Mashuu
10-18-2006, 11:27 PM
((Continued from : http://forums.bleachportal.net/showthread.php?p=895823#post895823))
Before Kyoko had time to answer, the sudden sound of a sliding door hit Mashuu's ears. Turning around, Mashuu saw something that froze his blood.
Hikui Subeta. His skin was crimson, his eyes fiery. His reiatsu burning.
Subeta: "SANPEI! TO THE DOJO NOW!"
And he went. Mashuu was in trouble for some unknown reason. Kyoko watched the scene, clueless. Standing Mashuu took a few step before stopping.
Mashuu: "Kyoko, your tea was delicious."
Mashuu went away to the dojo. Standing in the center, the sensei. His blade was unsheated.
Mashuu: "Being challenged by you his an honor, but why all of the sudden?"
Subeta: "Tamare! This is no challenge, this is punishment!"
Mashuu: "Punishement, why? I didn't spill your ink this time nor nothing of the sort"
Subeta: "There are reports of you fighting in a bar, I will not tolerate this. Not from MY students!"
Said Subeta, raising his blade and charging.
Mashuu surprised, stepped back and panickly raised his arms foward.
Mashuu: "Sensei! Calm down! Let's talk this over a cup of tea!
Subeta: "Shut up and accept discipline!"
Sanpei Mashuu
Level: 3
[Str]:1
[Dex]:3
[Con]:1
[Rei]:5
Hit points: 43
Reiatsu points: 65
Eva: 1
Save: 2d6+5
Init: 1d20+3
Action per round: 1
Attack rolls:
3d10
Damage :
Zanjutsu: 3
Bonesnap: 7
Fingerbite: 3 (Target DR/2)
Kidou: 0
Max tech: 4
Active Techniques
#14 Way of Binding
#23 Sacred Fire
#17 White Lightning
#31 Oda
Passive Techniques
#102 Spell Penetration
#103 Greater Spell Penetration
Known Techniques
#14 Way of Binding
An occult kidou spell by which a Shinigami binds the limbs of their adversary, rendering him or her unable to move.
Requires: None
Difficulty: Medium (rei): Under 20 on 2d6
Damage: None
Save: DC 13 for no effect
Special: The opponent is paralysed for the next three actions
Reiatsu Cost: 3 RP,
Paralyzed:
You may take no actions.
#16 Crimson Arrow
The Shinigami forms their reiatsu into a crimson arrow and projects it at their opponent. If it strikes, the effects are more than skin-deep.
Requires: None
Difficulty: Medium (rei) : Under 20 on 2d6
Damage: None
Save: DC 13 for no effect
Special: The Shinigami may deduct 2 from any one of their opponent's ability scores. This effect lasts two turns.
Reiatsu Cost: 4 RP
#17 White Lightning
Concentrate reiatsu in the tips of your fingers to release strong bursts of energy at your opponent
Requires: None
Difficulty: Medium (rei): Under 20 on 2d6
Damage: 8 HP
Save: DC 13 for half damage
Special: None
Reiatsu Cost: 3 RP
#19 Shielding
The Shinigami uses reiatsu to build up a shield around them self.
Requires: None
Difficulty: Medium (rei): Under 20 on 2d6
Damage: For the next turn, the Shinigami subtracts 2 from the damage of every attack made against them
Save: None
Special: None
Reiatsu Cost: 3 RP
#23 Sacred Fire (Ultimate)
The Shinigami calls forth a blast of fire which engulfs their target momentarily.
Requires: 4 tier 1 basic kidou techniques, character level 3
Difficulty: Hard (rei)
Damage: 16 HP
Save: DC 13 for half damage
Special: Opponent suffers -2 dexterity for the next two turns
Reiatsu Cost: 12 RP
#31 Oda
A head butt
Requires: none
Difficulty: Hard (dex) Under 12 on 2d8
Damage: 8 HP
Special: Paralyses enemy for 2 actions if Difficulty roll is passed, paralyses user for 2 actions if Difficulty roll is failed
Save: DC4 + user's (dex) for half damage (paralysis still occurs)
Reiatsu cost: none
Combat Art: Kidou
i)Zanjustsu Combat Art, Severity Max: x1
-Blind-Fight :Player may halve enemy's concealment in battle at the cost of forfeiting Deep Wounding abilities.
-Deep Wounding [requires STR 2]
ii)Hakuda Combat Art, severity max: x2, switch under 12 on 3d10+5(full round)
-Block and Counter: Against an enemy attack, the player may choose to forgo Evasion in an attempt to completely block the attack. Advanced Hakuda masters may even be capable of reversing an enemy's strike. The player rolls as if attacking, but counts the number of successes versus the enemy's. If the player possesses as many successes as the enemy's, the attack is completely negated. For every success more than the enemy's the player rolls, he inflicts one blow to the enemy. The player may counter an attack up to his Series Blow limit (thus, a 10 DEX player could counterattack and hit five times)
-Bonesnap: Mountain Fist
The player attacks using their fists and knees, attempting to raise contusions and crush their opponent's bones. Unlike Zanjutsu arts, the rapid and versatile nature of Hakuda arts allows for these abilities to be deployed after a strike hits. Players fighting with Bonesnap inflict an additional +4 blugeoning damage per hit.
-Fingerbite: Serpant Fist
The player attacks with his or her fingers bunched to resemble a serpant's head and strikes with the tips of their fingers or toes; this fighting style is devastating when used properly, locking down the opponent's vital pressure points. Players fighting with Fingerbite may halve their opponent's damage reduction.
In exchange for inflicting no damage on a Severity 2 Critical Hit, a player may strike an enemy's movement-linked pressure points, paralysing them for one action.
iii) Kidou Combat Arts:
-A player which chooses Kidou as their combat art for a battle may not directly inflict damage with their zanpaktou. Their REI score must exceed their STR.
Incantations [wait until level 5]
Kidou Chains
A Kidou combat specialist has the ability to chain Kidou abilities into other techniques as a single action. By paying the cost of both techniques, the player may infuse a combat technique with kidou energy with devastating consequences. The said technique gains the player's REI as additional DC and inflicts the damage of both techniques upon hitting. This requires an Impossible (REI) competency test of the highest tier involved in the Chain.
Multicast[requires level 8]
Hikui Subeta
Level 3
HP 49
RP 54
STR 4
DEX 3
CON 3
REI 1
Techniques - 8
PASSIVE
Weapon Focus: Zanpakutou (+1 attack dice)
Greater weapon focus: Zanpakutou (+2 attack dice)
Toughness (+5 HP)
Iron will (+1d3 on all saves)
ACTIVE (All used)
#1 Naraku
A simple slash at the enemy with your zanpakutou
Requires: None
Difficulty: Easy (str)
Damage: 4 HP
Special: None
Save: DC4 + user's (str) for half damage
Reiatsu cost: None
#6 Kokei
Use as much strength as possible to make a single slash as powerful as possible
Requires: None
Difficulty: Medium (str)
Damage: 6 HP
Special: Paralyses enemy for one action
Save: DC4 + user's (str) for half damage
Reiatsu cost: None
#2 Renkan-Sho
A mid level guard, this will block some physical attacks
Requires: None
Difficulty: Medium (str)
Damage: None
Special: Lowers the DC of all saving throws by '2' for the next two turns
Save: None
Reiatsu cost: None
#4 Takuchu-Ken
Slash at crucial nerves to paralyse your opponent
Requires: None
Difficulty: Medium (str)
Damage: 2 HP
Special: Opponent is paralysed for two actions
Save: DC4 + user's (str) to avoid paralysis
Reiatsu cost: None
In all respects a simple, albeit highly skilled, swordsman.
EXP Granted: 30 for 1v1, 15 each for 2v1, 10 each 3v1.
Initiative:
Mashuu: [roll0] using Hakuda CA
Subeta: [roll1] using Zanjutsu CA
Before Kyoko had time to answer, the sudden sound of a sliding door hit Mashuu's ears. Turning around, Mashuu saw something that froze his blood.
Hikui Subeta. His skin was crimson, his eyes fiery. His reiatsu burning.
Subeta: "SANPEI! TO THE DOJO NOW!"
And he went. Mashuu was in trouble for some unknown reason. Kyoko watched the scene, clueless. Standing Mashuu took a few step before stopping.
Mashuu: "Kyoko, your tea was delicious."
Mashuu went away to the dojo. Standing in the center, the sensei. His blade was unsheated.
Mashuu: "Being challenged by you his an honor, but why all of the sudden?"
Subeta: "Tamare! This is no challenge, this is punishment!"
Mashuu: "Punishement, why? I didn't spill your ink this time nor nothing of the sort"
Subeta: "There are reports of you fighting in a bar, I will not tolerate this. Not from MY students!"
Said Subeta, raising his blade and charging.
Mashuu surprised, stepped back and panickly raised his arms foward.
Mashuu: "Sensei! Calm down! Let's talk this over a cup of tea!
Subeta: "Shut up and accept discipline!"
Sanpei Mashuu
Level: 3
[Str]:1
[Dex]:3
[Con]:1
[Rei]:5
Hit points: 43
Reiatsu points: 65
Eva: 1
Save: 2d6+5
Init: 1d20+3
Action per round: 1
Attack rolls:
3d10
Damage :
Zanjutsu: 3
Bonesnap: 7
Fingerbite: 3 (Target DR/2)
Kidou: 0
Max tech: 4
Active Techniques
#14 Way of Binding
#23 Sacred Fire
#17 White Lightning
#31 Oda
Passive Techniques
#102 Spell Penetration
#103 Greater Spell Penetration
Known Techniques
#14 Way of Binding
An occult kidou spell by which a Shinigami binds the limbs of their adversary, rendering him or her unable to move.
Requires: None
Difficulty: Medium (rei): Under 20 on 2d6
Damage: None
Save: DC 13 for no effect
Special: The opponent is paralysed for the next three actions
Reiatsu Cost: 3 RP,
Paralyzed:
You may take no actions.
#16 Crimson Arrow
The Shinigami forms their reiatsu into a crimson arrow and projects it at their opponent. If it strikes, the effects are more than skin-deep.
Requires: None
Difficulty: Medium (rei) : Under 20 on 2d6
Damage: None
Save: DC 13 for no effect
Special: The Shinigami may deduct 2 from any one of their opponent's ability scores. This effect lasts two turns.
Reiatsu Cost: 4 RP
#17 White Lightning
Concentrate reiatsu in the tips of your fingers to release strong bursts of energy at your opponent
Requires: None
Difficulty: Medium (rei): Under 20 on 2d6
Damage: 8 HP
Save: DC 13 for half damage
Special: None
Reiatsu Cost: 3 RP
#19 Shielding
The Shinigami uses reiatsu to build up a shield around them self.
Requires: None
Difficulty: Medium (rei): Under 20 on 2d6
Damage: For the next turn, the Shinigami subtracts 2 from the damage of every attack made against them
Save: None
Special: None
Reiatsu Cost: 3 RP
#23 Sacred Fire (Ultimate)
The Shinigami calls forth a blast of fire which engulfs their target momentarily.
Requires: 4 tier 1 basic kidou techniques, character level 3
Difficulty: Hard (rei)
Damage: 16 HP
Save: DC 13 for half damage
Special: Opponent suffers -2 dexterity for the next two turns
Reiatsu Cost: 12 RP
#31 Oda
A head butt
Requires: none
Difficulty: Hard (dex) Under 12 on 2d8
Damage: 8 HP
Special: Paralyses enemy for 2 actions if Difficulty roll is passed, paralyses user for 2 actions if Difficulty roll is failed
Save: DC4 + user's (dex) for half damage (paralysis still occurs)
Reiatsu cost: none
Combat Art: Kidou
i)Zanjustsu Combat Art, Severity Max: x1
-Blind-Fight :Player may halve enemy's concealment in battle at the cost of forfeiting Deep Wounding abilities.
-Deep Wounding [requires STR 2]
ii)Hakuda Combat Art, severity max: x2, switch under 12 on 3d10+5(full round)
-Block and Counter: Against an enemy attack, the player may choose to forgo Evasion in an attempt to completely block the attack. Advanced Hakuda masters may even be capable of reversing an enemy's strike. The player rolls as if attacking, but counts the number of successes versus the enemy's. If the player possesses as many successes as the enemy's, the attack is completely negated. For every success more than the enemy's the player rolls, he inflicts one blow to the enemy. The player may counter an attack up to his Series Blow limit (thus, a 10 DEX player could counterattack and hit five times)
-Bonesnap: Mountain Fist
The player attacks using their fists and knees, attempting to raise contusions and crush their opponent's bones. Unlike Zanjutsu arts, the rapid and versatile nature of Hakuda arts allows for these abilities to be deployed after a strike hits. Players fighting with Bonesnap inflict an additional +4 blugeoning damage per hit.
-Fingerbite: Serpant Fist
The player attacks with his or her fingers bunched to resemble a serpant's head and strikes with the tips of their fingers or toes; this fighting style is devastating when used properly, locking down the opponent's vital pressure points. Players fighting with Fingerbite may halve their opponent's damage reduction.
In exchange for inflicting no damage on a Severity 2 Critical Hit, a player may strike an enemy's movement-linked pressure points, paralysing them for one action.
iii) Kidou Combat Arts:
-A player which chooses Kidou as their combat art for a battle may not directly inflict damage with their zanpaktou. Their REI score must exceed their STR.
Incantations [wait until level 5]
Kidou Chains
A Kidou combat specialist has the ability to chain Kidou abilities into other techniques as a single action. By paying the cost of both techniques, the player may infuse a combat technique with kidou energy with devastating consequences. The said technique gains the player's REI as additional DC and inflicts the damage of both techniques upon hitting. This requires an Impossible (REI) competency test of the highest tier involved in the Chain.
Multicast[requires level 8]
Hikui Subeta
Level 3
HP 49
RP 54
STR 4
DEX 3
CON 3
REI 1
Techniques - 8
PASSIVE
Weapon Focus: Zanpakutou (+1 attack dice)
Greater weapon focus: Zanpakutou (+2 attack dice)
Toughness (+5 HP)
Iron will (+1d3 on all saves)
ACTIVE (All used)
#1 Naraku
A simple slash at the enemy with your zanpakutou
Requires: None
Difficulty: Easy (str)
Damage: 4 HP
Special: None
Save: DC4 + user's (str) for half damage
Reiatsu cost: None
#6 Kokei
Use as much strength as possible to make a single slash as powerful as possible
Requires: None
Difficulty: Medium (str)
Damage: 6 HP
Special: Paralyses enemy for one action
Save: DC4 + user's (str) for half damage
Reiatsu cost: None
#2 Renkan-Sho
A mid level guard, this will block some physical attacks
Requires: None
Difficulty: Medium (str)
Damage: None
Special: Lowers the DC of all saving throws by '2' for the next two turns
Save: None
Reiatsu cost: None
#4 Takuchu-Ken
Slash at crucial nerves to paralyse your opponent
Requires: None
Difficulty: Medium (str)
Damage: 2 HP
Special: Opponent is paralysed for two actions
Save: DC4 + user's (str) to avoid paralysis
Reiatsu cost: None
In all respects a simple, albeit highly skilled, swordsman.
EXP Granted: 30 for 1v1, 15 each for 2v1, 10 each 3v1.
Initiative:
Mashuu: [roll0] using Hakuda CA
Subeta: [roll1] using Zanjutsu CA