Wanderweiss
03-18-2007, 08:24 PM
Jotei sat waiting at the duel ring for Raito to show up, he was doing him a solid by sparring with Jotei. He unbuttoned his coat and held his Zanpakutou tightly in his left hand, itching to get started. He hoped his newly awakened power would at least scratch the powerful Renegade...
Stats:
Level: 6
HP: 70
RP: 82
STR: 3
DEX: 6
CON: 0
REI: 2
Evasion: 2 (+1 Blurred Body Shikai)
Dice: 9d10 (10d10 FoF)
Base: 8
Save: 4d6 + 2
Techniques:
Passives:
#92 Weapon Focus:
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.
#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).
#104 Weapon Finesse
Use your dexterity as a bonus to you attack rolls rather than your strength (assuming your dexterity is higher).
#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.
Active:
#189 Improved Shunpo
Flash step with even greater speed.
Requires: Shunpo
Difficlty: Ludicrously Easy (dex)
Damage: None
Special: Increases your dexterity by +2 for the next attack. It is required for all tier 2 shunpo techniques, regardless of what the requirements say.
Reiatsu Cost: 2
#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
#195 Agility
Use shunpo to increase your ability to dodge attacks.
Requires: None
Difficulty: Medium (dex)
Damage: None
Special: Evasion is increased by '1' for 3 turns
Reiatsu cost: 6
#48 Tetsu-Kairi
A more extreme version of Dokuja-hisho, you build up reiatsu in your feet in order to temporarily raise your dexterity by a huge amount – due to the concentration of spirit force this requires to maintain, your reiryoku drops immensely for other purposes
Requires: None
Difficulty: Hard (dex)
Damage: None
Save: None
Special: Dexterity +4 and reiryoku -4 for the next 2 turns
Reiatsu cost: 5 RP
#40 Kosotai
Concentrate the energy of your speed negatively on your opponent, slowing them down
Requires: None
Difficulty: Easy (dex)
Damage: None
Save: DC4 + user's (dex) for no effect
Special: 'Slow' on opponent for 1 turn
Reiatsu cost: 2 RP
Uses Hohou CA
The Shinigami combat art of speed focuses on slaying opponents with the utmost alacrity. Battles are not meant to be enjoyed - they are meant to be won. It is this philosophy that has led the Shinigami to develop their lethal Hohou war arts.
-Note: In order to qualify as a Hohou user, the player must possesses the highest-level Shunpo technique possible for their tier and must never use conventional attacks. They may only use Iajutsu strikes (attacks from which the blade is pulled from the scabbard in order to increase velocity.) Hohou users suffer a -4 penalty on all competency tests of other combat arts - Hakuda and Zanjutsu - because it is difficult to execute the powerful and intricate maneuvers of these arts at the blinding velocities Hohou users employ. Hohou users suffer an additional -8 (total of -12) penalty on any techniques involving the STR or CON stats.
First Slice
A Hohou user has an effective Initiative equal to 25 + 2(Their highest-level Shunpo Technique). Thus, a Tier 5 Hohou user always has 35 Initiative.
Iajutsu
Hohou users attempt to minimize their combat roles, preferring to instantly kill their opponents. Once per round, a Hohou user may launch an Iajutsu attack - pulling their katana from their scabbard exactly as they reach their foe - that is incredibly difficult to avoid. Iajutsu attacks subtract (Player's Tier) from enemy Evasion and inflict twice normal damage (On top of Critical Severity). Thus, a Severity 2 Critical Iajutsu hit inflicts 4x normal damage. It requires one action to sheath the blade again.
Seal Technique
At the cost of one action, a Hohou user may attempt to interrupt an enemy technique before it is completed. The player rolls a number of d10 equal to his DEX and, if the total is greater than his opponent's stat x4, the opponent's technique instantly fails. This is especially useful when a Hohou user possesses more actions per round than their enemy. The following techniques may not be sealed: Quickened techniques and non-offensive (stat boosting) Ultimates. Any technique which causes incapacitation can be sealed, regardless of Quickened status.
Shukuchi
The Hohou user takes no damage from a technique on a successful save.
Stats:
Level: 6
HP: 70
RP: 82
STR: 3
DEX: 6
CON: 0
REI: 2
Evasion: 2 (+1 Blurred Body Shikai)
Dice: 9d10 (10d10 FoF)
Base: 8
Save: 4d6 + 2
Techniques:
Passives:
#92 Weapon Focus:
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.
#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).
#104 Weapon Finesse
Use your dexterity as a bonus to you attack rolls rather than your strength (assuming your dexterity is higher).
#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.
Active:
#189 Improved Shunpo
Flash step with even greater speed.
Requires: Shunpo
Difficlty: Ludicrously Easy (dex)
Damage: None
Special: Increases your dexterity by +2 for the next attack. It is required for all tier 2 shunpo techniques, regardless of what the requirements say.
Reiatsu Cost: 2
#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
#195 Agility
Use shunpo to increase your ability to dodge attacks.
Requires: None
Difficulty: Medium (dex)
Damage: None
Special: Evasion is increased by '1' for 3 turns
Reiatsu cost: 6
#48 Tetsu-Kairi
A more extreme version of Dokuja-hisho, you build up reiatsu in your feet in order to temporarily raise your dexterity by a huge amount – due to the concentration of spirit force this requires to maintain, your reiryoku drops immensely for other purposes
Requires: None
Difficulty: Hard (dex)
Damage: None
Save: None
Special: Dexterity +4 and reiryoku -4 for the next 2 turns
Reiatsu cost: 5 RP
#40 Kosotai
Concentrate the energy of your speed negatively on your opponent, slowing them down
Requires: None
Difficulty: Easy (dex)
Damage: None
Save: DC4 + user's (dex) for no effect
Special: 'Slow' on opponent for 1 turn
Reiatsu cost: 2 RP
Uses Hohou CA
The Shinigami combat art of speed focuses on slaying opponents with the utmost alacrity. Battles are not meant to be enjoyed - they are meant to be won. It is this philosophy that has led the Shinigami to develop their lethal Hohou war arts.
-Note: In order to qualify as a Hohou user, the player must possesses the highest-level Shunpo technique possible for their tier and must never use conventional attacks. They may only use Iajutsu strikes (attacks from which the blade is pulled from the scabbard in order to increase velocity.) Hohou users suffer a -4 penalty on all competency tests of other combat arts - Hakuda and Zanjutsu - because it is difficult to execute the powerful and intricate maneuvers of these arts at the blinding velocities Hohou users employ. Hohou users suffer an additional -8 (total of -12) penalty on any techniques involving the STR or CON stats.
First Slice
A Hohou user has an effective Initiative equal to 25 + 2(Their highest-level Shunpo Technique). Thus, a Tier 5 Hohou user always has 35 Initiative.
Iajutsu
Hohou users attempt to minimize their combat roles, preferring to instantly kill their opponents. Once per round, a Hohou user may launch an Iajutsu attack - pulling their katana from their scabbard exactly as they reach their foe - that is incredibly difficult to avoid. Iajutsu attacks subtract (Player's Tier) from enemy Evasion and inflict twice normal damage (On top of Critical Severity). Thus, a Severity 2 Critical Iajutsu hit inflicts 4x normal damage. It requires one action to sheath the blade again.
Seal Technique
At the cost of one action, a Hohou user may attempt to interrupt an enemy technique before it is completed. The player rolls a number of d10 equal to his DEX and, if the total is greater than his opponent's stat x4, the opponent's technique instantly fails. This is especially useful when a Hohou user possesses more actions per round than their enemy. The following techniques may not be sealed: Quickened techniques and non-offensive (stat boosting) Ultimates. Any technique which causes incapacitation can be sealed, regardless of Quickened status.
Shukuchi
The Hohou user takes no damage from a technique on a successful save.