Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Chronicles Time:

Familiar Faces [Event]

Raizo

11th Kazekage
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Episode 9: 'Ready or Not pt3'| Madman Arc said:
[col]Fumbling around his communication device, Roku would finally settle upon just a village wide signal. Honestly, he wasn't sure who all was coming or who all was able, but he did not want to go into this fight without support. Pressing down he would begin what would be his final transmission for the foreseeable future.

"This is Roku. Tracking Grounds Grassland Area is the location of Sovereign General. Engaging at the end of transmission."

And with that, he would detach the item from his person and cast it aside. He would not be needing to chit chat for what was waiting ahead. Before him, there were two figures engaged in a standoff. It seemed that Kazuki and Shouki were both standing still.

Maybe this whole thing is being resolved in a staring contest?

Surely this was Kazuki's handy work, either way, it was time for him to enter the fray.

Well I guess it is now time to test out what I have been working on these past weeks. It's not perfect yet and I am not sure how long I can maintain each of them, but I guess it won't matter if I die here and now. Still, it would have been nice to test these out before such a big deal of a fight. So which color should I use. What would be the most effective for handling one of these dreaded Jaishin I've heard so much about... oh, wait... I need to do that first.

Placing his hand upon his arm a green glow would faintly emit. Upon removing his hand, a small seal would be affixed to his flesh. This was merely the start of his new battle strategy. Hopefully it would help.
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OOC:
Entering after three round (3/3) - entering next round
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Name: Roku
Epithet:
Height: 6'2"
Build: Lean and Muscular
Eyes: Red
Blood Type: O Negative
Personal Data
Profile
Dojo
Fight Data
Maintains:

Actions

Conditional:


MISC:
Actions
Mood Music X
[/legend]​
[/col]
[/quote]
 

Senju Kazuki

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[col]
Shouki could be a mean, big, bad wolf, but he still never failed to become trapped by Kazuki's shadows. For such a big monster, he was surprisingly easy to capture. On the other hand, this was a guy that loved pain and, quite probably, bondage. Therefore, the Senju Overlord was just doing what he wanted, in the end. "Did the cat eat your tongue?" the White Wolf would inquire after yet another successful capture. The bastard son of the Wind Daimyo had gone eerily silent, something he had shown to be the opposite of his character. What was he concocting now? Regardless, Roku was on the verge of reaching. "This is Roku. Tracking Grounds Grassland Area is the location of Sovereign General. Engaging at the end of transmission." given the transmission he had just sent village wide. "And not a moment to soon." the silvery haired man would reply via the same frequency. Pain is coming your way. Reaper would say, speaking to Shouki this time. "Everything you have dreamed off, while working to become Miss Universe, is about to go off. Please rejoice." the Ranger Lord would taunt him. Shouki seemed to like the banter, so why stop now?

Actions:
Activate Dark Invitation- Kinjutsu Ability
Cast Shadow Possession- Shadow Binding Technique - R3 (1AP) on Shouki.
Cast Shadow Neck Bind - Shadow Strangulation Jutsu - R3 (2AP) on Shouki, cast with Corrupted Energy (modded at the same time as Shadow Possession).

Conditionals:
If Shouki is unbound by any means, use Shadow Possession- Shadow Binding Technique - Mastered on him.
If Shouki attacks me, cast Burst of Confetti - Mastered (1.5AP)​
|[legend="[[url=https://youtu.be/DHMF-bVxlkc?t=1m56s][b][u]He is choking out![/u][/b][/url]]"]
x0xsld.jpg

Senju Kazuki
2psqh6v.png
[/legend][/col]
 

Sand Council

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[col]
Shouki
HP: 91,584 [-2863] [-1000 Bleed I] 87,721
CP: 39,630 [-1720] 37,910
AP: 10.25 [-9.75] 0.5
[spoilername="Passives"]20% DR
Indomitable Spirit: ignores one point of debuff from any and all sources; ignores fear effects.
Awesome Power - Hidden Powder: +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.
Free Will: +2 Dodge/Save against binds, and has an additional +5% chance of escaping.
Quickdraw
Called Shot
Willpower
Strategist
Bloody Mess
Duelist:
  • - 10% autododge (Kazuki)
    +10% damage done to opponent (Kazuki)
Jashinism:
  • - All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
    - The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
    - If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
    - If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.
[/spoilername]
[spoilername="Stats"]Melee Accuracy 27 + 2 (Duelist)
Ninjutsu Accuracy 27
Genjutsu DC 23
Ranged Accuracy: 23
Gen Resist 23 + 3 (Willful)
Evasion 23 - 3 (Divine Judgement)[/spoilername]|Senju Kazuki
HP: 37,830 [+3816] 39,000 [cap] [-858 Bleed I] [-2230 704 87] [+1170 Healing Factor] 37,511
CP: 26,100 [-2856] [+900] 24,144
Corrupted Energy: 17,136 [-680] 16,456
AP: 10.5 [-9] 1.5 => 1 (roll over)
[spoilername="Passives"]Journeyman (Main Branch): Jutsu cost -5% Chakra.
Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
  • Meaning there is a 15% Chakra Cost reduction total.
Shinobi 101 - Ninjutsu (Slashing Taijutsu with Ninjutsu Accuracy)
Summoner: A Creation's HP and CP are +5% Higher. The user may now have two different Creation Jutsu active at once; however, the second Creation Jutsu will be treated as Rank 1.
Initiative: The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.
Conservative Motion: Jutsu effects that would increase Chakra Costs are negated. All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.
Clarity: The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
Concentrated Focus: The user's binds have a -5% chance of being escaped from and binds which break upon the user losing a portion of their Max HP or CP are now increased to 20% Max HP/CP.
Elementalist: The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element.
Duelist: always use this in a 1 v 1
Healing Factor: Regain 3% max HP every round
Strategist -- Nara You need to list your strat slots in your stats. You can use this for a free basic strike, place some poison on it, a sad version of quickdraw, to affix an E-note to something, etc.
Class: +5% Ninjutsu Damage
Shadow Bend: May convert Fire and Water Jutsu into Shadow at no extra cost. +15% Shadow Damage.
Shadow Tactics: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.
  • This is a total of +30% shadowy damage
[/spoilername]
[spoilername="Stats"]Ninjutsu Accuracy: 27
Genjutsu DC: 23
Melee Accuracy: 23
Ranged Accuracy: 19
Gen Save: 23 +2 (Slippery Mind)
Evasion: 23
Awareness: +2[/spoilername][/col]

Roku enters in 3 rounds -- this is 3 of 3.
Katsuo enters in 3 rounds -- this is 2 of 3
Sousuke & Kuro need to be let out and leave the other event topic they are in. You cannot be interacting in two places at once.

A look of perverse pleasure eclipsed Shouki's face as the shadows stole his breath from him. The burn in his lungs as they desperately tried to take in a breathe of air, the delightful sense of helplessness. It was sublime. He could hear the transmission being sent by one of the Sennins, "a gathering for little old me? I'm touched." He raised a brow as he broke through the shadows that held him and attempted to have his sword crash down on Sennin Senju as well as himself. Instead he was in the midst of a cloud of... fucking confetti. He let out a sound of disgust, or perhaps that was a sneeze.

Frustration would not get the better of him, even if the Sennin was a fighting like a bitch. In fact, that was one of the things he liked best -- the hunt and the case. He wondered how clever the Sennin actually was calling for help. It was the logical thing to do, call others to your location and -hope- that your combined forces of might and friendship could overcome the dangerous fiend. It would prove quite the contrary for those who truly considered the consequences of their choices.

Blood dripped down his side from his self-inflicted wound. Shouki was certainly a madman. Kazuki would notice that his bleeding has increased as well. "We will have lots of time for chit-chat soon enough," Shouki announced. First, I will be needing something from you..." He did not seem concerned about the impending reinforcements, perhaps it was his masochism and he was truly an idiot. That would make things easier wouldn't it?

0.00 Seconds | Kazuki activates Dark Invitation- Kinjutsu Ability
  • Ninjutsu Check Kazuki 8 Failure
    Ninjutsu Check Shouki 9
0.00 Seconds | Kazuki uses Shadow Neck Bind - Shadow Strangulation Jutsu [Mastered] on Shouki.
  • Ninjutsu Check Kazuki 5 Success!
    Ninjutsu Check Shouki 17
1.00 Seconds | Shouki attempts to break free. (50%)
  • Roll: 81
2.00 Seconds | Shouki attempts to break free. (60%)
  • Roll: 85
3.00 Seconds | Shouki attempts to break free. (70%)
  • Roll: 10 Success
3.00 Seconds | Kazuki attempts to bind Shouki again with Shadow Possession- Shadow Binding Technique [Mastered].
  • Kazuki 2 Miss!
    Shouki 19
3.75 Seconds | Shouki attacks Kazuki with Overhead Strike [Mastered] using the special action to target himself also.
  • Shouki 13 HIT!
    Kazuki 17
    10% chance to autododge: 59 Failed
    Bleed Chance. 68 Failed18% bleed chance. 34 Failed
    Shouki onto self 6
    No evasion attempt
    Bleed chance on self 9 success! Bleed I
    Nin Check Shouki 12 Success!
    Nin Check Kazuki 6
    Kazuki's bleed rank has also been increased. Bleed Rank II
4.00 Seconds | Kazuki attempts to bind Shouki again with Shadow Possession- Shadow Binding Technique [Mastered].
  • Kazuki 9 - 4 HIT!
    Shouki 4 + 2
    10% chance to autododge. 11 Failed
    4.00 Seconds | Shouki uses Flock of Shadows to evade this bind attempt.
    Kazuki is automatically confused by these clones.
5.00 Seconds | Kazuki attempts to bind Shouki again with Shadow Possession- Shadow Binding Technique [Mastered].
  • Kazuki 4 - 4 MISS!
    Shouki 6 + 2
6.00 Seconds | Kazuki attempts to bind Shouki again with Shadow Possession- Shadow Binding Technique [Mastered].
  • Roll for target. 1d3. 1 is Shouki. 1 (Shouki)
    Kazuki 9 - 4 HIT!
    Shouki 4 + 2
    10% chance to autododge. 11 Failed
7.00 Seconds | Shouki attempts to break free. (20%)
  • Roll: 34 Failed
8.00 Seconds | Shouki attempts to break free. (30%)
  • Roll: 47 Failed
9.00 Seconds | Shouki attempts to break free. (40%)
  • Roll: 33 Success
9.00 Seconds | Kazuki attempts to bind Shouki again with Shadow Possession- Shadow Binding Technique [Mastered].
  • 1d3 to target. 1 targets Shouki. Roll: 3 Clone
    Kazuki 18 - 4 HIT!
    Shouki 13 + 2
    Clone poofed
9.00 Seconds | Kazuki attempts to bind Shouki again with Shadow Possession- Shadow Binding Technique [Mastered].
  • 1d3 to target. 1 targets Shouki. Roll: 2
    Kazuki 11 HIT
    Shouki 5
    Shouki is bound
 

Toraono Kuro

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Kuro and Sousuke have left the former topic : https://www.ninpocho.com/viewtopic.php?f=737&t=51113&p=256384#p256384
Please let us know when we can start the round countdown to enter the battle. I will submit stats via PM when you have the time.
 

Raizo

11th Kazekage
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Episode 10: 'DANGER ZONE'| Madman Arc said:
[col]There would not be a need to mince words with the figure before him. There would be no need to call out to his fellow Sennin. No, this was the danger zone. All he could do now was immediately enter his battle formation. He had an idea formulating, but he needed some time to set it up. There was a chance that others would be here soon, so instead of rushing head long into the shit storm that was Shouki he needed to be more reserved and delay this until others could arrive. Getting at least one more ally, especially if they were powerful enough, would allow him to kick it into full gear. Until then, however, he would need to be as annoying as possible.

His hair would begin to lift upwards as chakra began to swell around him until manifesting into a visible aura. His muscles would begin to flex and tighten, making his lean frame look much more muscular. The visible aura would quickly take on a color, a bluish hue that seemed to be a heighten version of the natural chakra color that resided within one's self. But within the chakra aura one would feel a pulsating essence, even though it was faint. The raging hunger and old presence of the Ancient energy he had absorbed earlier was now merging with his own chakra to create the aura that coated him.

PHq8yYz.gif


"Is it Shoo-key or Show-key?"

Appropriate time to figure out proper pronunciation.
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OOC:

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Name: Roku
Epithet:
Height: 6'2"
Build: Lean and Muscular
Eyes: Red
Blood Type: O Negative
Personal Data
Profile
Dojo
Quick Links for CA/Kin/Abilities:
Bloodline: Spiritualist

Kinjutsu: Hachimon

Abilities:

0. Sentinel - ANBU Branch
0. Shinobi 101 - Kinetic Genjutsu -> Melee Accuracy
1. Called Shot
2. Willpower
3. Acrobat
4. Healing Factor
5. Elemental Illusion
6. Duelist
7. Initiative
8. Quickdraw
9. Strategist
Fight Data
Maintains:

Actions
Duelist - Declared against Shouki (Melee)
Initiative to: Quickdraw Blue Aura, Open Gate 7 (+1 AP, +2 Gen Save), Open Gate 6 (+2Dodge/ACC, instant clone recognition) [1AP Total Spent]
2 AP to use Rock Golem Mastered: Special Action Stone Guard (used to block an attack from Shouki)
2 AP to use Elemental Clone Mastered: Special Action Fire Element & Special Action to create 3 total
0.5 AP to Open Gate 5 (+10% damage to unarmed weapons. Bolsters unarmed to 60% damage cap)
0.5 AP to use Sacred Style (See MISC: Notable CA Effects)
1.5 AP to use Coagulation Mastered on Kazuki
1.75 AP to use Chakra Extension: Mastered(See Divinity Aura for modification increases)

Elemental Clones:
All clones use Rank 1 Fireball targetting Shouki
Conditional:
1. Use Body Switch Masteredwith Primed Explosive Note (see strategist slot) if targeted by an attack from Shouki higher than 1 AP [1AP Cost]
2. Accept any support jutsu from Kazuki

MISC:
[spoilername="Notable Ability Effects"]-Sentinel: +5% Damage Reduction from all non-illusionary sources and +1 item slot to place stackable items.
-Called Shot: Called Shots only take half the usual accuracy Penalties, +5% Called Shot chance, User can inflict Broken rank debuffs.
-Acrobat: 2 activated auto dodges per round
-Healing Factor: The user gains 3% Max HP at the end of each round, All Medical Jutsu are +10% more effective on the user.
Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.[/spoilername]
[spoilername="Notable CA Effects"]Holy Weapon: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
White Blessing x2: User and allies gain +2 accuracy. Does not stack with other users of White Blessing.
Holy Embodiment: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.
Sacred Style: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction. All CP costs are increased by 15% while active.
Divinity Aura: Grants an additional +1 Accuracy. If the special effect Aura is used and the next Taijutsu Attack is used by the chosen weapon, the attack cuts through all Damage Reduction.
Clarity Strike: Able to convert one Ninjutsu into a single-target non-elemental attack at +20% damage for an extra +20% chakra. This attack is considered 'light' element and cuts through half of all Ninjutsu damage reduction.
Spiritual Chakra x2: +10% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
White Blaze: The user is able to convert any Ninjutsu into a Light-Element attack dealing +10% Damage to a 25x25 foot area, but costing an additional +10% Chakra. This attack cuts through half of all damage reduction, and does not receive any Elemental buffs.[/spoilername]
Class Bonus: +1 to Dodge
Strategist Slots:
1. Place Medical Ward (Mastered) on me in advanced
2.******see above******
3. Pink Aura has one free basic strike when in stealth
4. Prep Flash Bomb to go off on successful dodge of any attack [target Shouki]
5. Attached Explosive Note to Kawarimi Target: Proximity and primed with 250 CP​
Actions
Holster: (Holy Weapon - Spiritualist) Blue Aura - +3 ACC,-/+0%Damage, Re-Energize, Chakra Drain, Rough Divide
Holster: Pink Aura
Slot 1: Kawarimi Target (See strategist slots)
Slot 2: 5 Explosive Notes (1 attached to Kawarimi Target; see strategist slots)
Slot 3: Red Aura
Slot 4: 3 Flash Bombs (1 primed for strategist slot)
Slot 5: Gold Aura
Slot 6 (From Sentinel Ability):8 Ninja Wires
Equipment
Mood Music X
[/legend]​
[/col]
 

Toraono Kuro

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3 rounds till Summoner and Song Kuro enter

Mouko Kuro heretofore known forever more as Summoner Kuro zeroed in on Kazuki’s chakra with his advanced eyesight as Chouryouku Kuro heretofore known forever more as Song Kuro took steady breaths as they closed in on the fray, Kazuki was stepping into and out of the shadows with Shouki close on his heels, breaking up his ability to be tracked but still the chakra signature and bursts of its usage would dot the wilderness aiding more than hindering the frantic charge to save Brother Kazuki and upon securing their brother dismantle/ disassemble/ dislocate and last of all behead Shouki. It was known that Jashinists could exist without their bodies so Kuro planned to deprive him of it and use his immortal head as a stepping stone to personally meet the Daimyo and pass on a far more destructive message. They had come into his home, attacked his family, killed his people, destroyed their infrastructures and unleashed all kinds of havoc upon Sunagakure and for what, just to prove they were the strongest or the most efficient?

No, what they had ultimately done was awaken a side of Kuro that only the basest and most irreconcilable of degenerates and criminals would ever get to see. They had given just cause to unleashing the “Soul Ripper”. Kuro in all his forms was coming for the Sovereign and their Daimyo, but Shouki was going to be the first to truly feel his wrath. There would be no bargaining, no diplomacy, no words, only the wrath of lost souls funneled through Kuro’s multiple forms.
Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
Power Level: 3600

-10 +10 (90 +10 Veteran status): Two in low, one in high. Others average.
Devil Sage Summoner (Hyuuga)
HP: (45+5+lvl15) x 600 = 39,000
CP: (45+5+lvl15) x 600 = 39,000
Class Bonus: kinjutsu, +1 Accuracy
High: Melee Accuracy
Average: Genjutsu Save, Evasion, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
Shinobi 101 Melee -> Ranged (not projectile)

Hyuuga Kuro's Abilities
0. Shinobi 101 Taijutsu (Unarmed-> Ranged)* Journeyman*
1. Mechanized Weapon (Bio Prosthetic Leg)**
2. Human Anatomy
3. Healing Factor
4. Contract Mastery
5. Called Shot*
6. Hidden Power **
7. Combat Instinct **
8. Weapon Mastery Unarmed
Unarmed - Blitz Brawl: The user may choose to combo two unarmed attacks together, using the timing of the higher AP action regardless of the order of both attacks. If the first hits, the second one hitting will automatically suppress the target for .5 Ap. If the first misses but the second one hits, the first will be rerolled at the end of the second attack, but cannot inflict suppression.
May be used once per target, per round.

Devil Sage Song (Hashigaki)
HP: (45+5+lvl15) x 600 = 39,000
CP: (45+5+lvl15) x 600 = 39,000
Class Bonus: kinjutsu, +1 Accuracy
High: Melee Accuracy
Average: Genjutsu DC, Genjutsu Save, Evasion
Low: Ninjutsu Accuracy, Ranged Accuracy
Shinobi 101 Melee -> Sound

Hashigaki Kuro's Abilities:
0. Shinobi 101 Taijutsu (Melee-> Sound), Journeyman
1. Bull's Strength -> Weapon Attunement
2. Human Anatomy
3. Duelist
4. Healing Factor
5. Called Shot
6. Hidden Power
7. Combat Instinct
8. Weapon Mastery Bludgeoning*
Bludgeoning - Momentum: When the user misses a Bludgeoning attack, 25% of the missed attacks damage is added to the user's next Bludgeoning attack that hits.
This stacks for consecutive misses, and resets when the user hits, uses an attack other than bludgeoning, or the end of a round.
Only applies to AoE if the attack fails to hit any targets.


Summoner Kuro equips - Bio Prosthetic Leg Mechanized Weapon

Augments: Trick weapon (Piercing), Vanguard, Crippler
Type: Unique (Unarmed*/Piercing)
Weight: light
Range: Melee
Damage: -10% dmg
Accuracy: +2
(ranged acc used for traps – Ranged acc/ Ranged Jutsu use melee acc via Shinobi 101)
Traps Built in:
Non-Aggressive Zone : 1 point of Trap Jutsu for Mechanized Weapon
This trap creates a calming barrier that shields the user from attacks.

Information
Prerequisites: D Rank, A Puppet, Mechanized Weapon

Rank 1: Creates a Barrier that protects the user from attacks. While inside, the user may not make offensive actions.
Master: Creates a Barrier that protects the user and one other ally. While inside, neither the user or the ally may make offensive actions.

Trigger condition: Being attacked by with Melee Accuracy.

Notes:
- This technique is considered a Barrier jutsu.
- This technique is considered a maintainable jutsu.
- At Rank 1, the barrier has HP equal to 80% of the amount of chakra the user wants to put into it. At Master Rank, the barrier has HP equal to the amount of chakra the user wants to put into it. Neither rank may have more then 2000 HP.
- This technique also blocks Genjutsu.

Rank 1 Cost: CP used for the creation of this technique.
Rank 2 Cost: CP used for the creation of this technique.


Dimensional Wall: 2 points Trap Jutsu for mechanized weapon
Using the power of chakra, this trap is able to redirect part of an attack back upon the attacker while they are attacking the user.

Information
Prerequisites: C Rank, A Puppet, Mechanized Weapon

Rank 1: Upon a successful Ranged Check (Ranged Acc vs Attacker's attacking Acc), the target takes 30% of the damage done to the user.
Master: Upon a successful Ranged Check (Ranged Acc vs Attacker's attacking Acc), the target takes 50% of the damage done to the user.

Trigger Condition: Being attacked by a Taijutsu.

Special Condition: By paying an additional +20% of the Cost, the user may specify what Rank of attack they would like this trap to be sprung with.

Rank 1 Cost: 270 CP
Rank 2 Cost: 340 CP


Forceful Mirror: 3 points Trap Jutsu for mechanized weapon
A simple trap that counters an attacker and sends their attack back to them.

Information
Prerequisites: A Rank, A Puppet, Mechanized Weapon

Rank 1: User makes a Ranged Check, using Ranged Accuracy against the target's Ninjutsu Accuracy. Upon a successful check, the target's attack deals 80% of the total damage to themselves instead.
Master: User makes a Ranged Check, using Ranged Accuracy against the target's Ninjutsu Accuracy. Upon a successful check, the target's attack deals full damage to themselves instead.

Trigger condition: Being attacked by a B-Rank, or lower, damage dealing jutsu.

Notes:
- This does not work on Genjutsu.

Rank 1 Cost: 1320 CP
Rank 2 Cost: 1650 CP

Summoner Kuro activates Byakugan Rank 3
Takes Jyuuken Stance


Song Kuro equips
Houkou no Shishi (Lion’s Roar)
Augments: Primal, trick weapon (bludgeoning), special composition: sound
Type: Unique (Unarmed, bludgeoning)
Weight: light
Range: Melee
Damage: -10% dmg
Accuracy: +2

Song Kuro enters Furuuken Stance

Song Kuro uses
Fevre De Pitch Rank 2 on Kazuki, Roku, Katsuo, Sousuke, Kuro*
Rank 2:
-The Hashigaki receives +1.5 Accuracy/Dodge due to an increased sonar
-Allies receive +1.5 dodge, and +1.5 Gen Save.
-The Hashigaki and nearby allies recover 4% Max Hp per round
For 3 rounds

Song Kuro will use any remaining AP for called shots to Shouki’s arms



Conditionals:
Shouki uses any A rank taijutsu against Kuro or Kazuki
Summoner Kuro will use Kinesis A Rank – Redirect
Shouki uses any B rank taijutsu against Kuro or Kazuki
Summoner Kuro will use bloodline counter Kaiten Master Rank with two called shots one for legs
one for arms


Song Kuro will use Fevre De Pitch - Song Genjutsu<i></i> rank 2

An invigorating song jutsu that can only be sung with the advanced vocals of the Hashigaki, this
chakra infused tune creates a soothing melody that increases the perception of themselves and
their allies to the environment around them, keeping their awareness sharp and focused.

Rank 2:

-The Hashigaki receives +1.5 Accuracy/Dodge due to an increased sonar
-Allies receive +1.5 dodge, and +1.5 Gen Save.
-The Hashigaki and nearby allies recover 4% Max Hp per round
 

Senju Kazuki

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[col]
”A gathering for little old me? I’m touched.” Shouki would declare after hearing Roku’s village wide transmission. ”Yes you were.” Kazuki would say to him. Playing with the word touched. ”You have to understand. Any son of a Daimyo deserves a welcoming party with the village’s high dignitaries. Of the highest order even. And that includes bastard ones.” the Senju Overlord concluded. He was not aware if the Bastard Son of the Wind Diamyo resented his status and if mentioning it would trigger something on him. But he had to try. A berserker enemy was a fearsome force to contend with, but the less you think, the greater the chances to fall prey to traps. The General of the Sovereign could hit like a truck and take hits like a tank, but it would do him no good if he could not hit the White Wolf. No binds could last forever, and the worshiper of Jashin proved that much as he freed himself from the shadowy trap and lunged at the silvery haired man. Fortunately, Reaper was ready and the blade only hit air. Confetti stroke the madman down, but did not achieve significant damage. Luckily Shouki also hit himself with his powerful move, beginning to bleed from it. Things seemed to be going great for Kazuki when he realized the wounds on his body were bleeding more profusely afterwards. It would seem their connection also increased the pace that he would bleed dry.

"We will have lots of time for chit-chat soon enough." Shouki would announce. "First, I will be needing something from you..." There was an air of coolness coming from the Sennin's adversary. The bastard did not seemed to be worried about the reinforcements, when any other person would. It could be credited to the guy's sheer madness, but the Ranger Lord was inclined to believe otherwise. The assassin was a man with a plan. Something that could guarantee him victory, regardless of the number of foes he faced. The White Wolf knew that if Shouki could ingest blood from each and all of them, he could link their pain. And the more they inflicted on him, the greater their own, thus ensuring their defeat. Maybe that was his plan? Or perhaps it was something more convoluted. Time would tell them.

"Is it Shoo-key or Show-key?" Roku would question. Making fun of the General's name. "Neither. I believe you are looking for child conceived under very sinful conditions." the silvery haired man would answer.


Actions:
Activate Dark Invitation- Kinjutsu Ability
Cast Corpse Soil - B-Rank Ninjutsu - Mastered (2.5 AP)
Cast Shadow Possession- Shadow Binding Technique - R3 (1AP) on Shouki.
Cast Shadow Neck Bind - Shadow Strangulation Jutsu - R3 (2AP) on Shouki, cast with Corrupted Energy (modded at the same time as Shadow Possession).

Zombies
Use basic strikes against Shouki.

Conditionals:
If Shouki is unbound by any means, after the zombies are up, use Shadow Possession- Shadow Binding Technique - Mastered on him.
If Shouki attacks me, cast Flock of Shadows - Mastered (2.5AP)
Accept any support jutsu from Roku.
Zombies will basic strike Roku if he becomes bound.​
|[legend="[[url=https://youtu.be/DHMF-bVxlkc?t=1m56s][b][u]He is choking out![/u][/b][/url]]"]
x0xsld.jpg

Senju Kazuki
2psqh6v.png
[/legend][/col]
 

Sand Council

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[col]
Shouki
HP: 87,721 [-3008] [-1000 Bleed I] 87,721
CP: 37,910 [-1720] 36190
AP: 10.5 [-10] 0.5
[spoilername="Passives"]20% DR
Indomitable Spirit: ignores one point of debuff from any and all sources; ignores fear effects.
Awesome Power - Hidden Powder: +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.
Free Will: +2 Dodge/Save against binds, and has an additional +5% chance of escaping.
Quickdraw
Called Shot
Willpower
Strategist
Bloody Mess
Duelist:
  • - 10% autododge (Kazuki)
    +10% damage done to opponent (Kazuki)
Jashinism:
  • - All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
    - The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
    - If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
    - If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.
[/spoilername]
[spoilername="Stats"]Melee Accuracy 27 + 2 (Duelist)
Ninjutsu Accuracy 27
Genjutsu DC 23
Ranged Accuracy: 23
Gen Resist 23 + 3 (Willful)
Evasion 23 - 3 (Divine Judgement)[/spoilername]|Senju Kazuki
HP: 37,830 [-858 Bleed I] [-360] [+1170 Healing Factor] 38640
CP: 24,144 [-2890] [+900] 21254
Corrupted Energy: 16,456 [-680] 15776
AP: 10.5 [-9] 1.5 => 1 (roll over)
[spoilername="Passives"]Journeyman (Main Branch): Jutsu cost -5% Chakra.
Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
  • Meaning there is a 15% Chakra Cost reduction total.
Shinobi 101 - Ninjutsu (Slashing Taijutsu with Ninjutsu Accuracy)
Summoner: A Creation's HP and CP are +5% Higher. The user may now have two different Creation Jutsu active at once; however, the second Creation Jutsu will be treated as Rank 1.
Initiative: The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.
Conservative Motion: Jutsu effects that would increase Chakra Costs are negated. All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.
Clarity: The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
Concentrated Focus: The user's binds have a -5% chance of being escaped from and binds which break upon the user losing a portion of their Max HP or CP are now increased to 20% Max HP/CP.
Elementalist: The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element.
Duelist: always use this in a 1 v 1
Healing Factor: Regain 3% max HP every round
Strategist -- Nara You need to list your strat slots in your stats. You can use this for a free basic strike, place some poison on it, a sad version of quickdraw, to affix an E-note to something, etc.
Class: +5% Ninjutsu Damage
Shadow Bend: May convert Fire and Water Jutsu into Shadow at no extra cost. +15% Shadow Damage.
Shadow Tactics: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.
  • This is a total of +30% shadowy damage
[/spoilername]
[spoilername="Stats"]Ninjutsu Accuracy: 27 + 2 (Duelist)
Genjutsu DC: 23
Melee Accuracy: 23
Ranged Accuracy: 19
Gen Save: 23 +2 (Slippery Mind)
Evasion: 23
Awareness: +2[/spoilername][/col]



[col3]Roku
HP: 45000 [+1350] 45000 [Max]
CP: 33000 [-2575] 30425
AP: 10 ==> 11 [-9.5] 1.5 (roll over 1)

[spoilername="Passives"]-Sentinel: +5% Damage Reduction from all non-illusionary sources and +1 item slot to place stackable items.
-Called Shot: Called Shots only take half the usual accuracy Penalties, +5% Called Shot chance, User can inflict Broken rank debuffs.
-Acrobat: 2 activated auto dodges per round
-Healing Factor: The user gains 3% Max HP at the end of each round, All Medical Jutsu are +10% more effective on the user.
Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
-Holy Weapon: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
-White Blessing x2: User and allies gain +2 accuracy. Does not stack with other users of White Blessing.
Holy Embodiment: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them. Consider defining your allies.
Sacred Style: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction. All CP costs are increased by 15% while active.
Divinity Aura: Grants an additional +1 Accuracy. If the special effect Aura is used and the next Taijutsu Attack is used by the chosen weapon, the attack cuts through all Damage Reduction.
Clarity Strike: Able to convert one Ninjutsu into a single-target non-elemental attack at +20% damage for an extra +20% chakra. This attack is considered 'light' element and cuts through half of all Ninjutsu damage reduction.
Spiritual Chakra x2: +10% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
White Blaze: The user is able to convert any Ninjutsu into a Light-Element attack dealing +10% Damage to a 25x25 foot area, but costing an additional +10% Chakra. This attack cuts through half of all damage reduction, and does not receive any Elemental buffs.
1 Accuracy and +5% Damage, Partial hits deal +10% Damage. (210CP/round)[/spoilername]

[spoilername="Stats"]Melee Accuracy 27 + 2 (White Blessing) + 1 (Sacred Style) + 1 (Divinity Aura)
Evasion 23 + 1 (Class)
Genjutsu Save 23
Ninjutsu Accuracy 23 + 2 (White Blessing) + 1 (Divinity Aura)
Ranged Accuracy 19 + 2 (White Blessing) + 1 (Divinity Aura)
Genjutsu DC 19[/spoilername]|Kazuki's Zombies
HP: 1966
AP: 2|Roku's Golem
HP: 2630
AP: 2[/col3]

[col3]Roku's Clones
HP: 1870
CP: 1870 [-300] 1570
AP: 2.5
[spoilername="Information"]-7 of Roku's Secondaries.
12% chance of activating 'Burn' upon being destroyed.
The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.[/spoilername]|Roku's Clones
HP: 1870
CP: 1870 [-300] 1570
AP: 2.5
[spoilername="Information"]-7 of Roku's Secondaries.
12% chance of activating 'Burn' upon being destroyed.
The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.[/spoilername]|Roku's Clones
HP: 1870
CP: 1870 [-300] 1570
AP: 2.5
[spoilername="Information"]-7 of Roku's Secondaries.
12% chance of activating 'Burn' upon being destroyed.
The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.[/spoilername][/col3]

Katsuo enters in 3 rounds -- this is 3 of 3
Sousuke and Kuro enter in 3 rounds -- this is 1 of 3


What Happened?
0.00 Seconds | Roku declares Duelist against Shouki (Melee).
0.00 Seconds | Kazuki uses Dark Invitation- Kinjutsu Ability
  • Ninjutsu Check (Kazuki) 1 Failed
    Ninjutsu Check (Shouki) 2
    Ninjutsu Check (Kazuki) 11Failed
    Ninjutsu Check (Roku) 15
0.00 Seconds | Roku uses Initiative to Quickdraw Blue Aura, Open Gate 7 (+1 AP, +2 Gen Save) and Open Gate 6 (+2Dodge/ACC, instant clone recognition).
0.95 Seconds | Shouki attempts to break out of Kazuki's bind.
  • 20% Chance of success. Roll: 80 Failure
1.81 Seconds |Roku casts Rock Golem Mastered: Special Action Stone Guard (used to block an attack from Shouki).
  • Verified this already. Stone Guard is an action done by the Golem that costs 2 AP which is all the AP the creature has. This action cannot be done the round the Golem is created because the Golem only has 2 AP total and since we are already 2 seconds into the round the Golem only has 1.7'ish AP to use this round so it would have an insufficient amount of AP to protect you from anything this round. However next round the Golem would have the AP needed to protect you from a single attack.
1.90 Seconds | Shouki attempts to break out of Kazuki's bind.
  • 20% Chance of success. Roll: 80 Failure
2.50 Seconds | Kazuki cast Corpse Soil - B-Rank Ninjutsu - Mastered (2.5 AP).
3.50 Seconds | Kazuki cast Shadow Possession- Shadow Binding Technique - R3 on Shouki.
  • Attack (Kazuki) 12 HIT, Shouki is bound
    Evasion (Shouki) 2
    10% chance to auto-dodge. Roll: 42 Failed
3.50 Seconds | Kazuki performs Shadow Neck Bind - Shadow Strangulation Jutsu - R3 (2AP) on Shouki, cast with Corrupted Energy (modded at the same time as Shadow Possession).
3.50 Seconds | Shouki attempts to escape from this bind.
  • 30% chance (increased by the strangulation) to escape. 88 Failed
3.80 Seconds | Shouki attempts to escape from this bind.
  • 40% chance to escape. 8 Success, Shouki is free.
3.64 Seconds |Roku casts Elemental Clone Mastered: Special Action Fire Element & Special Action to create 3 total.
  • Roku 17 Failed, Shouki knows who is the real Roku
    Awareness Check Shouki 18
    Roku 11 Failed, Kazuki knows who is the real Roku
    Awareness Check Kazuki 14
4.09 Seconds |Roku Opens Gate 5 (+10% damage to unarmed weapons. Bolsters unarmed to 60% damage cap).
4.50 Seconds | Kazuki cast Shadow Possession- Shadow Binding Technique - R3 on Shouki.
  • Attack (Kazuki) 10
    Evasion (Shouki) 11
    10% chance to auto-dodge. Roll: 75 Failed
4.75 Seconds | Shouki attempts to escape from this bind.
  • 20% chance to escape. 10 Success, Shouki has escaped
4.55 Seconds | Roku enters Sacred Style (See MISC: Notable CA Effects).
5.00 Seconds | Shouki uses cancel as a free action due to his Willpower.
5.50 Seconds | Kazuki cast Shadow Possession- Shadow Binding Technique - R3 on Shouki.
  • Attack (Kazuki) 20 Success, Shouki is Bound
    Evasion (Shouki) 15
    10% chance to auto-dodge. Roll: 94
5.70 Seconds | Shouki attempts to escape from this bind.
  • 20% chance to escape. 1 Success, Shouki is now free.
5.91 Seconds | Roku casts Coagulation Mastered on Kazuki.
  • Roku Attack (checking for crit) 8
6.50 Seconds | Kazuki cast Shadow Possession- Shadow Binding Technique - R3 on Shouki.
  • Attack (Kazuki) 5 75% hit, Shouki is still bound. (This has been verified)
    Evasion (Shouki) 8
    10% chance to auto-dodge. Roll: 18 Failed
6.65 Seconds | Shouki attempts to escape from this bind.
  • 20% chance to escape. 55 Failure
7.50 Seconds | Kazuki's zombies attempt to basic strike attack Shouki.
  • Accuracy type is undefined. 1 - Melee 2 - Ninjutsu. Roll: 2 Ninjutsu
    Zombie 1 1 + 3 25% hit
    Shouki 4
    Zombie 2 10 75% hit
    Shouki 11
    Zombie 3 12 50% hit
    Shouki 14
    Zombie 4 15 50% hit
    Shouki 17
    Zombie 5 18 50% hit
    Shouki 20
    Shouki is now free.
7.60 Seconds | Kazuki cast Shadow Possession- Shadow Binding Technique - R3 on Shouki.
  • Attack (Kazuki) 9 MISS
    Evasion (Shouki) 18
7.50 Seconds | Roku casts Chakra Extension: Mastered (See Divinity Aura for modification increases)
9.55 Seconds | Shouki casts Divine Judgment [Mastered].
  • At this time this only effects Kazuki as Kazuki is the only one that Shouki has ingested the blood of and has been targeted by Reaper of Faith.
10.0 Seconds | All clones use Rank 1 Fireball targeting Shouki.
  • Attack (Clone) 11 Hit
    Evasion (Shouki) 8
    • Ninjutsu Check (Shouki) 10 Failure
      Ninjutsu Check (Kazuki) 17
      12% chance of causing the 'sear' effect. Roll 33 Failed
    Attack (Clone) 2 MISS
    Evasion (Shouki) 6
    Attack (Clone) 13 50% hit
    Evasion (Shouki) 13
    • Ninjutsu Check (Shouki) 6 Success
      Ninjutsu Check (Kazuki) 4

This was getting fun. He liked it when they played hard to get. A low guffaw erupted from the depths of his throat as the shadows converged on him, making it hard to breathe. Causing his body to ache in such a delightful way. He was a deviant, yes, and he savored moments like this because they were so rare despite his brutal upbringing. Some would consider him a monster for the things he planned to do to the Sennin once he got his hands on him. He would of course do it slow, peeling away at him like an onion. Seeing how deep he could cut while his victim was still capable of screaming. And they all screamed.

Blessed violence and sacred pain. The most intimate thing two men could share was the depth of ones agony and that was something they were going to share together.

Or...

Well, this makes a threesome... Whats with big, blonde and bulky?

He seemed to be powering up -- awesome.

OC: Not much to say here, is is like a DBZ episiode where someone is holding off the big bad for 10 seconds so Goku can power up his spirit-bomb.
 

Raizo

11th Kazekage
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Episode 11: 'Does Shouki Rhyme with Cookie?'| Madman Arc said:
[col]It was going to be something that bothered him for an extended period of time. He wanted to make sure he pronounced it right. Sure, was it a frivolous matter when you fully looked at it; his goal was to kill Shouki so why get his name right. Well, it mattered to him.

Personal reasons.

So he would let out a bit of a huff as his actions would commence. The blue aura engulfing him would continue to send blue sparks snapping around his body. His hair would take on a blue coloring as would his eyes. The aura would continue to emit the faint feeling of Ancient chakra, each passing second the feeling would continue to grow.

Hey, since he is the general... does he know about me?

Maybe he would get around to asking, maybe he wouldn't. Either way, the ground would rumble as a monstrosity would pull itself from the depths of the earth. With his golem on the field, it would appear that he would take his attention away from Shouki altogether.

"Listen here... wait, you need a name. Cookie. Ok, Cookie, Shuu-key over there is a turd blossom."

The rock monster would nod, as if it understood what the Sennin was talking about.

"Give'um a hug for papa if he does something stupid."

His attention would turn to Kazuki, who seemed to mostly have the appearance of things under control with the Sovereign member locked up in his binding technique.

"Are you ok? If not, just let me know. Turns out I've learned a new trick or two that makes me incredibly friendly person... also, if what those other aholes have said about what these types can do is true, I apologize in advanced... but just trust me."

His ability to assimilate living essence was not just a one way street, it seemed he was able to imbue the same energies into others to provide healing. He had never attempted it on something outside of the realm of things he had devoured, but since Kazuki was both human and Ancient, it would make sense that he was compatible to his healing touch. He was never trained in the medical arts, so it would not be the same but would equal similar results.

Such a hero I am. Now what should I do about that big bad over there? Maybe if I ignore him he will go away? Kazuki seemed to be doing a good job delaying him.

"Kazuki, ever played the waiting game? Wanna play with me?"

No need to rush, this would take a little bit and then be over before they all knew it. Unfortunately, Shouki broke free from his restraints and did not believe he would go scratch free as he did when he arrived on scene. It was nice building up a little buff, but this caged beast was only going to get more dangerous with each passing second. One mistake and it would be the beginning of the end for not just himself but Kazuki and anyone else arriving on scene.

Luckily, Roku was one of those annoying types.

-------------------------------------------------------------------------------------------------------------
OOC:

|
goku_stand_v1_by_zahoriglez-d4e5vjd.gif
[legend="[img]http://i657.photobucket.com/albums/uu291/elcrazycac/Abom%20Transformations%20and%20New%20KASHA%20gifs/LOa6jKb_zpsf3foiwjr.png[/img]"]
 
Name: Roku
Epithet:
Height: 6'2"
Build: Lean and Muscular
Eyes: Red
Blood Type: O Negative
Personal Data
Profile
Dojo
Quick Links for CA/Kin/Abilities:
Bloodline: Spiritualist

Kinjutsu: Hachimon

Abilities:

0. Sentinel - ANBU Branch
0. Shinobi 101 - Kinetic Genjutsu -> Melee Accuracy
1. Called Shot
2. Willpower
3. Acrobat
4. Healing Factor
5. Elemental Illusion
6. Duelist
7. Initiative
8. Quickdraw
9. Strategist
Fight Data
Maintains: Rock Golem, Gates 5, 6 and 7, Elemental (Fire) Clones, Chakra Extension/Divinity Aura, Sacred Style [All maintains are Master Rank]

Actions
Initiative to:
2 AP to use Armor of Thorns Mastered
2.5 AP to use Leech Seal Mastered on Shouki
2.75 AP to use Afternoon Tiger Mastered on Shouki
3 AP use Stardust Nova mastered with Clarity Strike (See MISC) [Spirit Chakra should also be impacting all ninjutsu] to convert attack into Light attack and Minor Affinity Move Focus on Shouki
1.5 AP to use Contract Summon - Mastered to summon C Rank Bird Hogosha

Elemental Clones:
All clones use Rank 1 Fireball targetting Shouki

Rock Golem:
Use special action to shield Roku if attacked by Shouki
Conditional:
1. If attacked by Shouki using taijutsu use Body Flicker Masteredto evade with no follow up [1.75 AP]
2. If I take on a Bleed Rank use Coagulation Rank 1 on myself
3. Use Body Switch Masteredwith Primed Explosive Note (see strategist slot) if targeted by an attack from Shouki higher than 1 AP [1AP Cost]

MISC:
[spoilername="Notable Ability Effects"]-Sentinel: +5% Damage Reduction from all non-illusionary sources and +1 item slot to place stackable items.
-Called Shot: Called Shots only take half the usual accuracy Penalties, +5% Called Shot chance, User can inflict Broken rank debuffs.
-Acrobat: 2 activated auto dodges per round
-Healing Factor: The user gains 3% Max HP at the end of each round, All Medical Jutsu are +10% more effective on the user.
Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.[/spoilername]
[spoilername="Notable CA Effects"]Holy Weapon: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
White Blessing x2: User and allies gain +2 accuracy. Does not stack with other users of White Blessing.
Holy Embodiment: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.
Sacred Style: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction. All CP costs are increased by 15% while active.
Divinity Aura: Grants an additional +1 Accuracy. If the special effect Aura is used and the next Taijutsu Attack is used by the chosen weapon, the attack cuts through all Damage Reduction.
Clarity Strike: Able to convert one Ninjutsu into a single-target non-elemental attack at +20% damage for an extra +20% chakra. This attack is considered 'light' element and cuts through half of all Ninjutsu damage reduction.
Spiritual Chakra x2: +10% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
White Blaze: The user is able to convert any Ninjutsu into a Light-Element attack dealing +10% Damage to a 25x25 foot area, but costing an additional +10% Chakra. This attack cuts through half of all damage reduction, and does not receive any Elemental buffs.[/spoilername]
Class Bonus: +1 to Dodge
Strategist Slots:
1. Place Medical Ward (Mastered) on me in advanced
2.******see above******
3. Pink Aura has one free basic strike when in stealth
4. Prep Flash Bomb to go off on successful dodge of any attack [target Shouki]
5. Attached Explosive Note to Kawarimi Target: Proximity and primed with 250 CP​
Actions
Holster: (Holy Weapon - Spiritualist) Blue Aura - +3 ACC,-/+0%Damage, Re-Energize, Chakra Drain, Rough Divide
Holster: Pink Aura
Slot 1: Kawarimi Target (See strategist slots)
Slot 2: 5 Explosive Notes (1 attached to Kawarimi Target; see strategist slots)
Slot 3: Red Aura
Slot 4: 3 Flash Bombs (1 primed for strategist slot)
Slot 5: Gold Aura
Slot 6 (From Sentinel Ability):8 Ninja Wires
Equipment
Mood Music X
[/legend]​
[/col]
 

Senju Kazuki

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[col]
It would seem Shouki was getting silent for the time being. For such a chatty character, this could be a bad sign for them. It could mean he was getting serious, and all the clues indicated things got deadly when the bastard son of the Wind Daimyo became serious. Kazuki had been effectively stalling the guy. His strategy had been effective but it would not last forever. There would be a time where his binds would fail to do anything on the General of the Sovereign. And they would be screwed. There was strength in numbers, it usually was like that, but not against a Jashinist. Once blood had been ingested, those priests had the ability to turn damage they received into damage done on their opponents. Unfortunately for the White Wolf, Shouki had ingested his and he had used said blood to scribe a seal on the ground. "Are you ok? If not, just let me know. Turns out I've learned a new trick or two that makes me incredibly friendly person... also, if what those other aholes have said about what these types can do is true, I apologize in advanced... but just trust me." Roku would inquire after instructing his rock golem to give the bastard a very tight hug. The Senju Overlord's rapid healing had undone most of the damage he had suffered so far. "I am fine. I heal rapidly and he did not hit me much. But I will keep that in mind.".

Time go another round.

Actions:
Maintain Corpse Soil
Activate Dark Invitation- Kinjutsu Ability
Cast Shadow Possession- Shadow Binding Technique - R3 (1AP) on Shouki.
Cast Shadow Neck Bind - Shadow Strangulation Jutsu - R3 (2AP) on Shouki, cast with Corrupted Energy (modded at the same time as Shadow Possession).
Cast Graveyard Amalgamation - A-Rank Ninjutsu - Mastered (3 AP)
cast Elemental Clone - Mastered (2AP) (Special Action: Earth)

Zombies
Use basic strikes against Shouki.

Graveyard Amalgamation
Skeleton Fort (4 AP)

Stone Clone
Earth Clone (2.5 AP total)
Use Stone Bullet - Mastered (Special Action: Called Shot - Arms) (1 AP)
Use Earth Flow River - Mastered (1.5 AP) (Special Action: Mudslide to force Shouki into failing his first attack directed at either me or Roku)

Conditionals:
If Shouki is unbound by any means use Shadow Possession- Shadow Binding Technique - Mastered on him.
If Shouki attacks me, cast Flock of Shadows - Mastered (2.5AP)
Accept any support jutsu from Roku.
Zombies will basic strike Roku if he becomes bound.​
|[legend="[[url=https://youtu.be/DHMF-bVxlkc?t=1m56s][b][u]He is choking out![/u][/b][/url]]"]
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Senju Kazuki
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[/legend][/col]
 

Sand Council

Sand Event NPC
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[col]
Shouki
HP: 87,721 [-19028] [-1000 Bleed I] 67,693
CP: 36,190 [-396] 35,794
AP: 10.5 [-9.5] 1
[spoilername="Passives"]20% DR
Indomitable Spirit: ignores one point of debuff from any and all sources; ignores fear effects.
Awesome Power - Hidden Powder: +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.
Free Will: +2 Dodge/Save against binds, and has an additional +5% chance of escaping.
Quickdraw
Called Shot
Willpower
Strategist
Bloody Mess
Duelist:
  • - 10% autododge (Kazuki)
    +10% damage done to opponent (Kazuki)
Jashinism:
  • - All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
    - The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
    - If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
    - If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.
[/spoilername]
[spoilername="Stats"]Melee Accuracy 27 + 2 (Duelist)
Ninjutsu Accuracy 27
Genjutsu DC 23
Ranged Accuracy: 23
Gen Resist 23 + 3 (Willful)
Evasion 23 - 3 (Divine Judgement)[/spoilername]|Senju Kazuki
HP: 38,640 [-858 Bleed I][-7816] [+1170 Healing Factor][+3839] 34,975
CP: 21,254 [-3723] [+900] 18431
Corrupted Energy: 16,456 [+3509][+105][+225] 15776
AP: 10.5 [-9] 1.5 => 1 (roll over)
[spoilername="Passives"]Journeyman (Main Branch): Jutsu cost -5% Chakra.
Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
  • Meaning there is a 15% Chakra Cost reduction total.
Shinobi 101 - Ninjutsu (Slashing Taijutsu with Ninjutsu Accuracy)
Summoner: A Creation's HP and CP are +5% Higher. The user may now have two different Creation Jutsu active at once; however, the second Creation Jutsu will be treated as Rank 1.
Initiative: The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.
Conservative Motion: Jutsu effects that would increase Chakra Costs are negated. All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.
Clarity: The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
Concentrated Focus: The user's binds have a -5% chance of being escaped from and binds which break upon the user losing a portion of their Max HP or CP are now increased to 20% Max HP/CP.
Elementalist: The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element.
Duelist: always use this in a 1 v 1
Healing Factor: Regain 3% max HP every round
Strategist -- Nara You need to list your strat slots in your stats. You can use this for a free basic strike, place some poison on it, a sad version of quickdraw, to affix an E-note to something, etc.
Class: +5% Ninjutsu Damage
Shadow Bend: May convert Fire and Water Jutsu into Shadow at no extra cost. +15% Shadow Damage.
Shadow Tactics: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.
  • This is a total of +30% shadowy damage
[/spoilername]
[spoilername="Stats"]Ninjutsu Accuracy: 27 + 2 (Duelist)
Genjutsu DC: 23
Melee Accuracy: 23
Ranged Accuracy: 19
Gen Save: 23 +2 (Slippery Mind)
Evasion: 23
Awareness: +2[/spoilername][/col]



[col3]Roku
HP: 45000 [Max] [+1350] [-9151] 35849
CP: 30425 [-5279] [+396] 25542
AP: 12 [-11.75] 0.25

[spoilername="Passives"]-Sentinel: +5% Damage Reduction from all non-illusionary sources and +1 item slot to place stackable items.
-Called Shot: Called Shots only take half the usual accuracy Penalties, +5% Called Shot chance, User can inflict Broken rank debuffs.
-Acrobat: 2 activated auto dodges per round
-Healing Factor: The user gains 3% Max HP at the end of each round, All Medical Jutsu are +10% more effective on the user.
Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
-Holy Weapon: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
-White Blessing x2: User and allies gain +2 accuracy. Does not stack with other users of White Blessing.
Holy Embodiment: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them. Consider defining your allies.
Sacred Style: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction. All CP costs are increased by 15% while active.
Divinity Aura: Grants an additional +1 Accuracy. If the special effect Aura is used and the next Taijutsu Attack is used by the chosen weapon, the attack cuts through all Damage Reduction.
Clarity Strike: Able to convert one Ninjutsu into a single-target non-elemental attack at +20% damage for an extra +20% chakra. This attack is considered 'light' element and cuts through half of all Ninjutsu damage reduction.
Spiritual Chakra x2: +10% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
Armor of Thorns: Damage to the user is reduced by -10%. Additionally, melee contact with the user have a 24% chance of activating the 'Thorn' effect.[/spoilername]

[spoilername="Stats"]Melee Accuracy 27 + 2 (White Blessing) + 1 (Sacred Style) + 1 (Divinity Aura)
Evasion 23 + 1 (Class)
Genjutsu Save 23
Ninjutsu Accuracy 23 + 2 (White Blessing) + 1 (Divinity Aura)
Ranged Accuracy 19 + 2 (White Blessing) + 1 (Divinity Aura)
Genjutsu DC 19[/spoilername]|Kazuki's Zombies
HP: 1966
AP: 2|Roku's Golem
HP: 2630 [-105]
AP: 2[/col3]

[col3]Roku's Clones
HP: 1870 [-75]
CP: 1870 [-300] 1570
AP: 2.5
[spoilername="Information"]-7 of Roku's Secondaries.
12% chance of activating 'Burn' upon being destroyed.
The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.[/spoilername]|Roku's Clones
HP: 1870 [-75]
CP: 1870 [-300] 1570
AP: 2.5
[spoilername="Information"]-7 of Roku's Secondaries.
12% chance of activating 'Burn' upon being destroyed.
The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.[/spoilername]|Roku's Clones
HP: 1870 [-75]
CP: 1870 [-300] 1570
AP: 2.5
[spoilername="Information"]-7 of Roku's Secondaries.
12% chance of activating 'Burn' upon being destroyed.
The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.[/spoilername][/col3]

Sousuke and Kuro enter in 3 rounds -- this is 2 of 3[/b]

What Happened?
0.00 Seconds | Shouki maintains Divine Judgement.
0.00 Seconds | Roku maintains Open Gate 7 (+1 AP, +2 Gen Save) and Open Gate 6 (+2Dodge/ACC, instant clone recognition) and Open Gate 5 (+10% damage to unarmed weapons. Bolsters unarmed to 60% damage cap), Rock Golem, Elemental Clone (Fire).
0.00 Seconds | Kazuki maintains Corpse Soil.
0.00 Seconds | Roku uses Initiative to cast Armor of Thorns [Mastered].
  • Damage to the user is reduced by -10%. Additionally, melee contact with the user have a 24% chance of activating the 'Thorn' effect.
0.00 Seconds | Kazuki activates Dark Invitation- Kinjutsu Ability.
  • Ninjutsu Check (Kazuki) 10 Success
    Ninjutsu Check (Shouki) 5
    Ninjutsu Check (Kazuki) 2 Failure
    Ninjutsu Check (Roku) 19
    Ninjutsu Check (Kazuki) 5 Success
    Ninjutsu check (Roku's Golem) 6
    Ninjutsu Check (Kazuki) 14 Success
    Ninjutsu Check (Roku's Clone #1) 10
    Ninjutsu Check (Kazuki) 8 Success
    Ninjutsu Check (Roku's Clone #2) 8
    Ninjutsu Check (Kazuki) 20 Success
    Ninjutsu Check (Roku's Clone #3) 10
0.90 Seconds | Kazuki casts Shadow Possession- Shadow Binding Technique [Mastered] on Shouki.
  • Attack (Kazuki) 2 Miss
    Evasion (Shouki) 12
0.95 Seconds | Shouki consumed Roku's blood, adding him to the curse.
1.80 Seconds | Kazuki casts Shadow Possession- Shadow Binding Technique [Mastered] on Shouki.
  • Attack (Kazuki) 3 Miss
    Evasion (Shouki) 14
2.08 Seconds | Roku uses Leech Seal [Mastered] on Shouki.
  • Attack (Roku) 6 Miss
    Evasion (Shouki) 16
2.70 Seconds | Kazuki casts Shadow Possession- Shadow Binding Technique [Mastered] on Shouki.
  • Attack (Kazuki) 15 Success, Shouki is bound!
    Evasion (Shouki) 9
2.70 Seconds | Kazuki uses Shadow Neck Bind - Shadow Strangulation Jutsu [Mastered] on Shouki.
  • Ninjutsu Check (Shouki) 19 Success
    Ninjutsu Check (Kazuki) 3
    Ninjutsu Check (Shouki) 3 Success
    Ninjutsu Check (Roku) 3
2.70 Seconds | Shouki attempts to escape.
  • Escape Attempt. Roll: 3 Success
3.60 Seconds | Kazuki attempts to bind Shouki with Shadow Possession- Shadow Binding Technique [Mastered].
  • Attack (Kazuki) 1 Hit
    Evasion (Shouki) 1
3.60 Seconds | Shouki attempts to escape.
  • Escape Attempt. Roll: 42 Failed.
3.80 Seconds | Shouki attempts to escape.
  • Escape Attempt. Roll: 16 Success.
4.37 Seconds | Roku uses Afternoon Tiger [Mastered] on Shouki.
  • Attack (Roku) 11 Hit
    Evasion (Shouki) 6
  • 24% chance of activating the 'Thorn' effect. Roll: 13 Success Bleed II
    Ninjutsu Check (Shouki) 3 Failed
    Ninjutsu Check (Roku) 18
    Ninjutsu Check (Shouki) 4 Failed
    Ninjutsu Check (Kazuki) 16
4.50 Seconds | Kazuki attempts to bind Shouki with Shadow Possession- Shadow Binding Technique [Mastered].
  • Attack (Kazuki) 16 Success
    Evasion (Shouki) 12
4.50 Seconds | Shouki attempts to escape.
  • Escape Roll: 46 Failed
5.00 Seconds | Roku's clones attack Shouki with Fireball [Rank 1].
  • Attack (Clone 1) 2 Hit
    Evasion (Shouki) 3
    • 12% chance of causing the 'sear' effect. Roll: 61
      Ninjutsu Check (Shouki) 3 Failure
      Ninjutsu Check (Roku) 12
      Ninjutsu Check (Shouki) 18 Success
      Ninjutsu Check (Kazuki) 3
    Attack (Clone 2) 9 Hit
    Evasion (Shouki) 2
    • 12% chance of causing the 'sear' effect. 11
      Ninjutsu Check (Shouki) 1 Failure
      Ninjutsu Check (Roku) 12
      Ninjutsu Check (Shouki) 10 Failure
      Ninjutsu Check (Kazuki) 14
    Attack (Clone 3) 20 Crit!
    Evasion (Shouki) 2
    • Ninjutsu Check (Shouki) 11 Failure
      Ninjutsu Check (Roku) 17
      Ninjutsu Check (Shouki) 17 Success
      Ninjutsu Check (Kazuki) 4
5.00 Seconds | Kazuki's zombies attempt to basic strike Shouki.
  • Random roll for accuracy-type. 1 melee. 2 nin. Roll: 1 (melee)
    Attack (Zombie 1) 18 Success
    Evasion (Shouki) 2
    • Ninjutsu Check (Shouki) 4 Failure
      Ninjutsu Check (Kazuki) 10
      Ninjutsu Check (Shouki) 20 Success
      Ninjutsu Check (Roku) 13
    Attack (Zombie 2) 3 Success
    Evasion (Shouki) 2
    • Ninjutsu Check (Shouki) 9 Success
      Ninjutsu Check (Kazuki) 16
      Ninjutsu Check (Shouki) 2 Failure
      Ninjutsu Check (Roku) 5
    Attack (Zombie 3) 1 Miss
    Evasion (Shouki) 8
    Attack (Zombie 4) 8 Miss
    Evasion (Shouki) 18
    Attack (Zombie 5) 16 Success
    Evasion (Shouki) 12
    • Ninjutsu Check (Shouki) 7 Success
      Ninjutsu Check (Kazuki) 4
      Ninjutsu Check (Shouki) 9 Failure
      Ninjutsu Check (Roku) 15
5.40 Seconds | Kazuki attempts to bind Shouki with Shadow Possession- Shadow Binding Technique - Mastered.
  • Attack (Kazuki) 10 Success
    Evasion (Shouki) 6
5.45 Seconds | Shouki attempts to escape.
  • Escape Roll: 97 Failed
6.40 Seconds | Shouki attempts to escape.
  • Escape Roll: 21 Success
6.40 Seconds | Kazuki attempts to bind Shouki with Shadow Possession- Shadow Binding Technique - Mastered.
  • Attack (Kazuki) 5 Success
    Evasion (Shouki) 2
6.87 Seconds | Roku uses Stardust Nova mastered with Clarity Strike (See MISC) [Spirit Chakra should also be impacting all ninjutsu] to convert attack into Light attack and Minor Affinity Move Focus on Shouki.
  • Attack (Roku) 15 Hit
    Evasion (Shouki) 14
    • Damage has a 44% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect. 18 Success
    Attack (Roku) 1 Hit
    Evasion (Shouki) 5
    • Damage has a 44% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect. 23 Success
    Attack (Roku) 18 Hit
    Evasion (Shouki) 18
    • Damage has a 44% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect. 86 Failure
    Attack (Roku) 14 Hit
    Evasion (Shouki) 8
    • Damage has a 44% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect. 76 Failure
    Attack (Roku) 8 Hit
    Evasion (Shouki) 3
    • Damage has a 44% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect. 61 Failure
    Attack (Roku) 11 Hit
    Evasion (Shouki) 2
    • Damage has a 44% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect. 82 Failure
    Attack (Roku) 12 Hit
    Evasion (Shouki) 12
    • Damage has a 44% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect. 69 Failure
    Attack (Roku) 16 Hit
    Evasion (Shouki) 10
    • Damage has a 44% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect. 74 Failure
    Attack (Roku) 11 Miss
    Evasion (Shouki) 19
    Attack (Roku) 12 Hit
    Evasion (Shouki) 15
    • Damage has a 44% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect. 98 Failure
      Ninjutsu Check (Shouki) 15 Success
      Ninjutsu Check (Roku) 2
      Ninjutsu Check (Shouki) 4 Failure
      Ninjutsu Check (Kazuki) 10
      • Shouki is no longer bound.
7.30 Seconds | Kazuki attempts to bind Shouki with Shadow Possession- Shadow Binding Technique - Mastered.
  • Attack (Kazuki) 4 Hit
    Evasion (Shouki) 4
7.45 Seconds | Shouki attempts to escape.
  • Escape Roll: 55 Failed
8.12 Seconds | Roku casts Contract Summon - Mastered to summon C Rank Bird Hogosha.
8.40 Seconds | Shouki attempts to escape.
  • Escape Roll: 21 Success.
8.40 Seconds | Kazuki attempts to bind Shouki with Shadow Possession- Shadow Binding Technique - Mastered.
  • Attack (Kazuki) 17 Success
    Evasion (Shouki) 13
9.35 Seconds | Shouki attempts to escape.
  • Escape Roll: 9 Success
10.0 Seconds | Kazuki's zombies attempt to basic strike Shouki.
  • Random roll for accuracy-type. 1 melee. 2 nin. Roll: 1 (melee)
    Attack (Zombie 1) 6 Success
    Evasion (Shouki) 4
    • Ninjutsu Check (Shouki) 14 Failed
      Ninjutsu Check (Kazuki) 15
      Ninjutsu Check (Shouki) 19 Success
      Ninjutsu Check (Roku) 13
    Attack (Zombie 1) 7 Success
    Evasion (Shouki) 11
    • Ninjutsu Check (Shouki)13 Success
      Ninjutsu Check (Kazuki) 9
      Ninjutsu Check (Shouki) 19 Success
      Ninjutsu Check (Roku) 19
    Attack (Zombie 1) 5 Success
    Evasion (Shouki) 4
    • Ninjutsu Check (Shouki) 5 Failed
      Ninjutsu Check (Kazuki) 11
      Ninjutsu Check (Shouki) 1 Success
      Ninjutsu Check (Roku) 4
    Attack (Zombie 1) 3 Success
    Evasion (Shouki) 17
    • Ninjutsu Check (Shouki) 19 Success
      Ninjutsu Check (Kazuki) 15
      Ninjutsu Check (Shouki) 3 Failure
      Ninjutsu Check (Roku) 12
    Attack (Zombie 1) 11 Miss
    Evasion (Shouki) 20
 

Sand Council

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Shouki

He craned his neck around to view upon a glorious manly visage. He knew him. He did not recognize him until he opened his big, stupid mouth. A perverse smile crept over his face as his devious gilded eyes scanned his newest adversary. "Alive Number Six?" The phrase had the inflection of a question but it was indeed a statement of the obvious. The broken bastard boy was indeed quite alive and he had taken the side of the Sunans like a fool. Only morons and dead men take the side of the Sunans. "Never could stick to one thing," he commented "not even a face... never mind a side." Despite his ridiculous face, the general was no fool.

The shadows would reach out for him, grasping at his ankles and wrists, halting his advance but not preventing his divine retaliation. Number Six, the betrayer and ignoramus he was really did not remember one important fact: the Lord himself was in Shouki's corner. The bloodied god would make him feel. Would make him remember as the pains he inflicted would come upon him in waves, greater than what he alone had doled out but lesser than Shouki might have suffered overall. Thankfully Shouki was a big boy. He could take care of himself. That and he kind of liked it when the boys played rough. A cackling laugh would escape Shouki's lips as the shadows took hold once again.

The shadow-molder was quite frustrating. He liked that. There were a few things he would of course need to learn. First and foremost. When he lives a life of defense, his offense lacks. Eventually his luck would run out. There would be a gap and he would lose everything. "Sennin, are we done with the foreplay. Since we have made this into a three... no..." He counted out his opponents with his eyes, his hands were wonderfully restrained. "Eightsome? Naw, that lacks pizzazz." He concluded. It sounded an awful lot like a foreigner's dance. They would quickly discover one thing -- their attempts to strike him down would come with a gift. The gift of PAIN. He was a generous man. "Call me old-fashioned, but..." he broke free of the darkness through shear force of strength but the darkness came from him again.

But here is the problem, Shouki is not a fool -- he is fucking brilliant. And the answer was indeed a simple one for someone who did not fear pain. Someone who could time out when Kazuki was most likely to strike. The shadows can reach and grab, grasp and claw between 0.9 and 1 seconds. The zombies would scratch and paw every five. Number Six was a selfish little bastard, just in new packaging. He would likely spend time healing a blemish or making his muscles look bigger before he let off another few flashy assaults. So what could he do knowing what he did. Knowing that Six would fail to put the fear of god into him and the shadow fiend would continue to play grabby hands well into the night, long after their first date should have ended. Simple -- make sure everything continued to hurt. Time to prime show them how this is really done. Two... four... six... eight...
 

Mikaboshi

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[col]As Shouki prepared to dive back into confrontation with the two Sand Sennin, Katsuo arrived on scene like the crash of a lightning strike in a three-point landing a score or so of feet away from where Shouki, Roku and Kazuki squared off to do battle. His silver-green armor gleaming in the sun overhead, Katsuo stood quickly and took in the surroundings of the battle as he identified each of the participants. Each of them were familiar in some way to Mikaboshi and thus were familiar to Katsuo as his mind recalled their appearances from the empathic imprint left on his memories by the presence of the Black Wolf. The only one among the three that might recognize Katsuo was Roku for the time that he'd spent in the care of the Bishamonten Project as the suit he wore on his person was undeniably the work of the Journeyman genius Fuurika.

"Ishii Shouki." Announced Katsuo through the metal of the visored steel mask he wore upon his face. No expression could be made by the featureless metal of his mask but the voice that rumbled forth from him carried with it a quiet anger to it. Ever since coming to Sunagakure, Katsuo had done nothing but fight other people's enemies to uphold the greater good. He'd fought the Cabal to protect people. He'd fought Mikaboshi because the Deep King had a grudge against Sousuke that he wanted to carry out. He'd fought Sousuke, Kazuki, Urufu and Avaron all for the same reason albeit under the control of Mikaboshi. It wasn't until his last bout with Mikaboshi that Katsuo had fought for something other than to protect other people but even then that had been more about putting an end to the on-going feud between Sunagakure and the Deep Court. "You are the son of the Wind Daimyo Ishii Shiro and leader of his Sovereign special forces. You and yours killed my father."

Reaching up, Katsuo rested his fingertips upon the visor of his mask and as he did the armor responded to his desire by separating at the neck allowing the entire helmet to fall forward into his grasp to show his face. Gone was the visage of the smiling man that trifled with danger and demons. This fight was deeply personal.

"My name is Sunahoshi Katsuo. I am the first and only son of the last Sunahoshi Kazekage."

Katsuo had thought long and hard about what he would say when he first came face to face with one of the persons associated with the death of his father but in this moment all of that previous introspection and planning was forgotten. The only thing he could think of was the way the strong facade that his mother put on for the good of their clan cracked when she talked about Hiro and the sadness he saw beneath that mask. Lightning raced around his form and the winds suddenly picked up pace, blowing in the opposite direction than they had been only a moment ago as the skies began to cloud over with angry black thunderheads. Raising his mask for a moment as an acknowledgement of Shouki as his opponent, Katsuo slid the piece of shinobi technology back upon his face and within moments the mask hummed and the bright green of the visor flickered to life again once more. He could feel the suit draining the energy that his body normally produced but paid it no mind for the moment-- his attention was entirely on this long awaited first taste of justice against the people that murdered his father and his uncle.

[BGM]

"Justice is finally at hand for you."
|[legend="[[b][u]OOC Notes[/u][/b]] - [BGM]"]
vUvUgI1.png

Sunahoshi Katsuo - The Last Sunahoshi
dwbW8t.png
Actions
  • Declaring Hachimon Special Action Weights: On [0 AP / 0 CP]
    • Weights: On reduces Accuracy and Dodge by -1 but increases Melee Damage by 5% for each round it is active and stacks up to four times.
    • Current Effects: -1 Accuracy and Dodge, +5% Melee Damage
  • Activate Duelist (Ability) targeting Shouki declaring +2 Accuracy and +10% Damage [0 AP / 0 CP]
  • Cast Chakra Gates (Master Rank) and activate Gate #6 (+2 Acc/Dodge and Instant Clone Recognition) and Gate #7 (+1 AP and +2 Genjutsu Save). [1 AP / 400 CP]
  • Cast Sword of Oblivion (Master Rank) [2 AP / 1,200 CP]
    • Damage Type: Unarmed
    • Accuracy/Damage Modifiers: +2 Accuracy / -10% Damage
    • Augments: Special Composition: Storm (Free), Dual Weapon (Free), Bandage Wraps, Rough Divide and Chakra Drain
    • Special: Can use handseals while equipped due to being an Unarmed Weapon
  • Cast Afternoon Tiger (Master Rank) targeting Shouki. [2.75 AP / 1,782 CP]
  • Cast Polarity Storm (Master Rank) targeting Shouki [3 AP / 2750 CP]
    • Using Affinity Move Focus to grant +2 Accuracy and +1 Critical.
  • Conditional #1: If Polarity Storm (Master Rank) activated the Disruption Secondary Effect on Shouki then use a Basic Strike on Divine Judgment's Blood Seal to destroy it. [0.5 AP / 0 CP]
  • Activate Lightning Style - Surge (Ability) [0.5 AP / 0 CP]
[/legend][/col]
 

Toraono Kuro

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2 of 3 Yay!!!
CLOSING IN!!!

Summoner Kuro with his enhanced eyesight homed in on Shouki as he poured the necessary chakra into his limbs to be ready to unleash a specially prepared hell. Song Kuro already had his song in mind and was clearing his lungs to sing a tune that would urge every one of his allies to victory.

Summoner Kuro continued to zero in on Kazuki’s chakra with his advanced eyesight as Song Kuro took steady breaths as they closed in on the fray. Kazuki was stepping into and out of the shadows with Shouki close on his heels, now 2 new players entered the scene, one was very familiar but was proclaimed dead. The other was likely Roku but Kuro had never watched him battle so he did not know his chakra off hand save a couple of attacks witnessed against the rekindled and re deadened Barynx . Upon securing their brother Kuro would then dismantle/ disassemble/ dislocate and last of all behead Shouki. It was known that Jashinists could exist without their bodies so Kuro planned to deprive him of it and use his immortal head as a stepping stone to personally meet the Daimyo and pass on a far more destructive message. They had come into his home, attacked his family, killed his people, destroyed their infrastructures and unleashed all kinds of havoc upon Sunagakure and for what, just to prove they were the strongest or the most efficient? Kuro in all his forms was coming for the Sovereign and their Daimyo, but Shouki was going to be the first to truly feel his wrath. There would be no bargaining, no diplomacy, no words, only the wrath of lost souls funneled through Kuro’s multiple forms.
Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
Power Level: 3600

-10 +10 (90 +10 Veteran status): Two in low, one in high. Others average.
Summoner Kuro (Hyuuga)
HP: (45+5+lvl15) x 600 = 39,000
CP: (45+5+lvl15) x 600 = 39,000
Class Bonus: kinjutsu, +1 Accuracy
High: Melee Accuracy
Average: Genjutsu Save, Evasion, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
Shinobi 101 Melee -> Ranged (not projectile)

Summoner Kuro's Abilities
0. Shinobi 101 Taijutsu (Unarmed-> Ranged)* Journeyman*
1. Mechanized Weapon (Bio Prosthetic Leg)**
2. Human Anatomy
3. Healing Factor
4. Contract Mastery
5. Called Shot*
6. Hidden Power **
7. Combat Instinct **
8. Weapon Mastery Unarmed
Unarmed - Blitz Brawl: The user may choose to combo two unarmed attacks together, using the timing of the higher AP action regardless of the order of both attacks. If the first hits, the second one hitting will automatically suppress the target for .5 Ap. If the first misses but the second one hits, the first will be rerolled at the end of the second attack, but cannot inflict suppression.
May be used once per target, per round.

Song Kuro (Hashigaki)
HP: (45+5+lvl15) x 600 = 39,000
CP: (45+5+lvl15) x 600 = 39,000
Class Bonus: kinjutsu, +1 Accuracy
High: Melee Accuracy
Average: Genjutsu DC, Genjutsu Save, Evasion
Low: Ninjutsu Accuracy, Ranged Accuracy
Shinobi 101 Melee -> Sound

Hashigaki Kuro's Abilities:
0. Shinobi 101 Taijutsu (Melee-> Sound), Journeyman
1. Bull's Strength -> Weapon Attunement
2. Human Anatomy
3. Duelist
4. Healing Factor
5. Called Shot
6. Hidden Power
7. Combat Instinct
8. Weapon Mastery Bludgeoning*
Bludgeoning - Momentum: When the user misses a Bludgeoning attack, 25% of the missed attacks damage is added to the user's next Bludgeoning attack that hits.
This stacks for consecutive misses, and resets when the user hits, uses an attack other than bludgeoning, or the end of a round. Only applies to AoE if the attack fails to hit any targets.


Summoner Kuro equips - Bio Prosthetic Leg Mechanized Weapon

Augments: Trick weapon (Piercing), Vanguard, Raid
Type: Unique (Unarmed*/Piercing)
Weight: light
Range: Melee
Damage: -10% dmg
Accuracy: +2
(ranged acc used for traps – Ranged acc/ Ranged Jutsu use melee acc via Shinobi 101)
Traps Built in:
Non-Aggressive Zone : 1 point of Trap Jutsu for Mechanized Weapon
This trap creates a calming barrier that shields the user from attacks.

Information
Prerequisites: D Rank, A Puppet, Mechanized Weapon

Rank 1: Creates a Barrier that protects the user from attacks. While inside, the user may not make offensive actions.
Master: Creates a Barrier that protects the user and one other ally. While inside, neither the user or the ally may make offensive actions.

Trigger condition: Being attacked by with Melee Accuracy.

Notes:
- This technique is considered a Barrier jutsu.
- This technique is considered a maintainable jutsu.
- At Rank 1, the barrier has HP equal to 80% of the amount of chakra the user wants to put into it. At Master Rank, the barrier has HP equal to the amount of chakra the user wants to put into it. Neither rank may have more then 2000 HP.
- This technique also blocks Genjutsu.

Rank 1 Cost: CP used for the creation of this technique.
Rank 2 Cost: CP used for the creation of this technique.


Dimensional Wall: 2 points Trap Jutsu for mechanized weapon
Using the power of chakra, this trap is able to redirect part of an attack back upon the attacker while they are attacking the user.

Information
Prerequisites: C Rank, A Puppet, Mechanized Weapon

Rank 1: Upon a successful Ranged Check (Ranged Acc vs Attacker's attacking Acc), the target takes 30% of the damage done to the user.
Master: Upon a successful Ranged Check (Ranged Acc vs Attacker's attacking Acc), the target takes 50% of the damage done to the user.

Trigger Condition: Being attacked by a Taijutsu.

Special Condition: By paying an additional +20% of the Cost, the user may specify what Rank of attack they would like this trap to be sprung with.

Rank 1 Cost: 270 CP
Rank 2 Cost: 340 CP


Forceful Mirror: 3 points Trap Jutsu for mechanized weapon
A simple trap that counters an attacker and sends their attack back to them.

Information
Prerequisites: A Rank, A Puppet, Mechanized Weapon

Rank 1: User makes a Ranged Check, using Ranged Accuracy against the target's Ninjutsu Accuracy. Upon a successful check, the target's attack deals 80% of the total damage to themselves instead.
Master: User makes a Ranged Check, using Ranged Accuracy against the target's Ninjutsu Accuracy. Upon a successful check, the target's attack deals full damage to themselves instead.

Trigger condition: Being attacked by a B-Rank, or lower, damage dealing jutsu.

Notes:
- This does not work on Genjutsu.

Rank 1 Cost: 1320 CP
Rank 2 Cost: 1650 CP

Summoner Kuro activates Byakugan Rank 3
Takes Jyuuken Stance
Focuses combat instinct on Shouki

Song Kuro equips
Houkou no Shishi (Lion’s Roar)
Augments: Primal, trick weapon (bludgeoning), special composition: sound
Type: Unique (Unarmed, bludgeoning)
Weight: light
Range: Melee
Damage: -10% dmg
Accuracy: +2

Song Kuro enters Furuuken Stance
Focuses Duelist then Combat Instinct on Shouki
Song Kuro uses
Fevre De Pitch Rank 2 on Kazuki, Roku, Katsuo, Sousuke, Kuro*
Rank 2:
-The Hashigaki receives +1.5 Accuracy/Dodge due to an increased sonar
-Allies receive +1.5 dodge, and +1.5 Gen Save.
-The Hashigaki and nearby allies recover 4% Max Hp per round
For 3 rounds
Cost: 3 AP, 2,500 CP, 1000 CP/rnd
Notes:
- This is a Audial/Will Genjutsu.
- Cannot be used in conjunction with Requiem of Death or Nocturne of Shadow.

Song Kuro will use any remaining AP for called shots to Shouki’s arms


Conditionals if there is enough AP:
Shouki uses any A rank taijutsu against Kuro or Kazuki
Summoner Kuro will use Kinesis A Rank – Redirect to Shouki
Redirection
One of the most advanced techniques of this chakra nature, this skill allows the user to utilize their Kinetic release to not only to reflect techniques with the force of their chakra, but outright manipulate and guide it by redirecting it with their own chakra. This invisible technique appears as the user simply stopping an incoming attack, and reversing it back to the attacker (Or harming a melee attacker from the reversal of force).

Information
Prerequisites: - Kinesis Affinity, A-rank, 4 Mastered Kinesis Techniques, Reflection mastered

Rank 1: Allows the user to Redirect up to Level B jutsu. Redirected attacks have a 28% chance of gaining the 'Psionic' effect.
Rank 2: Allows the user to Redirect up to Level A jutsu. Redirected attacks have a 36% chance of gaining the 'Psionic' effect.

Cost: Ap of the redirected attack +.5, Cp of the redirected attack +40%.

Notes:
- This jutsu is used reflexively, and does not require handseals.
- This may only be used every other round. Cannot be done in the same round as Reflection.
- This does not work on any Level S jutsu. This does not effect Genjutsu.
- When used, this causes the attack to make a check against the user's Ninjutsu Accuracy instead of evasion. The user cannot dodge if they fail this check. This check applies for the whole jutsu if Multi-hit/AoE.
- The redirected attack retains all buffs that it was used with, and additionally receives any Kinesis buffs the user may have up to +25%. This does not allow it to surpass the Buff cap.
- The user is able to choose any target on the field for Redirected attacks to be aimed at.
- The 'Psionic' effect treats this jutsu as a sneak attack. If already a sneak attack, this prevents the attack from being auto-dodged or revealing the user to others.
Shouki uses any B rank taijutsu against Kuro or Kazuki
Summoner Kuro will use bloodline counter Kaiten Master Rank with two called shots one for SHouki's legs
one SHouki's for arms


Song Kuro will use Fevre De Pitch - Song Genjutsu</U><i></i> rank 2

An invigorating song jutsu that can only be sung with the advanced vocals of the Hashigaki, this
chakra infused tune creates a soothing melody that increases the perception of themselves and
their allies to the environment around them, keeping their awareness sharp and focused.

Rank 2:

-The Hashigaki receives +1.5 Accuracy/Dodge due to an increased sonar
-Allies receive +1.5 dodge, and +1.5 Gen Save.
-The Hashigaki and nearby allies recover 4% Max Hp per round[/spoiler]
Raid said:
Raid - Basic Augment

Effect: User no longer suffers an Accuracy penalty when making Called Shot: Weapon attempts with equipped weapon.

Weapon Updates - Mechanized Weapon
A weapon combining an entirely different form of craftsmanship into its design. Whether sleek looking or clunky, the weapon has plenty of hidden tricks and gadgets to help take others by surprise...With the downside being the occasional extra screw or unexplained rattling.

Information:
Prerequisites: D Rank, a Weapon

Effect:
- In their Dojo thread, the user specifies one of their weapons. This weapon may have up to 6 points worth of puppet traps installed into it; E-D rank traps costing 1 point, C-B rank costing 2, and A rank costing 3.
- The user may only set two traps of their mechanical weapon per round.
- Once triggered, traps installed by in the weapon are not consumed for the remainder of battle as normal, and may be set again after a full round from its triggering.

Note:
- The weapon must be equipped for the user to set its traps. if the weapon is unequipped for a full round, any set traps are deactivated.
- This ability may be taken multiple times, either to increase a weapon's trap slots, or to add traps to a different weapon entirely.
Bio Prosthetic Leg
Augments: Trick weapon (Piercing), Vanguard, Crippler>Raid
Type: Unique (Unarmed/Piercing)
Weight: light
Range: Melee
Damage: -10% dmg
Accuracy: +2

Traps are "armed" using the user's AP
The user pays half the AP to arm the trap and the other half is taken when the trap is triggered.
Example: An A-Rank Puppet Trap costs 2.5 AP total. The user must pay 1.25 AP to arm the trap and when the trap is triggered the remaining 1.25 AP will be removed from the user's AP total.
If the user does not have enough AP for their trap to trigger, the trap will not trigger.
If a trap is successfully triggered it is considered consumed and may not be used again.
Once armed a trap remains active for up to 3 rounds. Once 3 rounds has passed and the trap has not triggered, it is automatically deactivated and becomes Diffused.
Diffused Traps may be re-activated by paying 1 AP. A trap which has been re-activated from the Diffused status must be re-armed for the appropriate AP cost before it can be triggered.
The user may diffuse an armed trap for no cost but cause them to become Diffused (see above).
Traps are all triggered by specific conditionals called trigger conditions.
Traps are triggered automatically when the trigger condition is met in response to the action which triggered the trap much like a reflexive action.
Traps may trigger while the user is bound/cannot move/use chakra etc. Once a trap is armed it is separate from the user.
Every trap states what it's trigger condition is in order to set it off.
Traps that are triggered have their effects modded at the same time as the target that triggered the trap.
Having an armed Puppet Trap does not use up one of the user's conditionals.
Traps that are triggered and target another target offensively are classified as attacks.
Traps cannot be armed reflexively.
Arming traps does not remove the user from Stealth. If the user is in Stealth and a trap they control triggers they will not be brought out of stealth.
Traps use the user's Ranged Accuracy unless otherwise stated.
E Rank Puppet Jutsu: 0.5 AP
D Rank Puppet Jutsu: 1 AP
C Rank Puppet Jutsu: 1.5 AP
B Rank Puppet Jutsu: 2 AP
A Rank Puppet Jutsu: 2.5 AP
S Rank Puppet Jutsu: 3 AP
- Note: To arm a Puppet Trap the user must pay 50% of the AP cost up front and then the remaining 50% when the trap is triggered. (EX: An A-Rank Puppet Trap costs 1.25 AP to arm and then the user pays 1.25 AP to trigger the trap when the trigger condition is met)


Summoner Kuro (Hyuuga)
Normal Weapon
Augments: Primal, Trick weapon (Ranged), Crippler > <U>Raid
Type: Unique (Unarmed/Ranged)
Weight: light
Range: Melee
Damage: -10% dmg
Accuracy: +2

Song Kuro (Hashigaki)
Augments: Primal, trick weapon (bludgeoning), special composition: sound
Type: Unique (Unarmed, bludgeoning)
Weight: light
Range: Melee
Damage: -10% dmg
Accuracy: +2
 

Raizo

11th Kazekage
Joined
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Episode 12: 'Family Matters'| Madman Arc said:
[col]A searing pain seemed to course through his body. Inquisitively, his eyebrow would arch upwards as he would look around. From what he had seen, the man had been bound for the vast majority of their encounter and did not seem to make any move against him. Yet, here he was in pain. A pain would streak across his gut, where he had made contact with his Afternoon Tiger, causing him to take a step back.

So this is what those two aholes were talking about when they warned me of this guy...

This was how it was going to be battling a man that could curse those around him. Another, in a long list of people that had abilities that annoyed him to no end.

Geez, now I can't dodge this dumb ass. I can't get breaks with worms, I can't get breaks with this ass hole... why am I always getting fucking hit?!

Frustrated. It seemed to be his new normal. Fighting once was a thing of bliss, now was becoming a bruising chore. His eyes would glance over to the now freed Shouki as another would arrive on the scene as well.

"So you know me too, interesting. I would love to chat more about it--"

The new arrival would begin with setting up his dramatic moment. It was a good one, as this individual clearly had a grudge to be settled with this man, more so than anything he had working in his back story. The new arrival would mention his name, a name he had heard at the Sennin Summit that Mikaboshi crashed.

So, not dead. I can relate.

But there was something more, now hearing the voice of the man. A memory would be set off in his mind that flashed to a night siege on a bakery during the chaos of the Cabal attack. The man would swooped in and took Oroku, the mastermind, from his clutches. He was masked, operating as the vigilante Kasha, but the man who proclaimed his name was not; Katsuo.

Interesting... and he has a suit.... well it seems like maybe those sillies in the hangar were up to some interesting things after all.

"Ok, Cousin Shoo-key. Time to get serious."

"Oy, jackass. Why did you bring me here!?"

Oh yea... the pelican.

-------------------------------------------------------------------------------------------------------------
OOC:

|
goku_stand_v1_by_zahoriglez-d4e5vjd.gif
[legend="[img]http://i657.photobucket.com/albums/uu291/elcrazycac/Abom%20Transformations%20and%20New%20KASHA%20gifs/LOa6jKb_zpsf3foiwjr.png[/img]"]
 
Name: Roku
Epithet:
Height: 6'2"
Build: Lean and Muscular
Eyes: Red
Blood Type: O Negative
Personal Data
Profile
Dojo
Quick Links for CA/Kin/Abilities:
Bloodline: Spiritualist

Kinjutsu: Hachimon

Abilities:

0. Sentinel - ANBU Branch
0. Shinobi 101 - Kinetic Genjutsu -> Melee Accuracy
1. Called Shot
2. Willpower
3. Acrobat
4. Healing Factor
5. Elemental Illusion
6. Duelist
7. Initiative
8. Quickdraw
9. Strategist
Fight Data
Maintains: Rock Golem, Gates 5, 6 and 7, Elemental (Fire) Clones, Chakra Extension/Divinity Aura, Sacred Style, Armor of Thorns [All maintains are Master Rank]

Actions
Initiative to:
3.5AP to use Delayed Agony Mastered on Shouki [Genjutsu will use Melee Accuracy due to Shinobi 101
2.75AP to use Fist of Virtue Mastered Special Action Kindness on Shouki
2.75AP to use Evening Mammoth Mastered on Shouki
2.25AP to use Ura Renge Mastered on Shouki

Elemental Clones:
All clones use Rank 1 Fireball targetting Shouki

Rock Golem:
Use special action to shield Roku if attacked by Shouki

Hogosha (Summon):
Passive: Feather Shield upon Hogosha
.5AP to use Stock to stock 20% of his max CP as a reserve
1.5AP to use Mystical Winds on Shouki

Conditional:
1. If attacked by Shouki using a jutsu that takes longer than 2 seconds to cast use Body Flicker Masteredto evade with no follow up [1.75 AP]
2. Use Body Switch Masteredwith Primed Explosive Note (see strategist slot) if targeted by an attack from Shouki higher than 1 AP [1AP Cost]

MISC:
[spoilername="Notable Ability Effects"]-Sentinel: +5% Damage Reduction from all non-illusionary sources and +1 item slot to place stackable items.
-Called Shot: Called Shots only take half the usual accuracy Penalties, +5% Called Shot chance, User can inflict Broken rank debuffs.
-Acrobat: 2 activated auto dodges per round
-Healing Factor: The user gains 3% Max HP at the end of each round, All Medical Jutsu are +10% more effective on the user.
Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.[/spoilername]
[spoilername="Notable CA Effects"]Holy Weapon: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
White Blessing x2: User and allies gain +2 accuracy. Does not stack with other users of White Blessing.
Holy Embodiment: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.
Sacred Style: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction. All CP costs are increased by 15% while active.
Divinity Aura: Grants an additional +1 Accuracy. If the special effect Aura is used and the next Taijutsu Attack is used by the chosen weapon, the attack cuts through all Damage Reduction.
Clarity Strike: Able to convert one Ninjutsu into a single-target non-elemental attack at +20% damage for an extra +20% chakra. This attack is considered 'light' element and cuts through half of all Ninjutsu damage reduction.
Spiritual Chakra x2: +10% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
White Blaze: The user is able to convert any Ninjutsu into a Light-Element attack dealing +10% Damage to a 25x25 foot area, but costing an additional +10% Chakra. This attack cuts through half of all damage reduction, and does not receive any Elemental buffs.[/spoilername]
Class Bonus: +1 to Dodge
Strategist Slots:
1. Place Medical Ward (Mastered) on me in advanced
2.******see above******
3. Pink Aura has one free basic strike when in stealth
4. Prep Flash Bomb to go off on successful dodge of any attack [target Shouki]
5. Attached Explosive Note to Kawarimi Target: Proximity and primed with 250 CP​
Actions
Holster: (Holy Weapon - Spiritualist) Blue Aura - +3 ACC,-/+0%Damage, Re-Energize, Chakra Drain, Rough Divide --- CURRENTLY EQUIPPED
Holster: Pink Aura
Slot 1: Kawarimi Target (See strategist slots)
Slot 2: 5 Explosive Notes (1 attached to Kawarimi Target; see strategist slots)
Slot 3: Red Aura
Slot 4: 3 Flash Bombs (1 primed for strategist slot)
Slot 5: Gold Aura
Slot 6 (From Sentinel Ability):8 Ninja Wires
Equipment
Mood Music X
[/legend]​
[/col]
 

Senju Kazuki

Well-Known Member
Joined
Oct 23, 2012
Messages
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[col]
"Alive Number Six?" Shouki would question upon hearing Roku's voice. "Never could stick to one thing, not even a face... never mind a side.". Kazuki would glance his partner. "Number Six?" the Senju Overlord would question mentally. Was he a failed Sovereign project after all? A pet created by Nao that had run away? Or just doing his master's will? It did not matter if the bastard was speaking the truth or not. They had time to figure it out after the General of the Sovereign had been dealt with. "Sennin, are we done with the foreplay. Since we have made this into a three... no... Eightsome? Naw, that lacks pizzazz." the Ginger would taunt him. "Please, there is no such thing as too little foreplay. The more the merrier. And I though you were a man with big appetites, thus I called this merry band to gang on you." the White Wolf would announce. He was getting tired on binding the sucker. Perhaps it was time to unleash some of his might and make him pay. The Rider of Death knew the dangers of facing a Jashinist. They had the supernatural ability to transfer pain received onto their opponents. And the Ranger Lord was already suffering those symptoms. Every time his zombies hit the guy, some of the damage would magically appear on the Occult Sennin's body. Every time Roku would attack, some pain would transfer over as well. They could continue like that, but could they outlast him? The answer would come to them. And for Sunagakure's sake, everyone hoped they could.

Actions:
Maintain Corpse Soil
Activate Dark Invitation- Kinjutsu Ability
Cast Corpse Soil - B-Rank Ninjutsu - Mastered (Special Action - Impure World Resurrection: Umashi) (2AP)
Cast Elemental Clone - Mastered (2AP) (Special Action: Earth) from my Corrupted Energy pool.
Cast Cluster Attack - Mastered (2AP) (Bludgeoning) from my Corrupted Energy with Elemental Affinity move - Debilitate and Feint on Shouki
Cast Cluster Attack - Mastered (2AP) (Bludgeoning) from my Corrupted Energy with Elemental Affinity move - Focus and Feint on Shouki
Cast Cluster Attack - Mastered (2AP) (Bludgeoning) from my Corrupted Energy with Elemental Affinity move - Overcharge and Feint on Shouki

Zombies
Use basic strikes against Shouki.

Stone Clone
Earth Clone (2.5 AP total)
Use Stone Bullet - Mastered (Special Action: Called Shot - Arms) (1 AP) on Shouki
Use Earth Flow River - Mastered (1.5 AP) (Special Action: Mudslide to force Shouki into failing his first attack directed at either me or Roku)

Conditionals:
If Shouki attacks me, cast Flock of Shadows - Mastered (2.5AP)
Accept any support jutsu from Roku.
Zombies will basic strike Roku if he becomes bound.​
|[legend="[[url=https://youtu.be/DHMF-bVxlkc?t=1m56s][b][u]He is choking out![/u][/b][/url]]"]
x0xsld.jpg

Senju Kazuki
2psqh6v.png
[/legend][/col]
 

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