[col]
Shouki
HP: 1
[-3000 Bleed III][-81137] -84136
Knocked Out
CP: 17142
[-314][-3000 Chakra Sever III] 13828
AP: 0
[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
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) - 1 (Sprained Arms) + 3 (Indomitable Spirit) + 4 (Awesome Power)
Ninjutsu Accuracy 27 - 1 (Sprained Arms) + 3 (Indomitable Spirit) + 4 (Awesome Power)
Genjutsu DC 23 + 3 (Indomitable Spirit) + 4 (Awesome Power)
Ranged Accuracy: 23 - 1 (Sprained Arms) + 3 (Indomitable Spirit) + 4 (Awesome Power)
Gen Resist 23 + 3 (Willful) + 3 (Indomitable Spirit) + 4 (Awesome Power)
Evasion 23 + 3 (Indomitable Spirit) + 4 (Awesome Power)[/spoilername]|
Senju Kazuki
HP: 11603
[+1170 Healing Factor] [+132] 12905
[-135] 12770
CP: 18558
[-256] 18286
Corrupted Energy: 15571
[+132] 15703
[-7050] 8653
AP: 10
[-8.25] 1.75 => 1 for 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) + 2 (White Blessing) + 2 (Fevre De Pitch)
Genjutsu DC: 23
Melee Accuracy: 23 + 2 (White Blessing) + 2 (Fevre De Pitch)
Ranged Accuracy: 19 + 2 (White Blessing) + 2 (Fevre De Pitch)
Gen Save: 23 +2 (Slippery Mind)
Evasion: 23 + 2 (Fevre De Pitch)
Awareness: +2[/spoilername][/col]
[col3]
Roku
HP: 8935
[+1350 Healing Factor][+1600] 11885
[-8901] 2984
CP: 4721
[-8714] [+400] 0
AP: 12
[-11] 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.
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]||
Gamabunta
HP: 994
[-4] 990
CP: 15192
[-4808] 10384
AP: 6
[-6] 0
[spoilername="Stats"]High: Melee Accuracy
Average: Spell Accuracy, Gen Save, Evasion
Low: Ranged Accuracy, Gen DC
+1.5 accuracy (Class)[/spoilername]
[spoilername="Passives"]+10% damage done and -5% HP/CP Cost to all of their techniques.(Summoner Ability)
5% Damage Reduction
+5% Taijutsu Damage
At the start of each round Gamabunta targets a single target with a Ninjutsu Check at +1. Upon a successful check, the target suffers a -1 Accuracy and -2 Dodge due to intimidation for the remainder of the round.[/spoilername][/col3]
[col3]
Roku's Clones
HP: 1588
[-64] 1524
CP: 370
[-300] 70
AP: 2.5 [-1.5] 1
[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: 1588
[-64] 1524
CP: 370
[-300] 70
AP: 2.5 [-1.5] 1
[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: 1654
[-66] 1588
CP: 370
[-300] 70
AP: 2.5 [-1.5] 1
[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]
[col3]
Kazuki's Earth Clone #1
HP: 5100
CP: 4680
[-140] 4540
AP: 3.5
[-1] 2.5|
Hogosha
HP: 3732
[-849] 2883
CP: 750
[-1100] 0
Stocked CP (Reserve): 800
AP: 3|
Sunahoshi Katsuo
HP: 7587
[-350] 7237
CP: 11383
[-8095] [+] 3288
AP: 11
[-9.75] 1.25 => 1 for roll-over
[spoilername="Stats"]Melee Accuracy 27 + 1 (Guts) + 2 (White Blessing)
Visual Genjutsu (101) 27
Genjutsu DC 23
Ninjutsu Accuracy 23 + 1 (Guts) + 2 (White Blessing)
Evasion 23 + 2 (Style) + 1 (Guts) + 2 (Sword of Oblivion)
Genjutsu Resistance 23
Ranged Accuracy 19 + 1 (Guts) + 2 (White Blessing)[/spoilername]
[spoilername="Passives"]+5% Chance of inflicting Secondary Effects (Class)
0. Main Branch - Journeyman
1. Lightning Style
2. Defensive Technique
3. Ambidextery
4. Elemental Illusion
5. Duelist: +10% damage done and 10% chance to autododge
6. Willpower
7. Mind Overflow
8. Acupuncture
9. Insight
Apply Mechanized Weapon to Sword of Oblivion and choose Crush Virus (3 pts), Cylinder of Magic (2 pts) and Watchlight (1 pt) for traps (6 pts total).
Surge: The user gains +0.5 Dodge per Lightning-based Action done by the user the previous round, stacking up to +3. If the Dodge Bonus exceeds the +3, per 0.5 surpassing the caps grants the user +3% Auto-Dodge instead.
Sixth Gate - Gate of View: +2 acc/dodge, Instant clone recognition [100 HP/round]
Seventh Gate - Gate of Wonder: +1 AP This does not double in Gate of Death, +2 Gen save [100 HP/round]
May convert Lightning and Water Jutsu into Storm at no extra cost.
+15% Storm Damage
Unarmed strikes against the Santaru return 150 storm damage per .5AP used.
Remaining in contact with the Santaru deals 100 storm damage per .5 AP spent in contact.
Weapon Strikes against the Santaru return 200 storm damage per .5AP used.[/spoilername][/col3]
[col3]
Summoner Kuro
HP: -1115
[+1170 Healing Factor] [-150] -680
CP: 28409
AP: 0
[spoilername="Stats"]Melee Accuracy 27 + 2 (unarmed attacks only - stance) + 3 (Byakugan) + 1 (Combat Instinct) + 1 (Class) + 2 (unarmed attacks only - weapon) + 2 (White Blessing) + 1 (Rinnegan)
Genjutsu Save 23 + 1 (Combat Instinct) + 1 (Rinnegan)
Ranged (Non-Projectile - 101) 27 + 3 (Byakugan) + 1 (Combat Instinct) + 1 (Class) + 2 (White Blessing) + 1 (Rinnegan)
Evasion 23 + 3 (Byakugan) + 1 (Combat Instinct) + 1 (Rinnegan)
Ninjutsu Accuracy 23 + 3 (Byakugan) + 1 (Combat Instinct) + 1 (Class) + 2 (White Blessing) + 1 (Rinnegan)
Projectile Accuracy 19 + 3 (Byakugan) + 1 (Combat Instinct) + 1 (Class) + 2 (White Blessing) + 1 (Rinnegan)
Genjutsu DC 19 + 1 (Combat Instinct) + 1 (Rinnegan)[/spoilername]
[spoilername="Passives"]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 (Shouki)
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.
-15% Chakra cost on Unarmed Taijutsu
10% Auto dodge to all attacks.
+3 Accuracy/Dodge, 2000 meter visual range. (430 CP/round)[/spoilername]|
Song Kuro
HP: -1115
[+1170 Healing Factor] [-150] -680
CP: 28409
AP: 0
[spoilername="Stats"]Melee Accuracy 27 + 1 (Class) + 2 (Unarmed Attacks - weapon) - 2 (Higuma)
Sound Ninjutsu (101) 27 +1 (Class) + 2 (White Blessing) + 1 (Rinnegan) - 2 (Higuma)
Genjutsu DC 23 + 1 (Rinnegan)
Genjutsu Save 23 + 1 (Rinnegan)
Evasion 23 + 2 (White Blessing) + 1 (Rinnegan) - 2 (Higuma)
Ninjutsu Accuracy 19 + 2 (White Blessing) + 1 (Rinnegan) - 2 (Higuma)
Ranged Accuracy 19 + 2 (White Blessing) + 1 (Rinnegan) - 2 (Higuma)[/spoilername]
[spoilername="Passives"]Hashigaki Kuro's Abilities:
0. Shinobi 101 Taijutsu (Melee-> Sound), Journeyman
1. Bull's Strength -> Weapon Attunement
2. Human Anatomy
3. Duelist +10% damage done and 10% chance to autododge
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.[/spoilername]|
Sousuke
HP: 14121
[-1936] [+2518] 14703
CP: 21781
[-5676] 16105
AP: 11
[-9.75] 1.25
[spoilername="Stats"]Melee Accuracy 27 + 3 (Observation) + 2 (White Blessing) - (2 Defensive Stance)
Kinetic Genjutsu 27 + 2 (Duelist)
Dodge 23 + 2 (Defensive Stance)
Genjutsu Save 23
Ninjutsu Accuracy 23 + 3 (Observation) + 2 (White Blessing) - 2 (Defensive Stance)
Genjutsu DC 23 + 2 (Duelist)
Ranged Accuracy 19 + 3 (Observation) + 2 (White Blessing) - 2 (Defensive Stance)
Awareness +2 (Situational Awareness)
*+1 accuracy to all mastered jutsus[/spoilername]
[spoilername="Passives"]0. Sentinel - Anbu Ability
1. Contract Mastery
2. Insight
3. Defensive Technique
4. Weapon Attunement
5. Will Power
6. Ambidexterity
7. Sixth Sense
8. Duelist on Shouki
9. Quick Draw
Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check. (Sharp Insight)
5% Damage Reduction (Class)
Ninjutsu and Taijutsu damage +5%. (Situational Awareness)
10% auto-hit (Offensive Insight)
+3 Accuracy (Observation)
+15% damage (Observation)
may activate up to 2 Activated Auto-dodges a round.
If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this. (Predication)
+1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.[/spoilername][/col3]
What Happened?
0.00 Seconds | Katsuo declares Hachimon Special Action Weights: OFF.
- Weights: Off reverses the Accuracy/Dodge Penalty of Weights: On into a bonus which declines by 1 point each round.
Current Effects: +0 Accuracy and Dodge
0.00 Seconds | Katsuo maintains Lightning Style - Surge (Ability).
- +1.5 Dodge (three Lightning-based actions)
0.00 Seconds | Katsuo maintains Chakra Gates (Master Rank) and Sword of Oblivion (Master Rank) [Gates #6 and #7 are active].
0.00 Seconds | Maintains: Gates 5, 6 and 7, Elemental (Fire) Clones, Chakra Extension (expired as it has been 2 rounds) Divinity Aura (expired), Sacred Style, Armor of Thorns [All maintains are Master Rank].
0.00 Seconds | Gamabunta uses Eye of Toad.
- Ninjutsu Check (Gamabunta) 20 Success
Ninjutsu Check (Shouki) 11
0.00 Seconds | Kazuki activates Dark Invitation.
- Ninjutsu Check (Kazuki) 2 Failed
Ninjutsu Check (Shouki) 11
Ninjutsu Check (Kazuki) 5 Failed
Ninjutsu Check (Roku) 12
Ninjutsu Check (Kazuki) 17 Success
Ninjutsu Check (Gamabunta) 20
Ninjutsu Check (Kazuki) 8 Success
Ninjutsu Check (Roku Clone) 8
Ninjutsu Check (Kazuki) 17 Success
Ninjutsu Check (Roku Clone) 17
Ninjutsu Check (Kazuki) 20 Success
Ninjutsu Check (Roku Clone) 20
Ninjutsu Check (Kazuki) 13 Success
Ninjutsu Check (Hogosha) 19
Ninjutsu Check (Kazuki) 7 Failed
Ninjutsu Check (Katsuo) 17
Ninjutsu Check (Kazuki) 19 Success
Ninjutsu Check (Sousuke) 3
0.00 Seconds | Kazuki maintains his elemental clone.
0.00 Seconds | Roku uses initiative to: use Basic Strike: Called Shot - Head on Shouki.
- Attack (Roku) 4 Miss
Evasion (Shouki) 12
0.63 Seconds | Roku uses Basic Strike: Called Shot - Head on Shouki.
- Attack (Roku) 19 Hit
Evasion (Shouki) 5
This brings Shouki below 0 HP.
Shouki is Knocked Out
Called Shot Chance. 17 Success Sprained Head
24% chance of activating the 'Thorn' effect. 40 Failed
0.63 Seconds | Katsuo attacks and destroys Divine Judgement's blood seal with a Basic Strike.
1.14 Seconds | Katsuo activates Bandage Wraps: Bandage Pull to combo into next Taijutsu.
1.14 Seconds | Cast Ura Renge (Master Rank) targeting Shouki.
1.26 Seconds | Roku uses Basic Strike: Called Shot - Head on Shouki.
- Called Shot. 12 Success Fractured Head
24% chance of activating the 'Thorn' effect. 90 Failed
1.36 Seconds | Sousuke casts Master Rank Higuma on Shouki with Perdition's Arrival and Flame Talon using the special action to make this action quicker.
2.27 Seconds | Kazuki cast Rasengan - Mastered (Special Action: Nin Accuracy) (Special Action - Nature Transformation: Shadow) from my Corrupted Energy pool with Elemental Affinity move Debilitate and Feint
- 21% chance of causing the 'Sear' Effect. Roll: 91 Failed
21% chance of causing the 'cascade' Effect. Roll: 52 Failed
3.86 Seconds | Katsuo cast Gates of Babylon (Master Rank) targeting Shouki with affinity move Control.
- 10% chance of causing the `Impale` effect. 93 Failed
10% chance of causing the `Impale` effect. 45 Failed
10% chance of causing the `Impale` effect. 27 Failed
10% chance of causing the `Impale` effect. 60 Failed
10% chance of causing the `Impale` effect. 1 Success Bleed I
- 35% chance of dealing critical damage. 76 Failed
3.86 Seconds | Sousuke casts Master Rank Zantetsuken on Shouki.
4.00 Seconds | Kazuki's Earth Clone uses Stone Bullet - Mastered (Special Action: Called Shot - Arms) on Shouki.
- 24% chance of raising the victim's called shot level. Roll: 43 failed
4.09 Seconds | to use Koorikan Mastered with Affinity Move Debilitate, Spiritual Chakra x2 boost to ninjutsu and Clarity Strike to strike Shouki.
- 36% chance to inflict the 'Absolute Zero' effect. 74 Failed
24% chance of activating the 'Thorn' effect. 100 Failed
5.00 Seconds | Gamabunta uses Toad Water Bullet on Shouki.
- 45% chance to cause 1 Ap’s worth of suppression. 95 Failed
5.00 seconds | Kazuki casts Grand Hydra Excavation - Mastered on Shouki from his Corrupted Energy pool with Elemental Affinity move Focus and Feint using Nara's Shadow bend to turn this into a shadow jutsu.
- 17% chance to cause the 'Pierce' effect. 26 Failed
17% chance to cause the 'Pierce' effect. 82 Failed
17% chance to cause the 'Pierce' effect. 73 Failed
5.00 Seconds | Hogosha casts Expel on Roku.
6.00 Seconds | Roku's three clones use Rank 1 Fireball targeting Shouki.
- 16% chance of causing the 'sear' effect. 91 Failed
16% chance of causing the 'sear' effect. 44 Failed
16% chance of causing the 'sear' effect. 73 Failed
6.59 Seconds | Katsuo cast Gates of Babylon (Master Rank) targeting Shouki with affinity move Control.
- 10% chance of causing the `Impale` effect. 4 Success Bleed II
- 35% chance of dealing critical damage. 59 Failed
10% chance of causing the `Impale` effect. 57 Failed
10% chance of causing the `Impale` effect. 17 Failed
10% chance of causing the `Impale` effect. 13 Success (Bleed already increased)
- 35% chance of dealing critical damage. 68 Failed
10% chance of causing the `Impale` effect. 68 Failed
6.67 Seconds | Hogosha uses Stock to stock 20% of his max CP as a reserve.
7.00 Seconds | Roku attacks Shouki with Afternoon Tiger Mastered.
- 24% chance of activating the 'Thorn' effect. 90 Failed.
7.27 Seconds | Sousuke cast Master Rank Fist of Sin: Wrath 1236 CP and HP on Shouki.
7.68 Seconds | Roku performs Basic Strike: Called Shot - Head on Shouki.
- Called Shot Chance. 12 success Broken Head
7.72 Seconds | Kazuki attacks Shouki with Dragon Flame Bomb - Mastered on Shouki from his Corrupted Energy pool with Elemental Affinity move Overcharge and Feint using Nara's Shadow bend to turn this into a shadow jutsu.
- 44% chance of setting the target afire. 61 Failed
7.73 Seconds | Sousuke basic attacks Shouki.
9.09 Seconds | Katsuo cast Chidori (Master Rank) targeting Shouki using Santaru Passive Storm Manipulation to convert to Storm Ninjutsu from Lightning Ninjutsu.
- 28% chance of activating the 'Pierce' effect. 33 Success (due to class bonus). Bleed III
10.0 Seconds | Fist of Virtue Mastered with Special Action: Chastity on Shouki.
10.0 Seconds | Gamabunta uses Toad Water Bullet on Shouki.
- 45% chance to cause 1 Ap’s worth of suppression. 1 Success
!
|
- The Earth Clone's second attack cannot be cast because that is a reflexive special action and there was no action to act reflexive towards.
- Shouki is not dead but he is severely damaged. Think carefully about what you want to do with him now.
- Kuro is still knocked out but he is slowly getting better.
|
</i>
This... this...
What is this?
This BLISS!
Every fiber of his being
ached and it was magnificent. He took in a shuddering breath and he tasted his own blood as he swallowed hard. They were not dropping,
not yet. A sardonic smile crossed his thin, chapped lips. This would be his final devastating fact. His tribute to his blood god. His wrists snapped and he cracked his neck as he allowed his chakra to roam freely. To fortify... he dodged Number Six. Fast, but not accurate enough. ...His body. Another strike, this one to the face. A stream of blood colored spit escaped his parted lips as he was spun around. Six was apparently
fast enough. Shouki fell to the floor in a heap, slumped over.
The heroes or perhaps villains continue to assault the fallen general's unconscious body. Their greatest spells and their sharpest blades would burn and cleave at his flesh but the Jashin follower would simply fail to die. Even a dark god such as Jashin could show favor to their dedicated followers and Shouki was obviously one such creature. In these final moments, this was when Shouki's life would pass before his eyes because he was at the cusp of death even if his demise might be protracted due to his ability to endure. And his life did, often there was fragments of good and bad. Of loves lost and victories won. Of monsters and fiends and someone to blame for the monster that Shouki became. But Shouki's final memories would be something different, something perverse. Shouki was a terrible man in life and he was the same in death. This moment of pain and trepidation was an orgasmic pleasure for the monster and he would journey into the dark of night and through the River Styx a happy man.
Shouki was a monster through and through. His father a sociopath. His mother, absent. His life surrounded by the oppertunity to do one thing -- destroy. It was all he knew and all he endeavored to become - a force of pain and destruction. he knew no different and perhaps in a way that made him a victim but nobody feels sorry for the villain in the end. After-all, the villain by this point was barely human if they ever were to start with.