[col]Shoma
HP: 40,771 [-8525] 32,246
CP: 10,550 [-2285] 8,265
AP: 11
Passives:
Equipment:
Nin Acc 2 (class) + 22
Tai Acc 2 (class) + 27
Puppet Acc 2 (class) + 19
Evasion 2 (class) + 23 - 2 (Daunting Presence) + 2.5 (Polarity Shift)
Gen DC 23 + 3 (Hell Seal)
Gen Resist 23
Stealth 15
Awareness 15
Poison DC +2 (poison mastery) + 15
Poison Resist 25|Hissori
HP: 34,710 [-377][-390 Bleed I] 33,943 [+2% max HP gate 780] 34,723
CP: 26,435 [-380] 26,055
AP: 12
Passives:
Inventory:
Nin Acc 23 + 2 (Gate)
Tai Acc 27 + 2 (Gate)
Puppet Acc 23 + 2 (Gate)
Evasion 23 + 2 (Gate) - 3 (Devastating Aura)
Ranged Acc 19 + 2 (Gate)
Gen DC 23
Gen Resist 23 - 1 (Demonic Aura) + 2 (Gate of Wonder) - 3 (Devastating Aura)
Stealth 15
Awareness 15 + 3 (Inuzuka) - 3 (Devastating Aura)
Poison DC 25[/col]
[col]Jomei
HP: 11,742 [+3% +423)[/color] 12,165
CP: 10,580
AP: 6
Notes:
Melee Accuracy = 10
Ranged Accuracy = 14
Ninjutsu Accuracy = 12
Melee Dodge = 11 - 3 (Devastating Aura)
Ranged Dodge = 11 - 3 (Devastating Aura)
Ninjutsu Dodge = 11 - 3 (Devastating Aura)
Genjutsu Difficulty = 15 - 1 (Daunting Presence) 14
Genjutsu Save = 13 - 3 (Devastating Aura)
Puppet Accuracy = 11
Puppet Dodge: 11 - 3 (Devastating Aura)
Awareness 11 - 3 (Devastating Aura)
Stealth 11|Ginjiro
HP: 40,200 [-6264] 33,936
CP: 30,787
AP: 12
Notes:
Nin Acc 14 + 8
Tai Acc 15 + 8
Puppet Acc 15 + 12
Evasion 15 + 8 - 3 (Devastating Aura) - 2 (Daunting Presence)
Ranged Acc 15 + 4
Gen DC 15 + 8
Gen Resist 15 + 8 - 3 (Devastating Aura)
Stealth 15 + 2 (Class)
Awareness 15 - 3 (Devastating Aura)
Poison DC 25[/col]
[col]Takayuki
HP: 26,525 [-4650] 21,875 [+1008] 22,883
CP: 20,838 [-1380] 19,458
AP: 9
Notes:
Nin Acc 14 + 11 + 4 (Defensive - Reversed)
Tai Acc 14 + 11 [+ 2 against Akkuma only] + 4 (Defensive - Reversed)
Puppet Acc 14 + 3 + 4 (Defensive - Reversed)
Evasion 14 + 7 - 3 (Devastating Aura) - 2 (Daunting Presence) + 2 Dodge (Defensive)
Ranged Acc 14 + 7 + 4 (Defensive - Reversed)
Gen DC 14 + 7
Gen Resist 14 + 11 + 2 (Third Eye) + 2 (Demons Blessing) - 3 (Devastating Aura)
Stealth 14 + 2 (Third Eye)
Awareness 14 + 2 (Third Eye) - 3 (Devastating Aura)
Poison DC 24|Akkuma
HP: 5,613 [-6077][-1504 from Bleed] -1968 [+3% from healing factor: 976] -992
CP: 17,459 [-10814][-903 3% max CP loss, atmospheric pressure] 5,742 [+1274] 7,016
AP: 11
Passives:
Inventory:
Nin Acc 27 + 2 (DS) -1 (ninja wire) + 2 (form of demon) + 2 (Hidden Power)
Tai Acc 27 -1 (ninja wire) + 2 (form of demon) + 2 (Hidden Power)
Puppet Acc 23 -1 (ninja wire) -2 (poison) + 2 (form of demon) + 2 (Hidden Power)
Evasion 23 + 2 (form of demon) - 3 (Devastating Aura) + 2 (Hidden Power)
Ranged Acc 23 -1 (ninja wire) + 2 (form of demon) + 2 (Hidden Power)
Gen DC 23 + 2 (form of demon) + 2 (Hidden Power)
Gen Resist 23 + 2 (DA) + 2 (DA) + 2 (form of demon) - 3 Devastating Aura) + 2 (Hidden Power)
Stealth 15 + 2 (DA) + 2 (Hidden Power)
Awareness 15 + 2 (DA) - 3 (Devastating Aura) + 2 (Hidden Power)
Poison DC 24 + 2 (Hidden Power)[/col]
[col3]BLOOD CLONE
HP: 7,200
AP: 2.5
LINK|Buru
HP: 19,500
AP: 5
Effects: +2 to all secondaries (Beast Clone)|Tennin
Hissori's Summon
HP:
CP:
AP: 6
Note:[/col3]
[col3]Lightning Clone
Shoma's Clone
HP: 1700
CP: 1100 [-240] 860
AP: 2.5 [-1.5] 0
Notes:
|Lightning Clone
Shoma's Clone
HP: 1700
CP: 1100 [-240] 860
AP: 2.5 [-1.5] 0
Notes:
|Lightning Clone
Shoma's Clone
HP: 1700
CP: 1100 [-240] 860
AP: 2.5 [-1.5] 0
Notes:
[/col3]
[col3]Rock Golem
Shoma's Creation
HP: 2630 ==> 0
AP: 2 ==>
Notes:
No longer maintained, despawned
|Resurrection Technique: Corpse Soil
Akkuma's Zombies
HP: 660 ==> 0
AP: 1 [-0.5] ==> 0
Despawned
Notes:
|Zangyaku
HP: 34,500 ==> 0
CP: 25,000 [-2300] 22,700 ==> 0
AP: 6 [-3] 3 ==> 0
Despawned
Nin Acc 16 + 3
Tai Acc 24 + 3 = 27
Puppet Acc
Evasion
Ranged Acc
Gen DC
Gen Resist
Stealth
Awareness [/col3]
What Happened?
0.00 Seconds | Takayuki maintains atmospheric pressure.</COLOR>
Solar Seal: 75% chance to heal Bleed. Roll: 69. Success
-Hidden Action- Awareness Check
1.36 Seconds | Shoma attempts to enter the Black Blockade.
HP: 40,771 [-8525] 32,246
CP: 10,550 [-2285] 8,265
AP: 11
Passives:
Quickdraw; Quick Reaction; Fire Chakra Style; .; Strategist; Combo Mastery; Poison Mastery - Poisons last a round longer and cannot be purified until the second round it's in use. Poisons also gain a +2 Poison DC. Poison Checks made with a successful Sneak Attack(s) must make a successful Awareness Check first before a Poison Check can be rolled; Deadeye; Bloody Mess - The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit. When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round. When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack; Human Anatomy - +1 Critical Range to all attacks. All critical hits deal 2.25x Damage; Called Shot - Called Shots only take half the usual accuracy Penalties. +5% Called Shot chance. User can inflict Broken rank debuffs; Elemental Aura - Chakra Armor cost .5 Ap less than usual, and gain +1 to overall round limitation. While Chakra Armor is active, any Secondary Effect chances of the same element used by or against the user are treated +/- 10% in the user's favor. This only applies to the effect's chance of activating, not the actual effect itself; CA Charge: +15% lightning buff; CA Static: +10% chance to inflict -1ap to next through melee contact; CA Shocking Current: +30% chance to inflict -1 dodge through lightning jutsu; CA Lightning Absorbtion: Tier E and D Lightning jutsu heal Shoma, Teir C and B jutsu are lessened to 85% / 90%; Class: +10% fire buff; Demonic Aura: -10% damage and -2 gen resist; all melee attacks against the user do 20% recoil buffable lightning damage to the attacker and have a 20% chance to cause stun. Stunning causes -1 dodge for three rounds and cannot stack more than twice per target. Chance to stun stacks with Shocking Current, but the two combined cannot impart more than -4 dodge at once per target. (300 CP/round); Stance: Melee contact with the user will result in extra damage being done to the attacker, dealing 400 damage, can be buffed up to 30%; Path of Raiden: When using the elemental affinity move "Channeling", weapon strikes deals 150 Lightning damage per hit as well as it's normal damage. Strikes with this weapon count as lightning damage while this technique is active. All strikes with this weapon give the target a 4% chance of paralysis when performing actions, causing -1 AP usable for the next round, for three rounds. When Chakra Extension is active, all hits deal an additional +10% on partial hits. When weapon strikes miss by 1, lightning damage equal to 30% of the weapon's base damage is dealt to the opponent; Polarity Shift - +2.5 Dodge. The user has 1 free 'Escape' attempt to escape attempts from Ninjutsu binds and debuffs per round. (410/round) Maintained Jutsu (300/round); Maintained Jutsu (330/round); Lightning Clones (320/round); Hell Seal: Covers the user in a dark aura, giving them +15% Illusionary Damage, +3 Genjutsu DC. Genjutsu Buffs/debuff's are increased by 1, and percentages are raised/lowered by 10%. In addition the user takes an additional 4% damage from Ninjutsu and Taijutsu sources; Devastating Aura (1035/rnd); Rock Golem (320/rnd)
WS1. Cloud Splitter: Slashing - Suppression
Accuracy Modifier: +2
Damage Modifier: -10%
1. Trick Weapon - Projectile Taijutsu
2. Ignite
3. Primal
WS2. Cloud Wonderer: Bludgeoning - Suppression
Accuracy Modifier: +2
Damage Modifier: -10%
1. Steady
2. Vanguard
3. Blitz
1. Smoke Bomb x3
2. Oil Flask x2
3. Backpack
4. Belt Pouch 1
5. Belt Pouch 2
BP1. Water Balloon x2
Ninja Wire x8
BP2. Energy Drink x3
Oil Flask x2
Backpack.
1. Ninja Wire x8
2. Strainweed poison
3. Chakra Suppression Seal x2
4. Health Pill x3
5. Syringe - Heaven's Touch
Strategist slots:
1. Apply Strainweed to Cloud Splitter
2. Free Basic Strike Cloud Wonderer
3. Free Basic Strike Cloud Splitter
4. Free Basic Strike Cloud Splitter
5. Free Basic Strike Cloud Splitter
Accuracy Modifier: +2
Damage Modifier: -10%
1. Trick Weapon - Projectile Taijutsu
2. Ignite
3. Primal
WS2. Cloud Wonderer: Bludgeoning - Suppression
Accuracy Modifier: +2
Damage Modifier: -10%
1. Steady
2. Vanguard
3. Blitz
1. Smoke Bomb x3
2. Oil Flask x2
3. Backpack
4. Belt Pouch 1
5. Belt Pouch 2
BP1. Water Balloon x2
Ninja Wire x8
BP2. Energy Drink x3
Oil Flask x2
Backpack.
1. Ninja Wire x8
2. Strainweed poison
3. Chakra Suppression Seal x2
4. Health Pill x3
5. Syringe - Heaven's Touch
Strategist slots:
1. Apply Strainweed to Cloud Splitter
2. Free Basic Strike Cloud Wonderer
3. Free Basic Strike Cloud Splitter
4. Free Basic Strike Cloud Splitter
5. Free Basic Strike Cloud Splitter
Tai Acc 2 (class) + 27
Puppet Acc 2 (class) + 19
Evasion 2 (class) + 23 - 2 (Daunting Presence) + 2.5 (Polarity Shift)
Gen DC 23 + 3 (Hell Seal)
Gen Resist 23
Stealth 15
Awareness 15
Poison DC +2 (poison mastery) + 15
Poison Resist 25|Hissori
HP: 34,710 [-377][-390 Bleed I] 33,943 [+2% max HP gate 780] 34,723
CP: 26,435 [-380] 26,055
AP: 12
Passives:
Hachimon - all Unarmed Taijutsu costs -10% CP; Class - +5% of causing Suppression; Bulls Strength - +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0; Human Anatomy - +1 Critical Range to all attacks. All critical hits deal 2.25x Damage; Bloody Mess - The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit. When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round. When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack; Quick Reaction; Healing Factor - user gains 3% Max HP at the end of each round. All Medical Jutsu are +10% more effective on the user; Deflection - Partial hits upon the user are treated as one rank lower. Attacks which initially miss the user have a 10% chance of being deflected to a different target (does not stack with the previous note). Deflected attacks that target another victim are chosen at random and use the attacker's accuracy type with the user's accuracy secondary; Acrobatics - Can do 1 additional activated auto-dodge; Contract Master; Calledd Shot - Called Shots only take half the usual accuracy Penalties. +5% Called Shot chance. User can inflict Broken rank debuffs; Inuzuka - Unarmed Attack's gain +15% Damage; Inuzuka - +3 Awareness; If the pet takes more than 20% max in damage during a round, the Inuzuka gains +2 Secondaries for a full round. If the Inuzuka takes damage equal to 20% of their max Hp during a round, the pet gains +2 Secondaries for a full round; Demonic Aura: -10% damage and -1 gen resist; Gates: +2 acc/dodge, Instant clone recognition (100 HP/round); +2% max HP/round (100HP/round cost); Gate of Wonder: +1 AP and +2 gen save (100 HP/round); Hell Seal - +15% Illusionary Damage, +3 Genjutsu DC. Genjutsu Buffs/debuff's are increased by 1, and percentages are raised/lowered by 10%. In addition the user takes an additional 4% damage from Ninjutsu and Taijutsu sources; Contract Summon; -3 Dodge, Gen Save and Awareness.
Type:Unarmed/Slashing.
Modifier: +1 Accuracy, -5% damage.
Special: May use handseals while armed with an unarmed Weapon
Note: Naturally inflicts Suppression on both Unarmed and Slashing Techniques.
Augments:
1) Hidden Flail
2) Toxify [Black Lotus]
3)Bandage Wraps
Modifier: +1 Accuracy, -5% damage.
Special: May use handseals while armed with an unarmed Weapon
Note: Naturally inflicts Suppression on both Unarmed and Slashing Techniques.
Augments:
1) Hidden Flail
2) Toxify [Black Lotus]
3)Bandage Wraps
Tai Acc 27 + 2 (Gate)
Puppet Acc 23 + 2 (Gate)
Evasion 23 + 2 (Gate) - 3 (Devastating Aura)
Ranged Acc 19 + 2 (Gate)
Gen DC 23
Gen Resist 23 - 1 (Demonic Aura) + 2 (Gate of Wonder) - 3 (Devastating Aura)
Stealth 15
Awareness 15 + 3 (Inuzuka) - 3 (Devastating Aura)
Poison DC 25[/col]
[col]Jomei
HP: 11,742 [+3% +423)[/color] 12,165
CP: 10,580
AP: 6
Notes:
Strategist; Acrobatics: Can do a second auto-dodge in a round; Quickdraw; Healing Factor; Sixth Sense: When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations. Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus; Combat Instinct (unfocused).; -3 Dodge, Gen Save and Awareness.
Ranged Accuracy = 14
Ninjutsu Accuracy = 12
Melee Dodge = 11 - 3 (Devastating Aura)
Ranged Dodge = 11 - 3 (Devastating Aura)
Ninjutsu Dodge = 11 - 3 (Devastating Aura)
Genjutsu Difficulty = 15 - 1 (Daunting Presence) 14
Genjutsu Save = 13 - 3 (Devastating Aura)
Puppet Accuracy = 11
Puppet Dodge: 11 - 3 (Devastating Aura)
Awareness 11 - 3 (Devastating Aura)
Stealth 11|Ginjiro
HP: 40,200 [-6264] 33,936
CP: 30,787
AP: 12
Notes:
Barrier Mastery, Bloody Mess, Called Shot, Duelist, Puppet Master (+5% Puppet Damage and -10% Puppet CP Cost), Quickdraw, Stalker, Strategist, Concentration, No CA was listed in Profile, Kin was officially not listed so the use of the Kin is actually more than you should have with the given ROE. -10% damage and they receive -1 Genjutsu DC; Duelist: +10% chance to auto-dodge the targets attack; -2 Dodge/Save to any other opponents targeting the user; Terra Seal: +20% Puppet Damage, +4 Puppet Accuracy, -50% ap cost to detonate puppet traps. In addition the user has a 5% Chance to be Auto-Hit.; Hidden Strings: Puppet-based attacks have a 44% chance of placing the user in stealth; -3 Dodge, Gen Save and Awareness.
Tai Acc 15 + 8
Puppet Acc 15 + 12
Evasion 15 + 8 - 3 (Devastating Aura) - 2 (Daunting Presence)
Ranged Acc 15 + 4
Gen DC 15 + 8
Gen Resist 15 + 8 - 3 (Devastating Aura)
Stealth 15 + 2 (Class)
Awareness 15 - 3 (Devastating Aura)
Poison DC 25[/col]
[col]Takayuki
HP: 26,525 [-4650] 21,875 [+1008] 22,883
CP: 20,838 [-1380] 19,458
AP: 9
Notes:
Duelist, Third Eye [Sixth Sense], Insight, Healing Factor, Tracker, Willpower, Human Anatomy, Jutsu Expansion. Opponents take a -1 dodge penalty during rounds where they attempt to attack the user. - +10% chance to auto-dodge the targets attacks. -2 Dodge/Save to any other opponents targeting the user; -3 Dodge, Gen Save and Awareness; Reversed Defensive Stance: + 2 dodge, -4 acc (reversed)
Tai Acc 14 + 11 [+ 2 against Akkuma only] + 4 (Defensive - Reversed)
Puppet Acc 14 + 3 + 4 (Defensive - Reversed)
Evasion 14 + 7 - 3 (Devastating Aura) - 2 (Daunting Presence) + 2 Dodge (Defensive)
Ranged Acc 14 + 7 + 4 (Defensive - Reversed)
Gen DC 14 + 7
Gen Resist 14 + 11 + 2 (Third Eye) + 2 (Demons Blessing) - 3 (Devastating Aura)
Stealth 14 + 2 (Third Eye)
Awareness 14 + 2 (Third Eye) - 3 (Devastating Aura)
Poison DC 24|Akkuma
HP: 5,613 [-6077][-1504 from Bleed] -1968 [+3% from healing factor: 976] -992
CP: 17,459 [-10814][-903 3% max CP loss, atmospheric pressure] 5,742 [+1274] 7,016
AP: 11
Passives:
Instructor; Onyx Guard; Sixth Sense - the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations. Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus; Combat Instinct - +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries. At lower than 80% Max Hp, this is +.5, at below 60% Max Hp this is +1, at below 40% Max Hp this is +1.5, at below 20% Max Hp this is +2. (focused on Shoma); Hidden Power - gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries; Called Shot - Called Shots only take half the usual accuracy Penalties. +5% Called Shot chance. User can inflict Broken rank debuffs; Insight;Contract Master; Deflection - Partial hits upon the user are treated as one rank lower. Attacks which initially miss the user have a 10% chance of being deflected to a different target; Healing Factor; Dark Sage - Because of their incredible affinity and mastery over all types of Jutsu, All techniques cost -10% Cp. The Dark Sage gains +2 Ninjutsu Accuracy; DA - Every round, every other person in the battle besides the user must make a Genjutsu Save check. If they fail, all jutsu they use that round do -10% damage and they receive -1 Genjutsu DC (stacks to -2 Genjutsu DC); Form of the Demon - +2 to all secondary stats and all jutsu are considered "Dark". This means they deal +10% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 20% and this reduced damage is instead converted into CP for the user. (1140 CP/round); Bleed V; +0.1 AP cost - ninja wire wrapped around hands; Transformed into Hissori (110 CP/round); Solar Seal: -15% Damage Taken. User Regenerates 8% Max Hp Per round, and has a 75% chance of reducing Bleeding and Called Shot by 1 Rank each round, lowering by 5% for each rank after the first until unsuccessful. In addition the user has a +10% Chakra Cost; 410 Damage per round. Target receives -2 Gen DC and Save. Target has a 10% chance to be auto effected by Genjutsu; 375 Illusionary Damage per round and -15% Chance for Ninjutsu Secondary effect to take place. Ninjutsu are modded as costing +1 additional AP.; -3 Dodge, Gen Save and Awareness;; Corpse Soil; Black Blockade
Item Slot 1: Shimiru Ancient Steel Battle Gauntlets Infused with Serpents Blood Augments:
Siege:
Toxify:
Assault:
Item Slot 2: Demonic Scythe
Item Slot 3: Large Summoning Scroll - Full of Corpses [For Corpse Soil / Dead Soul Technique]
Item Slot 4: 2x Syringe filled with Serpents Blood
Item Slot 5: 2x Syringe filled with Heavens Touch
Siege:
Toxify:
Assault:
Item Slot 2: Demonic Scythe
Item Slot 3: Large Summoning Scroll - Full of Corpses [For Corpse Soil / Dead Soul Technique]
Item Slot 4: 2x Syringe filled with Serpents Blood
Item Slot 5: 2x Syringe filled with Heavens Touch
Tai Acc 27 -1 (ninja wire) + 2 (form of demon) + 2 (Hidden Power)
Puppet Acc 23 -1 (ninja wire) -2 (poison) + 2 (form of demon) + 2 (Hidden Power)
Evasion 23 + 2 (form of demon) - 3 (Devastating Aura) + 2 (Hidden Power)
Ranged Acc 23 -1 (ninja wire) + 2 (form of demon) + 2 (Hidden Power)
Gen DC 23 + 2 (form of demon) + 2 (Hidden Power)
Gen Resist 23 + 2 (DA) + 2 (DA) + 2 (form of demon) - 3 Devastating Aura) + 2 (Hidden Power)
Stealth 15 + 2 (DA) + 2 (Hidden Power)
Awareness 15 + 2 (DA) - 3 (Devastating Aura) + 2 (Hidden Power)
Poison DC 24 + 2 (Hidden Power)[/col]
[col3]BLOOD CLONE
HP: 7,200
AP: 2.5
LINK|Buru
HP: 19,500
AP: 5
Effects: +2 to all secondaries (Beast Clone)|Tennin
Hissori's Summon
HP:
CP:
AP: 6
Note:[/col3]
[col3]Lightning Clone
Shoma's Clone
HP: 1700
CP: 1100 [-240] 860
AP: 2.5 [-1.5] 0
Notes:
-7 of the user's secondaries. This clone may use up to level D Jutsu of its chosen element at Master Rank. -10% damage and they receive -1 Genjutsu DC
Shoma's Clone
HP: 1700
CP: 1100 [-240] 860
AP: 2.5 [-1.5] 0
Notes:
-7 of the user's secondaries. This clone may use up to level D Jutsu of its chosen element at Master Rank.
Shoma's Clone
HP: 1700
CP: 1100 [-240] 860
AP: 2.5 [-1.5] 0
Notes:
-7 of the user's secondaries. This clone may use up to level D Jutsu of its chosen element at Master Rank. -10% damage and they receive -1 Genjutsu DC
[col3]Rock Golem
Shoma's Creation
HP: 2630 ==> 0
AP: 2 ==>
Notes:
No longer maintained, despawned
Golem attacks deal 675 with a 8% chance of suppression.
Akkuma's Zombies
HP: 660 ==> 0
AP: 1 [-0.5] ==> 0
Despawned
Notes:
Each has -5 of the user's secondaries, 660 Hp and 1 Ap. Attacks deal 200 Damage per strike at .5 Ap. Only 15 strikes may hit a single target per round. Zombies are destroyed if over 25% damage done.
HP: 34,500 ==> 0
CP: 25,000 [-2300] 22,700 ==> 0
AP: 6 [-3] 3 ==> 0
Despawned
+2 Genjutsu DC, +1 Accuracy and +5% Melee Damage (Class)
+2 Accuracy and +2 Awareness
+2 Accuracy and +2 Awareness
Tai Acc 24 + 3 = 27
Puppet Acc
Evasion
Ranged Acc
Gen DC
Gen Resist
Stealth
Awareness [/col3]
What Happened?
0.00 Seconds | Takayuki maintains atmospheric pressure.</COLOR>
- Takayuki 13 + 25 Success
Akkuma 7 + 27
- Something Check Akkuma: 1 - 1 + 23 Failure
Something Check Shoma: 12 + 23- Shoma no longer sees those feral Hissoris.
Solar Seal: 75% chance to heal Bleed. Roll: 69. Success
-Hidden Action- Awareness Check
- Only player relevant is Shoma.
- Akujin 18
Shoma 1- Shoma cannot tell Hissori and Akujin apart
- Akujin 18
- Something Check: Shoma 1 - 2 + 26 failed
Something Check: Akkuma 8 + 28
10% chance to be auto effected by Genjutsu. Roll: 69 failed- Akujin seems better at casting genjutsus now
- Something Check: Shoma 10 - 2 + 26 = 34 success
Something Check: Akkuma 3 + 28 = 31
1.36 Seconds | Shoma attempts to enter the Black Blockade.
- Nin Check Akkuma 19 + 27 + 2 Failed
Nin Check Shoma 8 + 23- Shoma remains outside of the Black Blockade.
- Nin Check Akkuma 12 + 27 + 2 Failed
Nin Check Shoma 8 + 23- Shoma remains outside of the Black Blockade.
- 44% chance of Scorn of the Lich. Roll: 84 failed
Akkuma 1: 16 + 32 HIT
Ginjiro 1: 20 + 18
Akkuma 2: 12 HIT
Ginjiro 2: 18
Akkuma 3: 14 HIT
Ginjiro 3: 19
Akkuma 4: 10 HIT
Ginjiro 4: 18
Akkuma 5: 15 HIT
Ginjiro 5: 8
Akkuma 6: 2 MISS
Ginjiro 6: 17
Akkuma 7: 2 50% HIT
Ginjiro 7: 15
Akkuma 8: 14 HIT
Ginjiro 8: 10
Akkuma 9: 1 MISS
Ginjiro 9: 20
Akkuma 10: 8 HIT
Ginjiro 10: 10- Akkuma had already spent 3845 CP this round with his maintains. With the additional cost of this jutsu he is in excess of 15% of his max CP (4513) so this jutsu has been dispelled. Black Blockade is no longer erect.
- Random roll for target. Roll: 4 Hissori is targeted.
Attack Roll Shoma: 7 + 29 + 2 = 38 25% hit
Evasion Roll Hissori: 17 + 22 = 39
- Random roll for target. Roll: 1 Akkuma is targeted.
Attack Roll Shoma 19 + 29 + 2 CRITICAL HIT!
Evasion Roll Akkuma 9 + 24- Transformation is dropped.
Bleed V
4% chance of paralysis when performing actions 38 Failed
CA Static: +10% chance to inflict -1ap. 8 Success
20% base chance to cause suppression: 48 Failed
- Transformation is dropped.
- Attack Roll: 18 + 29 + 2 = 49 HIT!
Evasion Roll: 13 + 24 = 37
4% chance of paralysis when performing actions 94
CA Static: +10% chance to inflict -1ap 25
20% base chance to cause suppression: 15
- Attack Roll: 14 + 29 + 2 = 45 HIT!
Evasion Roll: 7 + 24 = 31
4% chance of paralysis when performing actions 28 failed
CA Static: +10% chance to inflict -1ap 13 failed
20% base chance to cause suppression: 5 success
- Miroku Corpse 1:
Action All Ap to attack Takayuki- Corpse Attack 20 + 22 CRITICAL HIT!
Target Evade 12 + 21
Action All Ap to attack Takayuki- Corpse Attack 19 + 22 HIT!
Target Evade 1 + 21
Action All Ap to attack Takayuki- Corpse Attack 19 + 22 HIT!
Target Evade 15 + 21
Action All Ap to attack Shoma- Corpse Attack 4 + 22 MISS!
Target Evade 15 + 25
Action All Ap to attack Shoma- Corpse Attack 3 + 22 MISS!
Target Evade 15 + 25
Action All Ap to attack Shoma- Corpse Attack 15 + 22 HIT!
Target Evade 5 + 25
Recoil damage insufficient to destroy clone.
Action All Ap to attack Ginjiro- Corpse Attack 3 + 22 MISS
Target Evade 14 + 23
Action All Ap to attack Ginjiro- Corpse Attack 10 + 22 HIT
Target Evade 2 + 23
Action All Ap to attack Ginjiro- Corpse Attack 13 + 22 MISS
Target Evade 20 + 23
Action All Ap to attack Shoma- Corpse Attack 4 + 22 HIT!
Target Evade 19 + 25
- Corpse Attack 20 + 22 CRITICAL HIT!
- Shoma:
- Attack 20 + 27 CRIT
Evasion 5 + 25- <COLOR color="teal">Poison Check
Zangyaku 13 Failed
Shoma 12
- <COLOR color="teal">Poison Check
- Attack 18 + 27 HIT!
Evasion 13 = 18- Poison Check
Zangyaku 17 Failed
Takayuki 20
- Poison Check
- Attack 20 + 27 CRIT
- Attack Roll: 7 + 29 + 2 = 38 50% hit
Evasion Roll: 14 + 24 = 38
- Attack Roll: 9 + 29 + 2 = 40 HIT
Evasion Roll: 13 + 24 = 37
- Attack Roll Akkuma 15 + 32 - 3 = 44 HIT
Evasion Roll Ginjiro 20 + 18 = 38- 36% chance of 'Non Elemental' and binding. Roll: 35 Success!
Ginjiro is now bound!
- 36% chance of 'Non Elemental' and binding. Roll: 35 Success!
- Attack Roll: 16 + 29 + 2 HIT
Evasion Roll: 10 + 24 = 34
- Attack 12 + 16 + 2 = 40 HIT
Evasion Corpse 1 7 + 18 = 25
- Attack 9 + 16 + 2 = 27 MISS
Evasion Corpse 1 19 + 18 = 37
- Attack 20 + 16 CRIT
Evasion Corpse 1 3 + 18 = 21
Failed to destroy corpse
- Attack 13 + 16 MISS
Evasion Corpse 2 6 + 18
- Attack 12 + 16 HIT
Evasion Corpse 2 2 + 18
- Attack 11 + 16 MISS
Evasion Corpse 2 4 + 18
Failed to destroy corpse
- Attack 18 + 16 HIT
Evasion Corpse 3 20 + 18
- Attack 10 + 16 HIT
Evasion Corpse 3 14 + 18
- Attack 14 + 16 HIT
Evasion Corpse 3 17 + 18
Failed to destroy corpse
- Attack Roll: 10 + 29 + 2= 41 25% HIT
Evasion Roll: 18 + 24 = 42
- Attack Roll: 1 + 29 + 2 = 32 HIT
Evasion Roll: 1 + 24 = 25
- Attack Roll: 14 + 29 + 2 = 45 HIT
Evasion Roll: 7 + 24 = 31- Akkuma is KO'd
! | [1] @ Shiromaru: That is why I document any slips in ROE, because if there was an issue I would edit the mod. That is why I already knew the outcomes, the alternative had already been rolled by myself. I usually err on leniency but have both mods prepared. [2] Since I was unavailable for questions, I made an edit to the mod and made it as a new post. Dated Fri Jul 22, it is now the 27th so I am placing the mod. Only Akkuma, Shoma and Hissori have posted in time. [3] As always, showing all my work. I do miss things, especially this many rounds in with this many users. Will make edits on an as needed basis as always. [4] Roll20 Link [5] Cursed seal deactivated upon being KO'd but there is still the passive effects of normal healing. |