Kabane
10-22-2006, 02:41 AM
Bulk quickly recovered from the last battle. Raito was ready to fight his next.
Stats
Lvl: 9
HP: 109
RP: 143
STR: 1
DEX: 7 (+1 Fleet of Foot)
CON: 1
REI: 4
EVASION: 2
Kidou Techniques
#20 Augment
The Shinigami focuses their reiatsu giving them a minor boost to one stat
Requires: None
Difficulty: Medium (rei)
Damage: None
Save: None
Special: Increases any single ability score of the shinigami or one of their allies by 1 for two turns
Reiatsu Cost: 3 RP
#178 Improved Augment
The shinigami focuses their reiatasu giving them a boost to one stat
Requires: Augment
Difficulty: Medium (rei)
Damage: None
Special: Increases any single stat of the shinigami or their allies by 2 for 2 turns
Reiatsu Cost: 9 RP
Hakuda Techniques
#27 Dokuja-Hisho
Build up reiatsu in your feet in order to temporarily raise your dexterity – due to the concentration of spirit force this requires to maintain, your reiryoku drops for other purposes
Requires: none
Difficulty: Medium (dex)
Damage: none
Special: dexterity +2 and reiryoku -2 for the next 2 turns
Save: none
Reiatsu cost: 2 RP
#29 Genru-so
A punch driving upwards into the chin of the opponent
Requires: none
Difficulty: Medium (dex)
Damage: 6 HP
Special: Paralyses enemy for 2 actions when your (dex) x 4 is at least double the result of the "Difficulty" roll
Save: DC4 + user's (dex) for half damage
Reiatsu Cost: 14 RP
#35 Kokari-san-osa
You twist your arm around theirs, then suddenly jerk it backwards, causing the bone to splinter.
Requires: 4 tier 1 basic Hakuda techniques, character level 3
Difficulty: Hard (dex)
Damage: 20 HP
Save: DC4 + user's (dex) for half damage
Special: none
Reiatsu cost: 8 RP
#37 Dokuja-Senroku
By driving your opponent's head into the ground, you cause it to throb painfully, disrupting their concentration and thus their ability to focus reiatsu.
Requires: 4 tier 1 basic Hakuda techniques, character level 3
Difficulty: Hard (str)
Damage: 10 HP
Save: DC4 + users' (str) for no damage (reiatsu penalty still applies)
Special: -2 reiryoku for next 3 turns
Reiatsu cost: 8 RP
#140 Dokuja-Hisho (lvl2)
The upgrade of Dokuja-Hisho
Requires: Dokuja-Hisho
Difficulty: Medium (dex)
Damage: None
Special: Dex +3 and rei -1 for the next two turns
Reiatsu Cost: 7
#148 Ayane-Sho
Kick your opponent into the air and, as they fall to the ground, execute a kicking backflip, sending them flying backwards and crashing into the ground.
Requires: 4 hakuda tier 2 basic techniques, 1 hakuda tier 1 ultimate technique, character level 7, 3 or more dexterity
Difficulty: Impossible (dex)
Damage: 60
Special: May only be attempted once per battle.
Reiatsu Cost: 35
Hohou Techniques
#38 Shunpo
The technique which every shunpo attack is built on, this allows the user to move rapidly from one place to another.
Requires: None
Difficulty: Ludicrously easy (dex)
Damage: None
Save: None
Special: Raises dexterity by +1 for the next action
Reiatsu cost: 1 RP
General Techniques
#104 Weapon Finesse
Use your dexterity as a bonus to you attack rolls rather than your strength (assuming your dexterity is higher).
#92 Weapon Focus: Fists
Requires: None
Select a weapon (any weapon: Katana, Zanpaku-to, Fists etc). You gain a +1 attack dice with that weapon (and only that weapon). You may take this Tech. multiple times, each time you take it it applies to a different weapon. It’s effects do no not stack.
Note: Your Zanpaku-to (Zan. for short) is a unique weapon. When you apply this tech. to your Zan. it applies to all its forms. However it’s innefective when you use someones else Zan. If that’s feasable...
If you take this tech, you are assumed always to attack using the weapon you chose to focus in, unless something specifically forbids you from using said weapon.
#94 Weapon Specialization:
Requires: #92 Weapon Focus with selected weapon, Lv 4+
You add +2 HP of damage when you hit with your selected weapon.
You may take this Tech. multiple times, each time you take it it applies to a different weapon. It’s effects do no not stack.
Note: As with Weapon Focus and Greater Weapon Focus, you are always assumed to attack using the weapon you focused/specialised in, unless something specifically prevents you from using said weapon. If you have focused/specialised in several weapons, you must choose (and explain) which you are using when you attack ("I attack using my Zanpaku-to", etc...).
#87 Iron Will:
Requires: None
You permanently gain a +d3 on all your Saving Throws (so a level 3 character with Iron Will would roll 2d6 + d3 for his/her saving throws).
#119 Fleet of Foot
Requires: DEX 4+, level 5+
Passive Ability
The player possesses natural speed.
The player may execute a Tier I Shunpo per turn, with no action cost.
#88 Greater Iron Will
Requires: #87 Iron Will, Lv 5+
As Iron Will but bonus to saves +d6, not +d3 (so a level 7 character with Greater Iron Will would roll 3d6 + d6 for his/her saving throws).
#98 Extend Spell: Improved Augment
Requires: Rei 2, Lv 3+
The duration of effects caused by spells (paralysis, sleep etc) is doubled. Casting an an Extended Spell costs 50% more RP then a normal version of the spell would cost.
#99 Quicken Technique: Dokuja-Hisho (lv2)
Requires: Rei 3, Lv 8+
You can cast a pre-defined spell as a free action. Casting a Quickened Spell costs double the RP a normal version of the spell would cost. You can use this tech only once per turn.
#93 Greater Weapon Focus:
Requires: #92 Weapon Focus with selected weapon, Lv 8+
As weapon Focus but bonus attack dice is 2, not 1
You may take this Tech. multiple times, each time you take it it applies to a different weapon. It’s effects do no not stack.
ACA: Hakuda Moutain Fist
The Unmoveable Bulk
Perhaps the strongest mek in terms of physical prowess. The Bulk has not once been bested by a Hollow or renegade. Then again,he has yet to beat anyone either...
Uses Total Defence
Level 9
HP: 600
RP: 110
EVA:5
Damage Reduction: 3/4
Passive Techniques
------------------
18 x Toughness
Stoneskin.
#92 Weapon Focus: Club
#94 Weapon Specialization: Club
Stats:
Str:2
Con:10
Dex:0
Rei:0
_____
Stats
Lvl: 9
HP: 109
RP: 143
STR: 1
DEX: 7 (+1 Fleet of Foot)
CON: 1
REI: 4
EVASION: 2
Kidou Techniques
#20 Augment
The Shinigami focuses their reiatsu giving them a minor boost to one stat
Requires: None
Difficulty: Medium (rei)
Damage: None
Save: None
Special: Increases any single ability score of the shinigami or one of their allies by 1 for two turns
Reiatsu Cost: 3 RP
#178 Improved Augment
The shinigami focuses their reiatasu giving them a boost to one stat
Requires: Augment
Difficulty: Medium (rei)
Damage: None
Special: Increases any single stat of the shinigami or their allies by 2 for 2 turns
Reiatsu Cost: 9 RP
Hakuda Techniques
#27 Dokuja-Hisho
Build up reiatsu in your feet in order to temporarily raise your dexterity – due to the concentration of spirit force this requires to maintain, your reiryoku drops for other purposes
Requires: none
Difficulty: Medium (dex)
Damage: none
Special: dexterity +2 and reiryoku -2 for the next 2 turns
Save: none
Reiatsu cost: 2 RP
#29 Genru-so
A punch driving upwards into the chin of the opponent
Requires: none
Difficulty: Medium (dex)
Damage: 6 HP
Special: Paralyses enemy for 2 actions when your (dex) x 4 is at least double the result of the "Difficulty" roll
Save: DC4 + user's (dex) for half damage
Reiatsu Cost: 14 RP
#35 Kokari-san-osa
You twist your arm around theirs, then suddenly jerk it backwards, causing the bone to splinter.
Requires: 4 tier 1 basic Hakuda techniques, character level 3
Difficulty: Hard (dex)
Damage: 20 HP
Save: DC4 + user's (dex) for half damage
Special: none
Reiatsu cost: 8 RP
#37 Dokuja-Senroku
By driving your opponent's head into the ground, you cause it to throb painfully, disrupting their concentration and thus their ability to focus reiatsu.
Requires: 4 tier 1 basic Hakuda techniques, character level 3
Difficulty: Hard (str)
Damage: 10 HP
Save: DC4 + users' (str) for no damage (reiatsu penalty still applies)
Special: -2 reiryoku for next 3 turns
Reiatsu cost: 8 RP
#140 Dokuja-Hisho (lvl2)
The upgrade of Dokuja-Hisho
Requires: Dokuja-Hisho
Difficulty: Medium (dex)
Damage: None
Special: Dex +3 and rei -1 for the next two turns
Reiatsu Cost: 7
#148 Ayane-Sho
Kick your opponent into the air and, as they fall to the ground, execute a kicking backflip, sending them flying backwards and crashing into the ground.
Requires: 4 hakuda tier 2 basic techniques, 1 hakuda tier 1 ultimate technique, character level 7, 3 or more dexterity
Difficulty: Impossible (dex)
Damage: 60
Special: May only be attempted once per battle.
Reiatsu Cost: 35
Hohou Techniques
#38 Shunpo
The technique which every shunpo attack is built on, this allows the user to move rapidly from one place to another.
Requires: None
Difficulty: Ludicrously easy (dex)
Damage: None
Save: None
Special: Raises dexterity by +1 for the next action
Reiatsu cost: 1 RP
General Techniques
#104 Weapon Finesse
Use your dexterity as a bonus to you attack rolls rather than your strength (assuming your dexterity is higher).
#92 Weapon Focus: Fists
Requires: None
Select a weapon (any weapon: Katana, Zanpaku-to, Fists etc). You gain a +1 attack dice with that weapon (and only that weapon). You may take this Tech. multiple times, each time you take it it applies to a different weapon. It’s effects do no not stack.
Note: Your Zanpaku-to (Zan. for short) is a unique weapon. When you apply this tech. to your Zan. it applies to all its forms. However it’s innefective when you use someones else Zan. If that’s feasable...
If you take this tech, you are assumed always to attack using the weapon you chose to focus in, unless something specifically forbids you from using said weapon.
#94 Weapon Specialization:
Requires: #92 Weapon Focus with selected weapon, Lv 4+
You add +2 HP of damage when you hit with your selected weapon.
You may take this Tech. multiple times, each time you take it it applies to a different weapon. It’s effects do no not stack.
Note: As with Weapon Focus and Greater Weapon Focus, you are always assumed to attack using the weapon you focused/specialised in, unless something specifically prevents you from using said weapon. If you have focused/specialised in several weapons, you must choose (and explain) which you are using when you attack ("I attack using my Zanpaku-to", etc...).
#87 Iron Will:
Requires: None
You permanently gain a +d3 on all your Saving Throws (so a level 3 character with Iron Will would roll 2d6 + d3 for his/her saving throws).
#119 Fleet of Foot
Requires: DEX 4+, level 5+
Passive Ability
The player possesses natural speed.
The player may execute a Tier I Shunpo per turn, with no action cost.
#88 Greater Iron Will
Requires: #87 Iron Will, Lv 5+
As Iron Will but bonus to saves +d6, not +d3 (so a level 7 character with Greater Iron Will would roll 3d6 + d6 for his/her saving throws).
#98 Extend Spell: Improved Augment
Requires: Rei 2, Lv 3+
The duration of effects caused by spells (paralysis, sleep etc) is doubled. Casting an an Extended Spell costs 50% more RP then a normal version of the spell would cost.
#99 Quicken Technique: Dokuja-Hisho (lv2)
Requires: Rei 3, Lv 8+
You can cast a pre-defined spell as a free action. Casting a Quickened Spell costs double the RP a normal version of the spell would cost. You can use this tech only once per turn.
#93 Greater Weapon Focus:
Requires: #92 Weapon Focus with selected weapon, Lv 8+
As weapon Focus but bonus attack dice is 2, not 1
You may take this Tech. multiple times, each time you take it it applies to a different weapon. It’s effects do no not stack.
ACA: Hakuda Moutain Fist
The Unmoveable Bulk
Perhaps the strongest mek in terms of physical prowess. The Bulk has not once been bested by a Hollow or renegade. Then again,he has yet to beat anyone either...
Uses Total Defence
Level 9
HP: 600
RP: 110
EVA:5
Damage Reduction: 3/4
Passive Techniques
------------------
18 x Toughness
Stoneskin.
#92 Weapon Focus: Club
#94 Weapon Specialization: Club
Stats:
Str:2
Con:10
Dex:0
Rei:0
_____