: - Koshou makes a Blitz of Attacks! 1: Hit vs. 132 (2 DMG + Burn) 2: Miss! 3: Hit vs. 157 (10 DMG + Burn)
Defense: - Koshou takes 5 DMG! (Burn)
Status: - Koshou gains 7 Reishi!
At-Will: Invigorate - +25 Reishi | -0 reishi cost
At-Will: Blitz - Make 2 Strikes | -0 reishi cost
At-Will: Tsukiyubi - +20 ACC/ +2 DMG tier | -9 reishi cost
Bonus Action: Shunpo - +15 DEF | -9 reishi cost
Standard Action: Strike - Burn | -0 reishi cost Acc - gOdjZcyE1d100+65 Dmg - 1d15 Status Chance (55%) < 1d100
Acc - 1d100+65 Dmg - 1d15 Status Chance (55%) < 1d100
Standard Action: Strike - Burn | -0 reishi cost Acc - 1d100+65 Dmg - 1d15 Status Chance (55%) < 1d100
ACTIVE EFFECTS - Alacrity (+10 DEF) - Burned (1 turn remaining)
CLASS - Prodigy
TRAITS - Alacrity (+10 Def above half HP) - Infuse (40% Burn Chance / all Basic Attacks) - Resolve (Recover 2 Reishi for each DMG absorbed by DR)
TECHNIQUES - Tsukiyubi (Thrust Fingers)
SPELLS - Bakudo #44: Sekisho - Bakudo #07: Keikatsu
USES - Sekisho 0/1 - Keikatsu 1/1 - Tsukiyubi 0/2 - Invigorate 2/4 (0/2) - Sense 0/3 - Blitz 0/3 - At-Will Focus 0/2
RELEASE
REIATSU: 141,000
HP: 79/100 | REISHI: 86/100 | DEF: 105 | DMG DIE: d13 | ACC: +45 1d100+65·1d15·1d100·1d100+65·1d15·1d100·1d100+65·1d15·1d100
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Post by Lazarus Jeager on Mar 3, 2023 16:51:09 GMT -5
It was a difficult thing to adapt too, the seemingly random movements that lead to attacks from unusual angles, it caused Lazarus to misjudge striking distances and where he needed to place himself. the first strike would make contact, the barrier on his flesh protecting him and adding a small buffer to allow him to try and better see where the next attack was coming from. The second swing would be narrowly missed, a quick half step back and a shift to the side to avoid it would be enough, but it was clear that this unorthodox fighting style would be getting the better of him as the third strike met it's mark, raking across his back and cutting through the last of his fortifications. He could feel the burning sensation from the attacks sinking into his skin as well, though it would allow for him to return the favor in kind. Taking in that same focus as before, he gathered a bit of energy from around him and lashed out with a lightning wave, trying to maintain some sense of distance to allow himself to catch up physically to all the mental gymnastics that were going on inside his head. Lazarus would trace something in the air once more to cast a small spell, an acrid smell permeating the air as he cast his hand out in a waving motion, and a mist of putrid poisonous energy would try and wash over the Shinigami, attempting to build on what he had already established with the previous burning spell applied. COMBAT TRACKERSUMMARYArmor reduced to 0! Lazarus takes 6 Damage Lazarus gains two stacks of Burn +3 Reishi at End of Turn Burn(3/4 Turns Remaining) Focus Energy +15 Accuracy Byakurai- Acc 112, if Hit 13 Dmg no status applied Kare- Success! Apply 1 Stack of Poison At-Will: Technique Bonus Action: FOCUS ENERGY You infuse extra reishi into an attack, boosting its potency right before you strike. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Attacks on this turn by +15. A focused attack cannot have its damage negated by Guard. Cost: 9 Reishi Limit: None Standard Action: BAKUDŌ #2: KARE (BLIGHT) A spell with great utility. You focus your reishi to hinder the target in various ways. Type: Utility Activate: Standard Action Effect: As a standard action you have a 45% chance to inflict one stack of one of the following effects on the target: cripple, stun, immobilize, stagger, wound, burn, or poison. The max chance to inflict with any effect is 95%. (Poison) Cost: 4 Reishi Limit: Once per turn. Status Chance (60%) - kGf43iOA1d100Standard Action: HADŌ #4: 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: 65% Chance to apply Wound Cost: 5 Acc: 1d100+60Dmg: 2d10Status Chance- 1d100 ACTIVE EFFECTSBakudo #14 (3/5 Turns Remaining) CLASS Caster: Healer TRAITSEFFICIENCY Prerequisite: Focus Skill of 45 Activate: None (Passive) Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi. ENDURE Prerequisite: Resilience Skill of 30 Activate: None (Passive) Effect: Start each combat thread with +10 Armor. INDOMITABLE Prerequisite: Resilience Skill of 45 Activate: None (Passive) Effect: After accounting for armor reduction and any other damage negations or reductions, you negate 25% of the total summed up damage of all attacks that would hit you and reduce your HP. (Halve the summed up damage, then halve it again, then round up to the nearest whole number.) REMEDY Prerequisite: None Activate: None (Passive) Effect: Whenever you use a technique that gives a target ally HP, you and the ally gain 50% of the initial amount as bonus HP (rounded up to nearest whole number). For example, if you heal someone for 30 HP, you both gain 15 bonus HP. Limit: Indefinite CLEVERNESS Prerequisite: None Activate: None (Passive) Effect: You have a passive +15% bonus to inflict a status effect from any source. Limit: Indefinite TALENTED Prerequisite: None Activate: At-Will Effect: As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means. Limit: Once per battle. TECHNIQUESUTSUSEMI (CICADA SHELL) You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage. Type: Defense Action: Bonus Action - Reactive Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. Cost: 10 Reishi Limit: Once per battle. REIRYOKU ABSORPTION You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi. Type: Utility Activate: At-Will - Reactive Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. Cost: None Limit: Three times per battle. GINTŌ Small containers which Quincy use to store their Reishi. They are utilized as components in Quincy spellcasting, resembling Kidō. Type: Utility Action: Bonus Action / At-Will Effect: As a bonus action you activate Gintō. As an at-will action, you can use one of the following per turn. Can only use one of each effect per battle. HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe. GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks. WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks. SPRENGER: You make an area attack that deals 3d6 direct damage to all foes. Cost: 20 Reishi Limit: Once per battle. SPELLSBAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) You generate an electric current through any object you touch, which damages anything or anyone which is in contact with the object the current runs through. Type: Utility Activate: Bonus Action - Reactive Effect: As a bonus action, choose two attacks that hit you during your turn. Deal 3 direct damage back to the attacker per damage die rolled on each attack. This damage bypasses all DR. Cost: 10 Reishi Limit: Twice per battle. BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK) You direct your hands toward your target. An icy breeze littered with sleet rushes towards them. On contact, the sleet freezes that part of the body and can render an opponent completely immobile. Type: Utility Activate: Bonus Action Effect: As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. If Cripple is successful, 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%. Cost: 5 Reishi. Limit: Twice per battle. BAKUDŌ #14: SHIMOKU (PURPLE TREE) Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay. Type: Utility Action: Bonus Action Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%. Duration: 5 turns. Cost: 10 Reishi Limit: Once per battle. BAKUDŌ #44: SEKISHO (BARRIER) You create a fast-forming energy wall against fairly strong attacks. Type: Defense Activate: Bonus Action - Reactive Effect: You gain 20 Armor and are immune to non-special status effects inflicted by attacks. Duration: Until the 20 Armor is gone. Cost: 10 Reishi Limit: Once 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. BAKUDŌ #6: KIYOMERU (CLEANSE) This spell uses reishi to burn through negative effects on you or an ally. Type: Defense Activate: Bonus Action Effect: As a bonus action remove a single stack of one non-special status effect on yourself or an ally. Cost: 5 reishi Limit: None. 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. RELEASE1st Release: Focus +5 Attack: Gae Bolg SINGLE: Standard Action. Rolls 4 damage dice against one target. Chance to inflict a minor effect. 20 Reishi. PIERCING: On successful hit, this technique deals status damage equal to the lowest rolled damage die. WOUND: 50% chance to Wound target. Tech: BLEED Your release allows you to recover by absorbing the vital essence of foes through the damage of your attacks. Type: Utility Action: At-Will Effect: As an at-will action, 50% of the total HP damage you inflict with basic attacks (and/or 25% of the total HP damage of advanced/release attacks) this turn is recovered as healing at the beginning of your next turn. HP gained is added before any reductions from a foe’s attack damage. This is considered a Healing Technique. Cost: 10 Reishi Limit: 3 times per battle. Enhancement: REBOUNDING Activate: None (Passive) Effect: As a passive effect, while released and below half of your total HP, you regain +3 HP at the end of each turn. Additionally, reduce the cost to maintain your release by -1 Reishi while below half HP. Limit: Indefinite. REIATSU: 234,000 HP: 127/140 | REISHI: 85/210 | DEF: 80 | DMG DIE: d10 | ACC: +45 1d100·1d100+60·2d10·1d100
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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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Post by Koshou on Mar 8, 2023 6:14:28 GMT -5
The battle between them rages on, their clashings lighting up the night atop that lonely rooftop for those who might have the Sight to see. Koshou seems more and more to simply abandon any real sense of control or restraint against himself, now. Dashing forward and backward, the combat between him and Lazarus seems all-consuming for the Shinigami. As the last of previous cuts lands a glancing blow, there's a howl of success, animal-sounding in nature and completely wordless. The sound is enjoyment, but also bloodlust as the fight stretches out. Dashing backward, it's almost natural instinct for Koshou to put himself into motion the moment he touches the ground or meets resistance against his passage and so when the next lightning blast comes it's no surprise that he'll shift his motion once more changing his speed to throw off the direction of that attack and slip past it .. right into the cloud of poisonous mist that's been laid like a trap by the Quincy in anticipation of perhaps just such a defensive maneuver. The effect is almost instantaneous, the breaths in coming with a painful gasp and hitches in his motio now that upset his rhythm further.
Forward comes the Soul Reaper though, now. He's pushing toward Lazarus despite the building sense of detriments that continue to plague him. The Quincy can see how his opponent seems to use them too, though. Each flash of pain, each hiss or grunt or widening of his eyes only seems to add to the excitement and the drive that pulses through every motion as new attacks come in. They're less focused on finesse now, more simple and pure in the way they attack at Lazarus but powerful all the same. Each time a new strike comes up against his defenses, there's the sense that something more is just on the cusp, as if the attack doesn't just clash against defensive reishi but washes around the man with hints of greater force to come.
COMBAT TRACKER
SUMMARY
Offense:
- Koshou makes 2 Attacks! 1: Hit vs. 121 (13 DMG) 2: Miss!
Defense: - Koshou takes 5 DMG! (Burn) - Koshou heals 30 DMG! - Koshou takes 5 DMG! (Poison)
Status: - Koshou is no longer Burned! - Koshou is Poisoned!
At-Will: Bakudo #7: Keikatsu - None | -5 reishi cost
Bonus Action: Shunpo - None | -10 reishi cost
Standard Action: Strike - Burn | -0 reishi cost Acc - r0ekaFrq1d100+45 Dmg - 1d13 Status Chance (40%) < 1d100
Standard Action: Strike - Burn | -0 reishi cost Acc - 1d100+45 Dmg - 1d13 Status Chance (40%) < 1d100
ACTIVE EFFECTS - Alacrity (+10 DEF) - Koshou is Poisoned! (1 turn remaining)
CLASS - Prodigy
TRAITS - Alacrity (+10 Def above half HP) - Infuse (40% Burn Chance / all Basic Attacks) - Resolve (Recover 2 Reishi for each DMG absorbed by DR)
TECHNIQUES - Tsukiyubi (Thrust Fingers)
SPELLS - Bakudo #44: Sekisho - Bakudo #07: Keikatsu
USES - Sekisho 0/1 - Keikatsu 0/1 - Tsukiyubi 0/2 - Invigorate 2/4 (0/2) - Sense 0/3 - Blitz 0/3 - At-Will Focus 0/2
RELEASE
REIATSU: 141,000
HP: 95/100 | REISHI: 71/100 | DEF: 105 | DMG DIE: d13 | ACC: +45 1d100+45·1d13·1d100·1d100+45·1d13·1d100
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Post by Lazarus Jeager on Mar 11, 2023 9:44:52 GMT -5
This match was getting more intense with each clashing of blades, the ebb and flow becoming somewhat chaotic as Lazarus took the brunt of a slash to his shoulder. The thick crimson that spilled from the wound would stain the whites of his outfit, darkening the black fabric further as it flowed freely. Even with a strike such as this he would give no time to pause or recoil at it's effect on him, refusing to cave to the sensations of pain that raked his body. Instead he focused on the battle before him, holding up his hand and gathering reishi to it, the air around his palm would grow bitterly cold. A handful of runic symbols would materialize around his palm as he muttered to himself, waiting for the spell to come to it's apex before releasing it upon the shinigami. A blanket of freezing sleet would wash over the rooftop in an attempt to slow the others pace a bit, something that would drastically effect him if it was successful. He'd continue by taking a page out of that Arrancar's book, and with that same hand he'd gather more reishi, narrowly dodging the offending blade as he came towards him again. This time a dark miasma would come to be in his hand, the effect of it and it's intent to tax the man even further if he continued to swing wildly. Finally his own blade would come up, a thrust aimed at the thigh, all these things were done in an attempt to slow the man down in some way or another. Any onlooker would be able to tell that Lazarus was slowly becoming overwhelmed by the onslaught of attacks, and was trying his best to make some breathing room. COMBAT TRACKERSUMMARYLazarus Takes 9 Damage from Strike (reduced by 4, thanks Indomitable!) Lazarus Takes 5 Damage from Burn Burn(2/4 Turns remaining) +3 Reishi at End of Turn Strike- Miss! Bakudo #2 Kare (Stagger)- Success, Apply 1 Stack of Stagger Bakudo #33 Soeigeki- Success, Apply 2 Stacks of Cripple and Special Status Frostbite At-Will: Bonus Action: BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK) You direct your hands toward your target. An icy breeze littered with sleet rushes towards them. On contact, the sleet freezes that part of the body and can render an opponent completely immobile. Type: Utility Activate: Bonus Action Effect: As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. If Cripple is successful, 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%. Cost: 4 Reishi. Limit: Twice per battle. R0VUSphP1d100Standard Action: BAKUDŌ #2: KARE (BLIGHT) A spell with great utility. You focus your reishi to hinder the target in various ways. Type: Utility Activate: Standard Action Effect: As a standard action you have a 45% chance to inflict one stack of one of the following effects on the target: cripple, stun, immobilize, stagger, wound, burn, or poison. The max chance to inflict with any effect is 95%. Cost: 4 Reishi Limit: Once per turn. Status Effect: 1d100Standard Action:STRIKE You unleash a single powerful physical attack or a flurry of quick strikes. Type: Basic Attack Action: Standard Action Damage: Roll 1 damage dice. Effects: 65% Chance to Apply Wound Cost: 0 Acc: 1d100+45Dmg: 1d10Status Effect: 1d100 ACTIVE EFFECTSBakudo #14 (2/5 Turns Remaining) CLASS Caster: Healer TRAITSEFFICIENCY Prerequisite: Focus Skill of 45 Activate: None (Passive) Effect: Your Basic Techs & Spells cost -1 less Reishi | Standard Techs & Spells cost -2 less Reishi | Release, Advanced, & Forbidden Techs/Spells cost -3 less Reishi. The minimum cost for any Tech or Spell (whose base cost is not already 0) is 1 Reishi. ENDURE Prerequisite: Resilience Skill of 30 Activate: None (Passive) Effect: Start each combat thread with +10 Armor. INDOMITABLE Prerequisite: Resilience Skill of 45 Activate: None (Passive) Effect: After accounting for armor reduction and any other damage negations or reductions, you negate 25% of the total summed up damage of all attacks that would hit you and reduce your HP. (Halve the summed up damage, then halve it again, then round up to the nearest whole number.) REMEDY Prerequisite: None Activate: None (Passive) Effect: Whenever you use a technique that gives a target ally HP, you and the ally gain 50% of the initial amount as bonus HP (rounded up to nearest whole number). For example, if you heal someone for 30 HP, you both gain 15 bonus HP. Limit: Indefinite CLEVERNESS Prerequisite: None Activate: None (Passive) Effect: You have a passive +15% bonus to inflict a status effect from any source. Limit: Indefinite TALENTED Prerequisite: None Activate: At-Will Effect: As an at-will action choose one Non-Forbidden Tech or Spell you've learned. You gain an extra use of it and it doesn't count against any other kinds of usage limits imposed upon it. Cannot be used on Release Techs. You cannot use Talented on a technique that already has bonus uses provided by a Class Perk or other ability such as Strategist's Prepared or Shadow's Honed Senses. You can only use Talented on a technique which hasn't been given an extra use by any other means. Limit: Once per battle. TECHNIQUESUTSUSEMI (CICADA SHELL) You move at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage. Type: Defense Action: Bonus Action - Reactive Effect: As a bonus action, you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement Technique. Cost: 10 Reishi Limit: Once per battle. (0/1) REIRYOKU ABSORPTION You absorb spirit particles from foes that are attacking you, using it to replenish your own Reishi. Type: Utility Activate: At-Will - Reactive Effect: As an at-will action, choose two attacks that hit you during your turn. Siphon 3 Reishi from the attacker per damage die rolled on each attack. Cost: None Limit: Three times per battle. GINTŌ Small containers which Quincy use to store their Reishi. They are utilized as components in Quincy spellcasting, resembling Kidō. Type: Utility Action: Bonus Action / At-Will Effect: As a bonus action you activate Gintō. As an at-will action, you can use one of the following per turn. Can only use one of each effect per battle. HEIZEN: Make an attack with a +30 accuracy modifier that deals 2d12 damage to one foe. GRITZ: You create a dome around your foe of choice. They cannot escape or attack you unless they break the dome. No one can enter it while it's activated and no one can attack the foe within. The dome has 20 HP. The dome can be attacked directly to break it. Cannot be used to interrupt or defend against attacks. WOLKE: Regain 10 lost HP or gain 10 armor to defend against attacks. SPRENGER: You make an area attack that deals 3d6 direct damage to all foes. Cost: 20 Reishi Limit: Once per battle. (0/1) SPELLSBAKUDŌ #11: TSUZURI RAIDEN (BOUND LIGHTNING) You generate an electric current through any object you touch, which damages anything or anyone which is in contact with the object the current runs through. Type: Utility Activate: Bonus Action - Reactive Effect: As a bonus action, choose two attacks that hit you during your turn. Deal 3 direct damage back to the attacker per damage die rolled on each attack. This damage bypasses all DR. Cost: 10 Reishi Limit: Twice per battle. BAKUDŌ #33: SŌEIGEKI (BLUE SLEET ATTACK) You direct your hands toward your target. An icy breeze littered with sleet rushes towards them. On contact, the sleet freezes that part of the body and can render an opponent completely immobile. Type: Utility Activate: Bonus Action Effect: As a bonus action you have a 80% chance to inflict two stacks of the Cripple status effect on your target. If Cripple is successful, 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%. Cost: 5 Reishi. Limit: Twice per battle. (1/2) BAKUDŌ #14: SHIMOKU (PURPLE TREE) Your hands are covered in purple Reishi. Your very touch desecrates with insipid poison and virulent decay. Type: Utility Action: Bonus Action Effect: As a bonus action all Basic Attacks you use have a 50% chance to inflict your choice of Wound, Burn, or Poison status for the duration. You must designate which status at the beginning of combat. The max chance to inflict with any effect is 95%. Duration: 5 turns. Cost: 10 Reishi Limit: Once per battle. (0/1) BAKUDŌ #44: SEKISHO (BARRIER) You create a fast-forming energy wall against fairly strong attacks. Type: Defense Activate: Bonus Action - Reactive Effect: You gain 20 Armor and are immune to non-special status effects inflicted by attacks. Duration: Until the 20 Armor is gone. Cost: 10 Reishi Limit: Once per battle. (0/1) 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. (1/2) BAKUDŌ #6: KIYOMERU (CLEANSE) This spell uses reishi to burn through negative effects on you or an ally. Type: Defense Activate: Bonus Action Effect: As a bonus action remove a single stack of one non-special status effect on yourself or an ally. Cost: 5 reishi Limit: None. 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. RELEASE1st Release: Focus +5 Attack: Gae Bolg SINGLE: Standard Action. Rolls 4 damage dice against one target. Chance to inflict a minor effect. 20 Reishi. PIERCING: On successful hit, this technique deals status damage equal to the lowest rolled damage die. WOUND: 50% chance to Wound target. Tech: BLEED Your release allows you to recover by absorbing the vital essence of foes through the damage of your attacks. Type: Utility Action: At-Will Effect: As an at-will action, 50% of the total HP damage you inflict with basic attacks (and/or 25% of the total HP damage of advanced/release attacks) this turn is recovered as healing at the beginning of your next turn. HP gained is added before any reductions from a foe’s attack damage. This is considered a Healing Technique. Cost: 10 Reishi Limit: 3 times per battle. Enhancement: REBOUNDING Activate: None (Passive) Effect: As a passive effect, while released and below half of your total HP, you regain +3 HP at the end of each turn. Additionally, reduce the cost to maintain your release by -1 Reishi while below half HP. Limit: Indefinite. REIATSU: 234,000
HP: 113/140 | REISHI: 80/210 | DEF: 80 | DMG DIE: d10 | ACC: +45 1d100·1d100+45·1d10·1d100·1d100
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