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.
It was dark and cramped and smelled of dust where he was kept. His arms and legs were bound, but it would appear that nobody was concerned if he called out or if he saw the innards of... perhaps a closet? A small room? A make-shift prison of sorts. He shifted his body, his back pressed against the far wall, the profile of his face against the rough floor. A sliver of light came through the base of the door. Shadows of men or demons made the light dim, as their feet cast shadows onto the floor. He counted two sets of feet pacing back and forth. He could hear their voices, a pair of men. What they had to say was muffled, it was hard to comprehend except the rare word.
His head pounded and his throat was dry. How long was he out for? It was hard to say. This would require the height of his endurance. The ropes and chains groaned as he forced his arms apart. The metal and rope dug into his flesh painfully before the metal links to broke and the tightly spun rope snapped. While the sound was barely audible, to him it was a thunderous roar to one trying to keep as silent as a shadow. The consequence of his injuries and his failures racked at his heart, he wanted to save just one person from these monsters and demons. Just one from the terrible fate that awaited them when the Cabal cleansed this filthy haven. He overestimated his own strength, his endurance. He thought he could make a difference and it would cost him dearly. The pit of his stomach felt sour as he subdued his breath and listened for their steps, envisioning where they might stand and who might pass.
He had to leave. Get out of this madhouse, regroup and hope that his family did not suffer the ultimate price for his foolhardiness. His family had been taken hostage by the very men and women he had allied himself with in exchange for his dedicated service. A man of virtue in most regards, his love for battle was not for the love of pain, power or even glory but rather the challenge of the fight. It would not have taken much to have him ally with the Cabal when they attacked Sunagakure, a haven for degenerates and demons, he would have been more than willing to serve as a cleansing hand. However, he was a man of honor first and foremost and would not have been able to stand idle when civilians, innocents and children were threatened and left to suffer for the same crimes. It was a moment of weakness that he prioritized himself and those he loved above the safety of this village and the denizens of. The military itself was of no consequence to him, better left to burn so said his heart.
Now he succeeded at nothing. He saved not a single person. These demons still roamed free. And his family would likely pay the price for his weakness. But perhaps it was not too late. His face pressed against the floor, he peered into the space beyond. Nobody was paying him any mind so it would seem. He was guarded by a pair of men, but they were talking between themselves. Unarmed, he was still dangerous enough. It would only take seconds. Saiga crashed against the door and the frame cracked as the wood splintered and broke. Stumbling over his own feet he barreled into the sentinels, his fist swung into the first man's throat. His knee into his groin, as he buckled over Saiga spun the dazed man over his hip and slammed him onto the floor. The second guard, obviously more prepared because in a matter of seconds a great many things can happen and be perceived. Saiga swung low with his leg, attempting to catch the guard behind his knees. The guard stepped back, Saiga's low sweep hit nothing but Saiga continued to rotate on the very same axis and his foot traveled high hitting the guard in the face. A pair of steps forward, Saiga did not wait for the guard to regroup as he followed up immediately with a side-kick to the solar-plexus.
As the second guard fell to the ground, gasping for air, Saiga dashed past him. He was not here to administer finishing blows to either, that was not his way and even if it was he did not have the time. He dashed out of the room, rushing past displaced civilians and into the crowd.
Home. Not something he had heard for a while. But hotel? That was Sunagakure for him. It had become a little tourist destination as he travelled to and from his new favourite oasis in the desert: Soon’s Haven. He had been staying in the dojo and watching the storm rage around what used to be where the village existed above before it all came crashing down before he was born. Now it seemed like everything was coming to the end and he would be able to be on his way once more.
Sitting in the dojo was kind of strange for him. He remembered his father having a dojo once before when he was younger; before he was taken away by medical ninja to be experimented on for his strange water abilities. It felt quite nice to be in somewhere specific for training but he did wonder why this was the only building that seemed to survive the destruction. What was it that kept it afloat?
As he pondered he heard footsteps running quickly, as if in a hurry to go somewhere. He only knew that kind of motion as someone trying to run from trouble. He only really knew this because he actually ran from his own village before and used the exact same motions (besides diving into the sea and swimming away). Maybe this would be the debt he paid the village for letting him into during the horrible storm. He could get the recognition that he wasn’t a danger to the village despite housing a demon that used to rule the oceans.
He would rush towards and the footsteps, trying to catch up quickly to what he thought were a runner. Oh how exciting! Some actual action within the village since he got here. Instead what he found was a crowd of people that someone was trying to run through. Time to run on top of the buildings and to stop him.
He would follow the fast movement through the crowd, easily detectable since no one else was running and you could see people getting moved about. z
”Oi! Where you going in such a rush? Don’t you know that running away just equal suspicion?” He called out as he tried to launch himself at the runner from the top of the building. No weapons drawn but eager to investigate what was going on.
”Stop!” he said as he tried to grab the man while in motion. The man was only five foot eight inches and wasn’t too heavy. But at that speed he would still be a strong projectile.
Kyojin Kuro had been resting as much as Kuro's avatars could when the sounds of a scuffle came to him from down the hall, where the makeshift prisons had been made near the damaged but operational tunnel to Sunagakure. It had been just over two and half days but with all that was going on a prisoner had been all but forgotten but Kuro remembered him. Saiga, a true warrior and a true threat. It must be him and with those thoughts Kuro was in swift pursuit. Armor creaked and a faded broken sunstone once part of his enhanced anatomy now hung from his neck but he was still incredibly strong, even without his titan form he could still move mountains he simply needed to keep his back and posture in check now.
"Everyone stay back, this man is a professional soldier!!"
Let's rumble. I do not kill, because my writer does not allow me. The best of luck. Link me your profile and make a post with your actions. o.o Good luck and god speed.
[col] Saiga HP: 75,000 CP: 40,000 AP: 10|[/col]
A man who can't uphold his beliefs is pathetic dead or alive ...
”Oi! Where you going in such a rush? Don’t you know that running away just equal suspicion?”
A voice cried out as Saiga started to push past the refugees. He did not answer the stranger, although everyone was a stranger when it came to Sunagakure except the higher echelon. A Steward who allows demons seats of power on his left and his right. A community that forsakes their brethren and breaks their covenant.
"Stop!"
Saiga wheeled around, as the azure-headed man reached out for him. He slapped at his hands, his fluid motions suggesting if it was not already apparent that this man was not a simple criminal. His cloth soles silently brushed against the ground as he ducked low and spun about-face. Looking at the young man, he announced "This is not your battle, stop me and you will walk no more."
"Everyone stay back, this man is a professional soldier!!"
One of the many avatar's of Kuro warned. Saiga sneered. "Demonic scum..." he growled as he readied himself to fight.
Akimichi Steadfast Body Abilities:
0. Shinobi 101 Taijutsu (Unarmed-> Slashing) Journeyman * will reassign after battle
1. Bull's Strength
2. Human Anatomy
3. Healing Factor
4. Physical Style Unarmed Cross Counter
5. Called Shot
6. Hidden Power
7. Combat Instinct
8. Weapon Mastery Unarmed
Change for the Akimichi body from:
+5 (95): All in average.
To:
+0 (90): Two in low, one in high. Others average
Explanation:
Due to Kyojin Kuro's increased mass and density, Kuro had to retrain his mind to handle the abilities of being a giant. Kuro practiced his ninjutsu daily but noticed whenever his giant body attempted the same acts his aim was always a little off. While attempting to train with genjutsu he noticed that his students from his classes as a guardian easily resisted his genjutsu attempts, yet when any of his other forms attempted the same genjutsu the effects were far stronger. Then he noticed that his fighting prowess was much easier to contemplate in his Kyojin and Hashigaki forms. The Kyojin form's larger structure seemed to hit his opponents far more often however and that was also because he didn't dodge at all. So it seemed he had found out in full why this body was Kaibudo's favorite sparring partner, because in this form Kuro was alot like Kaibudo except when it came to dodging.
WC: 156
Akuma Sennin (Kyojin)
HP: (55+lvl15) x 600 = 42,000
CP: (50+lvl15) x 600 = 39,000
Class Bonus: kinjutsu, +1 Accuracy (melee)
High: Melee Accuracy
Average: Genjutsu Save, Evasion, Ranged Accuracy
Low: Genjutsu DC, Ninjutsu Accuracy
(+5* HP modifier from Steadfast keeps his HP modifier the same)
Auto equipped weapon*
Augments: Primal, Special Composition Kinesis*, Chakra drain
Type: Unique (Unarmed)
Unique Mastery Weapon Type: Unarmed
Weight: light
Range: Melee
Damage: -10% dmg canceled by by special composition augment/ +5% dmg (b. strength)
Accuracy: +2
Steadfast build
The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.
Great Fortitude - Passive (3 points)*
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.
Stand Fast - Independent Special Move (2 points)*
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.
Human Shield - Independent Special Move (2 points)*
Restriction- Requires Body Switch
A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.
Awesome Power - Modification (2 points)*
Restriction- C Rank and up, Requires Hidden Power
A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.
Willfull - Boost (1 point)*
Restriction- Can only be purchased a maximum of two times
A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
Effect: +1 Genjutsu Save
Second Wind - Independent Special Move (3 points)*
Restriction- C Rank and up
Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.
Undying Warrior - Independent Special Move (2 points)*
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.
Resilience - Boost (1 point)***
Restriction- Can be purchased up to three times
Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
Effect: +2 HP modifier.
Reciprocate - Jutsu (1 point, 1 point to rank up)**
Restriction- A-Rank and up
This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.
Kuro tosses Saiga a fresh bottle of water first before they square off, “You are dehydrated Saiga, and I refuse to allow you any excuses when I kick your ass. After I kick your ass we will have a discussion on why you hate demon blooded people so much. I am certain you have your reasons but I want to know them and expect them to be shared. Last, but not least you will tell me who sent you to destroy Suna. We have reports from many that you tried your best to help those whom were fully human. So I know you aren’t a murderer, you accepted honorable combat with a member of the Masashi clan, which stopped me from handing you your ass back then and you maintained your integrity and fairness then. Just to make it clear, as long as our Steward agrees with me you will be free to go, if you insist on facing me now I will beat you down without mercy. The last time we fought I held back. The only thing I will make sure of this time is that you live, broken bones, lost limbs, are all fair game so I hope you understand what facing me here and now means. We can talk, or you can get your ass kicked and THEN WE WILL TALK.” Whether or not Saiga drinks the water, the traditional gesture was made and honor served. “Sir, as a visitor to Suna you need not aid me in this fight, but if you want to wait your turn I understand otherwise you are free to do as you feel necessary. I will not hold a grudge.”<i></i> Kuro took a cross counter stance to show Saiga exactly what he was facing. Large, fast, unrelenting, unyielding, Kyojin Kuro did not have his due when Masashi Katsuo had reached out to Saiga. In afterthought Kuro sent a thought to his Chouryoku (Hashigaki) avatar to contact Katsuo so that he could possibly come talk Saiga down. First however, this was an overdue grudge match. After this he would wait for Yume’s Uncle to get better so he could put him back in the hospital.
- Message will be relayed to Katsuo via alternate body in 3 rounds -
WC: 375 / MFT
Combat actions: Activate Cross Counter Style -
The user suffers -3 dodge, but all incoming attacks deal -10% damage. This is not considered damage reduction. (If an attack would deal 100 damage, the user takes 90. If the user had 10% damage reduction as well, they would take 90% from 90 damage which is 81), .5 AP
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.
Prerequisites: B-Rank
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.
Cost: 545 CP +30% the chosen Taijutsu's CP Cost.
Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.
Spearhand
Prerequisites: B-rank, A weapon with the Unarmed Damage Type.
Rank 2: 1 Strike at -3 Accuracy dealing 2,100 Damage.
Special Action: By paying +30% of the chakra cost, this technique may be modded as if costing 1 AP. This may only be used once per round.
Special Action: By paying an additional +0.25 AP and +10% Cp, the user may charge this technique gaining an additional +5% base damage. This may be done up to 4 times.
Rank 2 Cost: 765 Cp
2) Endure vs any ninjutsu/follow up taijutsu
B rank jutsu
Rank 2: The user suffers a -3 Dodge and gains a 10% damage reduction for the remainder of the round. If the next attacks hits the user, the user gains +1 Accuracy, +10% Damage to their next Taijutsu Attack.
Rank 2 Cost: 680 Cp
Notes:
- May only be used once per round.
- This technique can be used Reactionary.
Rank 2 Cost: 680 Cp
Notes:
- May only be used once per round.
- This technique can be used Reactionary.
3) Unbound Special – Awaken the dragon if I realize I am under a genjutsu
Rank 2: Prepares the user for the next 2 rounds or until targeted by a bind, the user gains +3 Dodge against a Binding Technique.
Special Action - Awakening the Dragon: When used while bound, the user gains a +2/20% to the user's next chance of breaking free at Rank 2. This may be used as Reactionary.
Rank 2 Cost: 680 Cp
Notes:
- This does not stack.
- Only applies to Non-Illusionary/Genjutsu Binding Techniques.
- Can only be used once per round.
- Can be used while bound, this cannot be prevented or stopped.
Regular actions:
Activate Immolation Armor: D-Rank Taijutsu: 1.25 Ap
Prerequisites: D-rank
Master: Heats the user’s body, causing all melee attacks against the user to deal 10% backlash damage to the attacker. Additionally, all melee contact with the user has a 12% chance of causing the Burn effect.
Special Action - Burnout: While active, the user may pay the maintain cost with their HP to forcibly end this technique in a single burst of flames emitted from the users body. If used while bound this floods the body with heat and counts as an escape attempt with x2.5 of the escape chance. This Jutsu cannot be recast for a full round.
Master Cost: 330 Cp, 170 Cp/rnd
Notes:
- This jutsu is a Chakra Armor.
- Melee contact is any action using melee accuracy against or by the user. Attacks with multiple strikes can cause backlash multiple times.
- Ice damage does not deal backlash damage, however, is reduced by -10% damage against the user.
- The Burn effect causes the target to take +5% damage for a full round. Burn stacks up to three times. Multi-Hit attacks may only cause the Burn effect once per use.
Tiger Hook C-Rank Taijutsu: 1.75 Ap
Prerequisites: C-Rank, A weapon with the Unarmed Damage Type
Rank 2: 1 Strike at +2 Accuracy dealing 1160 Damage. Upon a Full Hit, this has a 18% chance have the targets next Offensive Jutsu cost an additional +15% Cp.
Rank 2 Cost: 385 Cp
Notes:
- This does not stack.
- The afflicted chakra effect lasts until the end of the round.
- The target’s chakra increment is not effected by any additional chakra increasing effects the user may have.
Shoryuken C-Rank Taijutsu: 1.75 Ap X2
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.
Rank 2: 1 Strike at Normal Accuracy dealing 1,265 Damage.
Rank 2 Cost: 420 Cp
Notes:
- Upon a full hit, the user may follow-up this technique instantly with another Non-Binding Unarmed Taijutsu C-Rank or lower at an additional +15% Cp.
Eagle Drop A-Rank Taijutsu: 2.75 Ap - special effect as a taijutsu master 'debilitate'
Prerequisites: A-rank, A weapon with the Unarmed Damage Type.
Rank 2: 1 Strike at +3 Accuracy dealing 3,630 Damage. Upon a Full Hit, the target has a 36% chance to be afflicted with the Brain Damage status.
Rank 2 Cost: 1,815 Cp
Notes:
- This may only be used successfully, inflicting Brain Damage, once per round.
- This may not affect the same target more than once per battle.
- Brain Damage causes the opponent to convulse randomly causing each action to have a 20% chance to Auto-Fail. This may only effect the opponent once per round. The target loses AP, not the Cp cost.
- Brain Damage status lasts for 3 Full Rounds and does not stack with itself or any other Auto-Fail chances.
- Should the user miss, they deal 10% of the damage this jutsu would cause to themselves.
Total: 9.75 AP (for normal, non-conditional actions)
It seemed like he wasn’t the only one who had noticed the man who was trying to flee from the scene for another arrived on the scene who seemed to know who this person was. At least there was back up since apparently he was a “professional soldier.”
The ex-stone-nin furrowed his brows as the man called him out on it not being his battle. Whether it was or not he was here to support Sunagakure who had become a home to him for the time being. It was all he could really do since they let him in without questioning him at all. For all they knew he could have been a secret Cabal member who was sneaking in. But they didn’t mind him at all and giving him a home was so kind.
Even the Sunan ninja had told him he didn’t need to fight at all, instead offering to wait his turn. Didn’t give Katsuro all that much hope on the guy managing to beat the Cabal member. All he could do was shrug and take a step back.
”Hey it’s up to you since your village so kindly allowed me to stay when I had no home to go to. I’ll be here in the back just in case you get in trouble. Can’t let you die you know? Especially after that demon remark he made about you.”Katty hadn’t told anyone that he was a Jinchuuriki but he still didn’t off remarks about demons lightly.
He would back off and move to the side and watch the two fight it out. If anything this meant that the mednin could gauge the kind of strength Sunagakure had. This kind of information would be useful to other villages and to other missing-nin; for the right price of course.
Major Affinities (Please state how they were acquired in "()" next to them): Wind(Free), Water (mastered all the Water jutsu), Ice(Mastered all the Ice jutsu), Vapor (Mastered all the Vapor Jutsu), Blood (Mastered All the Blood Jutsu), Lightning (ASP)
Minor Affinities (Please state how they were acquired in "()" next to them): Fire(Free), Non-elemental(Mastered 13 of the 26 jutsu), Earth (ASP)
Sea King HP: (60+lvl) x stamina CP: (40+lvl) x chakra control
Inner Resevoir: 8250 cp
Class Bonus: Kinjutsu (Jinchuuriki) High: Ninjutsu accuracy Average: Genjutsu DC, Ranged Acc, Evasion, Genjutsu Save Low: Melee accuracy, Puppet Accuracy
BL/CA: Water Adept http://www.ninpocho.com/viewtopic.php?f=131&t=5537
Inner Resevoir- 2 points
Master Water Manipulation- 3 points
Liquid efficiency 3 times- 3 points
Healing Waters- 2 points
Fluid Motion- 2 points
Water Absorb- 3 points
Water Blessing- 3 points
Liquid State- 2 points
Actions
Cast Rain Dance Rank 2 http://www.ninpocho.com/viewtopic.php?p=993#p993 2 ap
Cast Liquid State rank 2 2.5 ap with elemental aura
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.
Cost: 2400CP and 3AP, 800CP/round to maintain
4.5 ap total
Staying out of the fight for now but here just in case someone gets in trouble...
OC: Sorry for the delay, you posted when I started my back to back doubles so I work on wed. I will be doing this mod bit by bit so it will be edited several times before it is done and I am sorry for that. =( The final product will be here in the morning.
Bloodlust: Ignores up to Rank 3 Bleed Hachimon: Unarmed Taijutsu costs -10% CP.
First Gate - Gate of Opening: 5% auto-dodge to all sources
Second Gate - Gate of Healing: Ignores first rank of bleeding and Called Shot penalties. May heal all bleeding and called shot penalties by resting for 50% AP cost. (This does not double in Gate of Death). The healing effect can only be used once per battle. Resting while under the Gate of Healing does not stop the maintain of the Chakra Gates.
Third Gate - Gate of Life: Regains 2% max HP every round activated. This gate does not have an Hp cost.
Fourth Gate - Gate of Pain: Regains 2% max CP every round. This gate does not have a Cp cost.
Fifth Gate - Gate of Limit: +10% damage to unarmed weapons. Bolsters unarmed to 60% damage cap.
Sixth Gate - Gate of View: +2 acc/dodge, Instant clone recognition
Seventh Gate - Gate of Wonder: +1 AP This does not double in Gate of Death, +2 Gen save
80% damage buff Called Shot (sprain): Saiga's neck, arms, heart, feet and head from opening the gates.
E 25 A 30
| Toraono Kuro HP: 42,000 [-17,820][+1260] 25,440 (still above the 60% mark, using 80% buffs) CP: 39,000 [-1195] 37,805 [+429] 38,234 AP: 10 Effects:
[spoilername="Effects"]Cross-counter style: The user suffers -3 dodge, but all incoming attacks deal -10% damage. Immolation Armor: all melee attacks against the user to deal 10% backlash damage to the attacker. Weapon: +2 acc. weapon Primal (Basic attacks costs 0.5 AP), Chakra Drain (user gains CP equal to 10% of the total damage dealt to a single target), Special Composition: Kinesis (gain +50% kinetic damage buffs). Great Fortitude: Ignores 1125 damage per round Awesome Power: +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries. Willful: +1 gen save Bulls Strength: +5% damage with weapon Human Anatomy: +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Healing Factor: +3% max HP regained every round Called Shot: +5% Called Shot chance. Can cause broken status. Combat Instinct: +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries. Weapon Mastry: Unarmed: Unarmed weapon is passively equipped.
E: 20 TA: 29[/spoilername]|Katsuro HP: 45,000 [+1350] ALREADY AT MAX! CP: 33,000 [-2276] 30,724 [+990] 31,714 AP: 10 Effects:
[spoilername="Effects"]Liquid State: While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu. Rain Dance: all Water-based jutsu -15% chakra cost and +6% chance of activating secondary effects. Fire-based damage have a 18% chance of dealing -15% base damage, and Lightning-based damage have a 24% chance of causing 20% backlash damage to the user. Hyperactivity: +3% Max CP regained every round. Willpower: The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it effecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway. Cancel as a free action once per round. No longer requires handseals. Healing Factor: +3% Max HP regained every round. Elemental Aura: Chakra Armor cost .5 Ap less than usual, and gain +1 to overall round limitation. Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved. 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.[/spoilername][/col3]
"I have no time for this demon," Saiga announced calling Kuro a demon. The word rolled off his tongue as if it was a profanity. Saiga took a pair of deep breaths, he seemed to pause as if in thought. As if he was about to regret what he was about to do. "I will make your end swift," Saiga announced grimly as his arms flexed and a bright aura of pure chakra emanated from his body. His blood vessels became bloodshot and a maddened as he screamed in pain. He was surpassing the limits of his own body as this was a time of urgency. He screamed in pain as his ligaments and tendons started to stretch and tear.
The Gate of Opening. Where everything begins. But where does one begin? Perfect is a good place to start. We must always focus on improving things that are already perfect. He remembered his master used to tell him this as a young boy. Even perfection in its purest form can be improved upon. It was his duty to continue to exceed his vision of perfection and strength. Images of his sensei filled his mind, of his life and of his death so many years ago. Would he be proud? No, of course he would not. Pride was a fatal flaw for men such as them. Just a state of action and inaction.
The Gate of Healing and Life. Recovering not as much as what was being taken from him. Saiga balled up his fists as the pain of his breaking bones was subdued for a little while. The next door swung open, recklessly releasing his chakra into the atmosphere about him. A guttural cry escaped Saiga's lips as he screamed into the heavens as they started to pour. Soaking his clothes and matting down his hair. Frigid despite the arid climate he had come to endure. Wreathed in demonic fire, the Sennin barreled for Saiga and struck him squarely sending him reeling back.
The gate of Limit broke. His spandex stretched to accommodate his burly arms. His eyes started to glow an awful red as he saw the world for what is was. "See first with your mind, then with your eyes, and finally with your body" Saiga muttered to himself as he saw the monster that was Kuro as well as the fiendish entity that was housed within his ally. "Monsters... each and every one," Saiga grumbled as the final gate cracked open. He calmed slightly, getting used to the pain. "I will cleanse this world of this demonic taint, but not today Sennin." In a village of monsters and demons, how could it have ever sustained! Placing trust in these THINGS!
Twice more, the Sennin came for Saiga. Almost missing once, but then following through with a vital strike just below his ribs that made Saiga fold over for a moment. Saiga's fist, engorged with reckless energy beyond even his control. The darkness and the light struggling for dominion over his fist, creating a vortex of terrible energy that he unleashed upon the Sennin. The Hell's flames licked at Saiga's wrist, scalding him on contact. He could feel his ankles snap and his wrist momentarily displace, a pain deep within his heart and an ache in the base of his head and neck. He would not last long, but he would last long enough!
What Happened:
0.00 Seconds | Kuro's weapon was already drawn.
0.50 Seconds | Kuro activates Cross Counter Style.
0.50 Seconds | Saiga opens the First Gate: Gate of Opening!
1.00 Seconds | Saiga opens the Seconds Gate: Gate of Healing!
1.50 Seconds | Saiga opens the Third Gate: Gate of Life!
1.75 Seconds | Kuro activates Immolation Armor.
2.00 Seconds | Saiga opens the Fourth Gate: Gate of Pain!
2.00 Seconds | Katsuro cast Rain Dance
2.50 Seconds | Saiga opens the Fifth Gate: Gate of Limit!
3.00 Seconds | Saiga opens the Sixth Gate: Gate of View!
3.50 Seconds | Kuro attacks Saiga with Tiger Hook.
3.50 Seconds | Saiga opens the Seventh Gate: Gate of Wonder!
4.50 Seconds | Katsuro enters liquid state.
5.25 Seconds | Kuro attacks Saiga with Shoryuken.
Attack Roll: 14 | Evasion Roll: 18 50% damage!
7.00 Seconds | Kuro attacks Saiga with Shoryuken.
Attack Roll: 19 | Evasion Roll: 3 CRIT!
9.625 Seconds | Saiga uses jutsu creator to combine: Fist of Sin (Wrath) & Fist of Virtue (Kindness) on Kuro as with Unbalancing Strike and Double Edge (because Katsuro has not taken an offensive move yet)
Kuro Counter-strikes with Spear Hand!
Kuro's Attack Roll: 7 | Saiga's Attack Roll: 14 Kuro failed to counter-strike and took full damage.
Second Strike Attack Roll: 12 | Evasion 12 HIT!
Saiga suffers 10% backlash damage!
Called Shot (sprain): Saiga's neck, arms, heart, feet and head from opening the gates.
[spoilername="Notes"]Kuro: Props on Hidden Power coupled with Combat Instinct Katsuro: Consider purchasing a Class Card from the ASP shop for a bonus. Take 'em where you can get 'em.[/spoilername]
"You seem to have developed an overwhelming hate of demons, NOT ALL OF US WHOM CARRY THEIR BLOOD OR POWER ARE EVIL or SEEK TO DOMINATE OTHERS!! I WILL MAKE YOU UNDERSTAND THIS REALITY!!"<i></i> Kuro took in the damage of Saiga's sacred and evil attack and locked onto his true form with all his senses as his combat instincts emerged. "YOU WANT TO SEE A REAL DEMON THEN I SHALL SHOW YOU ONE!!!"<i></i> Kuro released his heaven seal and completely transformed as his body turned grey with crimson runic terran markings and his horns became serrated weapons. Larger and stronger, Kyojin Kuro could never attain his titan form again but he could come close. A statue emerged behind Katsuro summoned by Kyojin Kuro to witness this battle and emblazon the memory of Saiga's efforts upon his multifaceted soul as the bound statue of Hyakujuuonouu emerged. After transforming Kyojin Kuro still could not match Saiga's speed but he could easily over come his strength. With a glowing surge of chakra to his eyes he summoned even more power to stop Saiga in his tracks.
Actions:
Maintain Immolation Armor
Focus Combat Instinct on Saiga
Release Heaven Seal Rank 3
http://www.ninpocho.com/viewtopic.php?f=205&t=249
Rank 3: Completely alters the user into a totally different figure, giving them +2 to all Secondaries. All jutsu cost -15% Cp, Inflict +15% more Damage and have a +8% to any secondary effects. These buffs/debuffs do not count toward the buff cap. In addition the user takes 2% Max HP damage per round.
Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active.
Summon Hyakujuuonouu (Samsara Technique) (heal Katsuro as well)
Rank 2: Summons a Large Statue that releases a dark aura that may affect up to three separate targets. The affected suffer -3 Dodge and have a 10% Chance to be Auto-hit by all actions aimed at them, and a 10% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 2340 Chakra from those within the area. Statue has 7560 Hp, and the user has +3 to all checks.
**Special Action - Samsara Heavenly Life Technique: Instead of absorbing chakra from enemies, this Statue may restore the Health of the Rikudo Sennin by the equal amount each round. This amount can be buffed by Non-Elemental Ninjutsu Buffs, and applies at the start of each round. The user may also choose allies to benefit from this jutsu, though the amount restored to all is reduced by 10% per Ally involved, up to either two or three allies depending on the rank of this Jutsu.**
Note:
- This may be used by any path.
- Chakra Absorption cannot be buffed.
- The Rikudo Sennin gains chakra equal to 50% of the Chakra Absorbed. The remaining 50% is used to heal the Statue of any Damage.
- Each round active, the affected must make a Ninjutsu check against the Rikudo Sennin to determine whether they are affected by this Jutsu or not.
- Once destroyed, this statue cannot be summoned again for the remainder of the battle.
- Once per round a ninjutsu check is made between the target and the user to decide if these effects are successful.
Rank 2 Cost: 2750 Cp to initiate, 1310 Cp/Rnd.
Activate Chakra Extension
http://www.ninpocho.com/viewtopic.php?f=430&t=2205
C rank
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.
Rank 2 Cost: 420 Cp, 210 Cp/Rnd
Notes:
- This only lasts a Maximum of 2 Rounds. Recasting this technique will reset the duration.
- Partial hits cannot surpass 100% Damage (A full hit).
Use Reciprocate
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.
Reflexive -Total Endure- vs any b or A rank ninjutsu/taijutsu
Endure
http://www.ninpocho.com/viewtopic.php?f=430&t=2204
B rank jutsu
Rank 2: The user suffers a -3 Dodge and gains a 10% damage reduction for the remainder of the round. If the next attacks hits the user, the user gains +1 Accuracy, +10% Damage to their next Taijutsu Attack.
**Special Action - Total Endure: The users suffers a -2 Dodge for the remainder of the round, but reduces the next successful damaging technique on the user is reduced by 30%/40%. The next Taijutsu Attack the user performs gains +1 Accuracy. This does not stack with any additional Damage Reduction. This becomes the new effect of the technique.**
Rank 2 Cost: 680 Cp
Notes:
- May only be used once per round.
- This technique can be used Reactionary.
follow up to endure
Use Reciprocate 2nd time for remainder of damage taken
Eagle Drop A-Rank Taijutsu: 2.75 Ap - special effect as a taijutsu master 'debilitate'
Prerequisites: A-rank, A weapon with the Unarmed Damage Type.
Rank 2: 1 Strike at +3 Accuracy dealing 3,630 Damage. Upon a Full Hit, the target has a 36% chance to be afflicted with the Brain Damage status.
Rank 2 Cost: 1,815 Cp
Notes:
- This may only be used successfully, inflicting Brain Damage, once per round.
- This may not affect the same target more than once per battle.
- Brain Damage causes the opponent to convulse randomly causing each action to have a 20% chance to Auto-Fail. This may only effect the opponent once per round. The target loses AP, not the Cp cost.
- Brain Damage status lasts for 3 Full Rounds and does not stack with itself or any other Auto-Fail chances.
- Should the user miss, they deal 10% of the damage this jutsu would cause to themselves.
4 AP - Called Shots to legs
Final taijutsu- Submission special action leg
After grabbing a target, the user puts them into a body lock designed to put a significant amount of stress on the target's body to cause pain.
Prerequisites: B-rank, A weapon with the Unarmed Damage Type.
Rank 2: Binds a single target at -3 Accuracy dealing 470 Damage per Round.
**Special Action: By an additional +20% Cp, this technique has a 21%/28% chance to treat a single limb as Fractured for two Full Rounds, returning to normal after the time limit. Any additional called shots to the chosen limb use the Broken Status chance and revert to Sprained at the end of the two rounds.**
Rank 2 Cost: 920 Cp to initiate, 460 Cp/Rnd
Notes:
- This may last up to the three rounds.
- If the target is already bound with the Grapple jutsu, this technique has a 21%/28% chance to Auto-Hit the target.
- The target has a 15% chance to escape for every 2 Ap they use.
- While bound neither the victim or the user can perform handseals or move (Only handseal-less Ninjutsu/Genjutsu or actions not involving movement may be performed).
- This bind is broken if the victim takes damage, or the user attacks the victim. Passive damage done by this technique does not apply.They have a -3 Dodge penalty to the attack aimed at them though.
- If the user takes more than 10% of their Max Hp in damage during a round, this bind is dispelled.
Jeeze… Katsuro thought to himself as he watched the two men go at it. While his “ally” managed to land more hits it seemed that his demonophobic opponent had much stronger attacks. A single hit seemed to cause so much bodily damage that it would make the mednin put a palm to his face.
”No,no,no that’s not how you’re meant to show you can do this by yourself!”he called out to Kuro while thinking of what to do. It seemed that the opponent had noticed Akumao inside of him so maybe that was no longer important to hide. Saiga had shown he was able to increase his strength by so much with the cost of ripping his body apart so why not turn his body into a vessel for Akumao. If everyone needed to be buffing up to fight and if he was eventually going to be a target he might as well use his powers for helping one side at least.
”Hey! Watch out for that move again ok? I don’t want to be carrying you to the infirmary when this is over.”He then watched Kuro enrage and transform under the power of what seemed to be a… curse seal? Didn’t those things cause bodily harm as well? Didn’t seem like it was a smart move in his opinion as he was already hurting from just a single move. The Sennin probably wouldn’t have listened to him now that he was so caught up in his curse seals and his weird totems.”Guess I’ll just have to match you both huh?”
The Missing-nin would start to allow Akumao into his chakra system as he felt his watery form start to take a different shape, gaining width in place of height. He would notice three different tendrils form and take the shape of... cannons? He hadn't really seen Akumao transform his liquid state this way but he didn't really seem to mind. As long as he was able to help Kuro just a little bit despite the Sennin's arrogance of expecting to only have a 1v1. Kind of foolish seeing as these were the people who had been causing a lot of Sand's problems right? Was that what it was?
"It's funny..." the Jinchuuriki said as he looked at them both. "It's funny how you mentioned dehydration in front of me. I don't think I've ever experienced that problem in my entire life. I'll just show you how a demon can help instead of hurt by quenching thirsts."Cheesy Katty, just so cheesy but it might just work. He might be possessed by a demon but at least he still had his medical skills.
Actions
Maintaining Liquid State and Rain Dance
Activate Demon Cloak Omega- 2.5 ap
Rank 1: While in this stage, gain +3 Acc/Dodge, +10% Chosen Elemental Damage
Master Rank: While in this stage, gain +4 Acc/Dodge, +15% Chosen Elemental Damage
Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. Example: If one is using a rank 1 Demon Cloak Omega and surrenders 1 Acc/Dodge, their Berserk Control raises to a 65% chance as opposed to 60%. This lasts until the Jinchuuriki's next action.
Note:
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- If activated while the user is in Demon Cloak Alpha, this costs -1 AP and -25% normal CP cost.
- Once activated, lasts until the user chooses to deactivate with a 65% chance of failure and a 1 AP Cost. If the user fails to deactivate, they lose 5% Berserk Control which remains for the remainder of battle.
- Once activated, the user gains 5% Max CP at the start of every round.
- This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities.
- Basic melee attacks now attack up to 3 targets.
- Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserked attack) Must be rolled before each action to determine if the Jinchuuriki has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack.
Cost: 2000 CP, 3% Max HP per round.
Use a Jutsu created Grand Hydra Excavation with Grand Hydra excavation on Kuro with the Water Adept's Healing Waters special move. Sacrifice all 4 acc/dodge buffs to increase beserk control on this action. Use chakra from my inner reservoir- 4.5 ap
Rank 1: Draws forth all nearby water to create a spiraling drill of water, striking 3 times each dealing 1465 damage with a 14% chance to cause the 'Pierce' effect.
Rank 2: Draws forth all nearby water to create a spiraling drill of water, striking 3 times each dealing 1830 damage with a 17% chance to cause the 'Pierce' effect.
Special Action - Hydra Drill: By paying +20% Cp, instead of attacking a person this jutsu may be used to completely destroy any barrier by combining all three hits into one. If the damage this jutsu does is greater than what the barrier would protect against, half of that is done to the person who cast the barrier at -2 Accuracy.
Rank 1 Cost: 2200 Cp to initiate
Rank 2 Cost: 2750 Cp to initiate
Notes:
- Can use either Melee or Ninjutsu Accuracy.
- Bleeding does not stack with multiple hits, and can only happen once per use.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
Healing Waters - Dependent Special Move (2 points)
Restriction- C Rank and up
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, water adepts can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: Water jutsu may be used to heal instead of hurt. Area-effect water jutsu will heal anyone within the area of effect, friend or foe regardless. The affected jutsu costs +20% CP. Is only effected by Water buffs. Can only be used once per round.
Do a Grand Hydra Excavation again without Jutsu Creator on Kuro with Healing Waters (I get to cast it twice because I'm in Liquid State) Sacrifice all 4 acc/dodge buffs to increase beserk control on this action.Use chakra from my inner reservoir. 3 ap
Conditional: If I'm starting to be attacked replace the non Jutsu created Grand Hydra Excavation with Scorn of Aquarius and healing waters myself and Kuro
Prerequisites: A-rank, 7 Mastered Water jutsu
Rank 1: The user creates a giant tidal wave, crushing three targets for 3170 damage at +2 accuracy. This has a 28% chance of causing the 'Crush' effect.
Rank 2: The user creates a giant tidal wave, crushing three targets for 3960 damage at +2 accuracy. This has a 36% chance of causing the 'Crush' effect.
Special Action - Tidal Wall: This jutsu may instead be used defensibly to create a wall of water around the user and up to three allies with Hp equal to is damage. This may be maintained, and any protected by this jutsu cannot use Melee Accuracy; doing so puts them outside the barrier. Defends against physical, non-elemental, and elemental damage.
Special Action - Water Cage: This jutsu may be used to entrap a single target within a vortex of water. This lowers accuracy by -3/2 and gives it Base Hp equal to 140% of the base damage. This bind blocks attacks used by and directed at the victim, though any leftover damage which breaks it may attempt to harm the target normally. The victim may perform actions normally, but may only target themselves or the barrier.
Notes:
- Special Action Hp may be increased with water buffs.
- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- If used with either special action, the 'Crush' effect has a chance of activating upon any melee contact with the barrier (Melee Accuracy used against it).
Passives and maintains at the end of this round (For me to remember them because I start to get lost in my workings out...)
Liquid State(all water based buffs have a +5% or +1 acc increase, bleed chance -15%, called shot chance -15%,+10% lightning damage take, 15% more damage dealt, +10% chance on water jutsu secondaries happening due to elemental aura)
Rain Dance- Water-based jutsu -15% chakra cost and +6% chance of activating secondary effects. Fire-based damage have a 18% chance of dealing -15% base damage, and Lightning-based damage have a 24% chance of causing 20% backlash damage to the user.
Demon Cloak Omega- +4 acc/dodge, +15% water damage, 5% max cp regen 65% beserk control chance
BL/CA: Water Adept
Master Water Manipulation- 15% water damage (Does it become 20% with liquid state?)
Liquid efficiency- -15% water cp cost (Does it become 20% with liquid state?)
Fluid Motion- +2 dodge for that round when casting water jutsu, becomes +3 if it is an AoE jutsu (does this get a +1 in liquid state?)
Water Blessing- 3% max hp regen in a round that water jutsu is cast
Jutsu Mastery- -10% cp cost, Special Actions cost halved
Hyperactivity- 3% cp regen
Healing Factor- 3% hp regen
Willpower
Sixth Sense
Bloodlust: Ignores up to Rank 3 Bleed Hachimon: Unarmed Taijutsu costs -10% CP.
First Gate - Gate of Opening: 5% auto-dodge to all sources
Second Gate - Gate of Healing: Ignores first rank of bleeding and Called Shot penalties. May heal all bleeding and called shot penalties by resting for 50% AP cost. (This does not double in Gate of Death). The healing effect can only be used once per battle. Resting while under the Gate of Healing does not stop the maintain of the Chakra Gates.
Third Gate - Gate of Life: Regains 2% max HP every round activated. This gate does not have an Hp cost.
Fourth Gate - Gate of Pain: Regains 2% max CP every round. This gate does not have a Cp cost.
Fifth Gate - Gate of Limit: +10% damage to unarmed weapons. Bolsters unarmed to 60% damage cap.
Sixth Gate - Gate of View: +2 acc/dodge, Instant clone recognition
Seventh Gate - Gate of Wonder: +1 AP This does not double in Gate of Death, +2 Gen save
80% damage buff Called Shot (sprain): Saiga's neck, arms, heart, feet and head from opening the gates; Legs from crush effect.
E 23 A 30
| Toraono Kuro HP: 26,565 [-840 from Heaven] [-420 From Bleed I] [-3155] 22,120 [+1260 Passive][+7075] 30,455[~1125 ignored] 31,580 (still above the 60% mark, using 80% buffs) CP: 38,234 [-3700] 34,534 [+429 Passive] 34,963 AP: 11 Effects:
[spoilername="Effects"]Cross-counter style: The user suffers -3 dodge, but all incoming attacks deal -10% damage. Immolation Armor: all melee attacks against the user to deal 10% backlash damage to the attacker. Weapon: +2 acc. weapon Primal (Basic attacks costs 0.5 AP), Chakra Drain (user gains CP equal to 10% of the total damage dealt to a single target), Special Composition: Kinesis (gain +50% kinetic damage buffs). Great Fortitude: Ignores 1125 damage per round Awesome Power: +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries. Willful: +1 gen save Bulls Strength: +5% damage with weapon Human Anatomy: +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Healing Factor: +3% max HP regained every round Called Shot: +5% Called Shot chance. Can cause broken status. Combat Instinct: +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries. Weapon Mastry: Unarmed: Unarmed weapon is passively equipped. Heaven Seal: +2 to all Secondaries. All jutsu cost -15% Cp, Inflict +15% more Damage and have a +8% to any secondary effects. These buffs/debuffs do not count toward the buff cap. In addition the user takes 2% Max HP damage per round.
Rank I Bleed
Sprained Arm
E: 24 NA 25 TA: 31[/spoilername]|Katsuro HP: 45,000 [+1350 Passive][+8654][-1350 from demon cloak] 45,000MAX HP CP: 31,714 [-3080] 28,634 [+990][+1650 From Demon Cloak] 31,274 Water CP Pool: 8,250 [-4538] 3,712 AP: 10 Effects:
[spoilername="Effects"]Liquid State: While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu. Demon Cloak Omega: Gains 5% Max CP at the start of every round. This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities. Basic melee attacks now attack up to 3 targets. Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserked attack) Must be rolled before each action to determine if the Jinchuuriki has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack. Increased to 85% Control due to loss of -4 acc/dodge. +4 Acc/Dodge, +15% Chosen Elemental Damage Rain Dance: all Water-based jutsu -15% chakra cost and +6% chance of activating secondary effects. Fire-based damage have a 18% chance of dealing -15% base damage, and Lightning-based damage have a 24% chance of causing 20% backlash damage to the user. Hyperactivity: +3% Max CP regained every round. Willpower: The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it effecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway. Cancel as a free action once per round. No longer requires handseals. Healing Factor: +3% Max HP regained every round. Elemental Aura: Chakra Armor cost .5 Ap less than usual, and gain +1 to overall round limitation. Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved. 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.
E 23 NA 27[/spoilername][/col3]
"You seem to have developed an overwhelming hate of demons, NOT ALL OF US WHOM CARRY THEIR BLOOD OR POWER ARE EVIL or SEEK TO DOMINATE OTHERS!! I WILL MAKE YOU UNDERSTAND THIS REALITY!!"<i></i>
The demon-sennin declared. Saiga could only smirk, the irony of it all. Prove his passive nature in battle. In a battle the Sennin seemed dedicated to win. "Demons are also often liars... tricksters even,"</B><i></i> Saiga replied. The blood was rushing through his body, the adrenaline of the fight made him momentarily regret his purpose and his distress.
"YOU WANT TO SEE A REAL DEMON THEN I SHALL SHOW YOU ONE!!!"<i></i>
With that, Kuro changed into something more horrible than he was previously. The foreboding markings covered his newly ashen flesh, the scarlet markings of a language long-forgotten. His visage and his horns, changed. His demonic features more pronounced. “The suspicious mind conjures its own demons.” Saiga chanted to himself over and over as Kuro created a strange object that seemed to refresh and fortify himself and the possessed boy. Saiga balled his hand into a fist, he was not going to let a demon stop him from saving his family. "Forgive me young man, I am weak..."<i></i> he sighed in apology to the possessed youth as the boy's form also began to change. He took the form of a... turtle. Yes, a demon-turtle. Rumors of demons came in many forms, perhaps he should not have been surprised but he was expecting something besides a cannon-wielding turtle to be in possession of the young man. "So you are the demon invading this child-host,"<i></i> Saiga called to the monster.
<B>"It's funny... It's funny how you mentioned dehydration in front of me. I don't think I've ever experienced that problem in my entire life. I'll just show you how a demon can help instead of hurt by quenching thirsts."
The creature announced. Saiga gritted his teeth and stared down both of his opponents. It was now a slanted battle, the favor on the side of those monsters. This was not the first time he had to face dire odds to subdue evil. Saiga's attack had no effect on the young man, the elder Sennin however was somewhat prepared for the assault and fortified his own defenses to mute the devastation of his attack. his attack which was significantly weaker than he recalled. Saiga looked down at his hand, his ring was gone. "No wonder..." Saiga muttered in realization. His mastery over the distant sea was a pittance to his former skill. No matter, he was a capable man. His fist was all he needed to assault these demons with his righteous fury. A wall of water ensconced the demons just before he could strike, his hand crashing into the bubble. He could feel his wrist strain upon impact. The wall shattered and Saiga staggered forward, quickly recovering as he barreled for Katsuo. His attack wild and unfocused, his fist missed the Jinchuuriki entirely.
What Happened?
0.00 Seconds | Kuro maintains Immolation Armor
0.00 Seconds | Kuro focus' Combat Instinct on Saiga
0.00 Seconds | Katsuro maintains Rain Dance
0.00 Seconds | Katsuro maintains Liquid State
0.91 Seconds | Kuro activates his Heaven Seal
2.27 Seconds | Katsuro activates Demon Cloak Omega
3.63 Seconds | Kuro Summons Hyakujuuonouu (Samsara Technique) to heal himself and Katsuro
Katsuro: 10% autododge. Roll: 33. Failed
Heal-attack Roll: 17 | Evasion 14 HIT!
Check for Kuro Crit. Roll: 8 Failed
4.50 Seconds | Saiga uses jutsu creator to combine Scorn of Aquarius with Hailstorm using EA move debilitate on Katsuo and Kuro.
Katsuro is immune to water ninjutsu. This cannot effect him due to his water state.
Attack Roll (Kuro): 11 | Evasion Roll (Kuro): 2 HIT!
Kuro reflexively uses Endure to reduce the damages sustained by 40%(5.68 Seconds).
48% chance of causing Bleeding. Roll: 37 Success. Rank I Bleed
48% chance of causing 'Chill'. Roll: 72. Failed
48% chance of causing 'Hypothermia'. Roll: 26 Success. Kuro will take +10% damage for the round.
48% chance of causing 'Crush' to a random limb. Roll: 16. Success. Sprain injury to a random limb. Rolled as ARMS!
Saiga suffers 10% backlash from chakra armor!
5.91 Seconds | Katsuro uses jutsu creator to combine Grand Hydra Excavation with another Grand Hydra Excavation using Water Adept's Healing Waters on himself and Kuro.
7.50 Seconds | Saiga attacks Kuro and Katsuro with Fist of Sin (Sloth)
Katsuro uses his conditional to counter this attack with Scorn of Aquarius with special effect to protect himself and Kuro. Barrier has 4550 HP (8.64 seconds)
Saiga hits the barrier with Fist of Sin. 36% chance of crush effect. Roll: 24 Success. Random Limb called shot level has been increased. Rolled as LEGS, legs are now sprained.
BARRIER IS DESTROYED!
Kuro uses counterstrike with spearhand as a reactionary to counter this attack. (7.73 seconds)
Use of melee accuracy places Kuro outside of the barrier. Attack evaded.
9.75 Seconds | Saiga attacks Katsuro with Shadow Step Strike.
Stealth Roll Saiga: 4 | Awareness Roll Kuro: 18 | Awareness Roll Katsuro: 14 Saiga failed to enter stealth.
Attack Roll: 7 | Evasion Roll: 14 MISS!
[spoilername="Note"]Kuro did not have the AP to do the next listed action.
Katsuro did not have the AP to do the next listed action
Saiga is below 80% once HP is below 60,000
Kuro is below 60% when his HP is below 25,200
Remember that heals can be dodged. May want to list as a conditional: "do not dodge the healer."
Kuro: As last action, suppression noted that 8.23 seconds were consumed this round.[/spoilername]
Water crashed against his body blasting into his armor and supernatural form with impunity, actually causing him to suffer from the cold but like all things Kuro endured and pushed on. He then received healing from his newfound companion, and smiled. He could not know how Kuro fought his battles and likely thought it dangerous for Kuro to endure so much damage. He felt the demonic energies at his back so he pressed onward. "Thank you for the unexpected healing, but I will reveal a secret that few know, the more I fight, the more I suffer, the more my enemy suffers the stronger I become. It is part of my battle instincts as a demon. I wager Saiga knows what I am capable of by now so I will accept your healing since I understand what you can do regardless of my personal feelings on Saiga. I must learn why he hates those like us so and I can only earn that answer by besting him in combat. Since he wants to make this an all out battle I will bring this battle to a close quickly so that he does not completely destroy himself. When it comes down to it his destruction of himself to escape is not appreciated. Were he not set on proving himself against all demon touched I would rather converse. Since he is set on destroying himself I will simply force him to knock himself out with his own abilities."<i></i> Kuro quickly finished his chat with Katsuro.
Kuro nodded to Saiga's prowess before pressing himself further...
conditional - (will not dodge healing)
Maintain heaven seal
maintain Immolation Armor
Maintain chakra extension
maintain summoned Statue
Use Reciprocate
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.
Reflexive -Total Endure- vs any b or A rank ninjutsu/taijutsu
follow up to endure
Use Reciprocate 2nd time for remainder of damage taken
(Sorry! Been at work and seeing a friend as much as possible before he gets married soon)
Doesn't effect the enemy Katsuro!
So the healing more or less hit and he was able to debuff Saiga little bit but Kuro didn’t really seem to actually attack. In fact all he seemed to want to do was… survive hits? Attempting to block and counter attacks as if he wasn’t really all that strong. It just seemed a little… odd. What was the point if he was going to just block the man’s moves?
Oh… it was because he wanted to be hit and hurt? Why didn’t he say so? Did he want to be healed or what? What was he trying to do? If this was one of Sand’s top men in their ranks, did they all think like this?
”Well if you put it that way…” he Jinchuuriki would say before trying to understand what the man was actually trying to do. ”You’re a strange person you know that? But whatever…”He would just allow the men to tire themselves out before having to swoop in and help again.
Actions:
Casting Hidden mist with the special action so everyone is affected by it-2 ap
Rank 1: Covers an area in a veil of mist. All within are treated as having level 1 of the 'Fog' effect and under Moderate Cover with Dim Visibility. Effects 2 targets.
Master: Covers an area in a veil of mist. All within are treated as having level 1 of the 'Fog' effect and under Heavy Cover with Dark Visibility. Effects 2 targets. May now use second Special Action.
Special Action: The user may have this Jutsu effect themselves; this does not count as one of the jutsu`s targets. This must be declared each round whether the user is within the mist or not, and lasts the entire round. The user is uneffected by this jutsu`s 'fog' effect.
Special Action: By paying +20% Cp, the user may have this jutsu effect all in battle. This Jutsu`s effects are treated as Rank 1 due to spreading the mist.
Notes:
- Lasts up to three rounds; those within make a Nin check at the start of each round to determine whether they are effected or not.
- Stealth effects are overwritten by stronger effects.
- The constant 'Fog' effect is overwritten by Suffocating Fog.
- This jutsu may be blown away temporarily by a Wind or Wind-based jutsu Level C+ used on or by those effected, however it will return at the beginning of the next round.
Casting Suffocating Fog on everyone with the special action- 3 ap
Rank 1: Creates a thick suffocating fog that effects three targets. All within are treated as having level 2 of the 'Fog' effect and lose 2% Max Cp per round. The user’s actions used against those targeted by this jutsu have a 5% chance of being treated as 'Sneak Attacks'.
Rank 2: Creates a thick suffocating fog that effects three targets. All within are treated as having level 2 of the 'Fog' effect and lose 3% Max Cp per round. The user’s actions used against those targeted by this jutsu have a 10% chance of being treated as 'Sneak Attacks'.
Special - True Hidden Mist: By paying +20% Cp, the user may have this jutsu effect all in battle. This may -only- be done while Hidden Mist is active with the special action to effect all within the battle. The effects of this Jutsu will be treated as if Rank 1 due to spreading the mist.
Rank 1 Cost: 2200 Cp to Initiate, 1100 Cp/Rnd to maintain.
Rank 2 Cost: 2750 Cp to Initiate, 1380 Cp/Rnd to maintain.
Notes:
- Lasts up to three rounds, and requires a Nin check at the start of each round for a target to be effected.
- Visibility is treated as 'Dark' while this jutsu is active to those effected.
- This jutsu’s constant 'Fog' effect overwrites Hidden Mist's.
- Lingering effects from and maintained Vapor jutsu while this is active cannot be dispelled by Wind or Wind-based jutsu below Level A.
- The 'Fog' effect lowers the accuracy of those effected by -1 and increases Cp costs by +5% for a full round. This stacks up to 3 times.
Use Energy Transfer rank 2 on Saiga to steal chakra with using the special action to try and remain in contact with him.
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.
Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.
Cost: This jutsu only costs AP.
Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.
Conditional: If energy transfer fails then use it again- 2.5 ap
Bloodlust: Ignores up to Rank 3 Bleed Hachimon: Unarmed Taijutsu costs -10% CP.
First Gate - Gate of Opening: 5% auto-dodge to all sources
Second Gate - Gate of Healing: Ignores first rank of bleeding and Called Shot penalties. May heal all bleeding and called shot penalties by resting for 50% AP cost. (This does not double in Gate of Death). The healing effect can only be used once per battle. Resting while under the Gate of Healing does not stop the maintain of the Chakra Gates.
Third Gate - Gate of Life: Regains 2% max HP every round activated. This gate does not have an Hp cost.
Fourth Gate - Gate of Pain: Regains 2% max CP every round. This gate does not have a Cp cost.
Fifth Gate - Gate of Limit: +10% damage to unarmed weapons. Bolsters unarmed to 60% damage cap.
Sixth Gate - Gate of View: +2 acc/dodge, Instant clone recognition
Seventh Gate - Gate of Wonder: +1 AP This does not double in Gate of Death, +2 Gen save
80% damage buff Called Shot (sprain): hands, neck (fracture): arms, heart, feet and head from opening the gates; Legs from crush effect.
E 22 A 29
| Toraono Kuro HP: 26,565 [-13733][-840 from Heaven] [-420 From Bleed I] 11,572 [+1260 Passive 12,832 [~1125 ignored] 13,597 (below the 60% mark) CP: 34,963 [-9380] 25,583 [+429 Passive] 26,012 AP: 11 Effects:
[spoilername="Effects"]Cross-counter style: The user suffers -3 dodge, but all incoming attacks deal -10% damage. Immolation Armor: all melee attacks against the user to deal 10% backlash damage to the attacker. Weapon: +2 acc. weapon Primal (Basic attacks costs 0.5 AP), Chakra Drain (user gains CP equal to 10% of the total damage dealt to a single target), Special Composition: Kinesis (gain +50% kinetic damage buffs). Great Fortitude: Ignores 1125 damage per round Awesome Power: +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries. Willful: +1 gen save Bulls Strength: +5% damage with weapon Human Anatomy: +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Healing Factor: +3% max HP regained every round Called Shot: +5% Called Shot chance. Can cause broken status. Combat Instinct: +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries. Weapon Mastry: Unarmed: Unarmed weapon is passively equipped. Heaven Seal: +2 to all Secondaries. All jutsu cost -15% Cp, Inflict +15% more Damage and have a +8% to any secondary effects. These buffs/debuffs do not count toward the buff cap. In addition the user takes 2% Max HP damage per round.
Rank I Bleed
Sprained Arm
E: 24 NA 25 TA: 31[/spoilername]|Katsuro HP: 45,000 [-3094][-1350 from demon cloak] 41,906 [+1350 Passive 43,256 CP: 31,274 [-3838] 27,436 [+1650 From Demon Cloak] 29,086 Water CP Pool: 3,712 AP: 10 Effects:
[spoilername="Effects"]Liquid State: While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu. Demon Cloak Omega: Gains 5% Max CP at the start of every round. This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities. Basic melee attacks now attack up to 3 targets. Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserked attack) Must be rolled before each action to determine if the Jinchuuriki has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack. Increased to 85% Control due to loss of -4 acc/dodge. +4 Acc/Dodge, +15% Chosen Elemental Damage Rain Dance: all Water-based jutsu -15% chakra cost and +6% chance of activating secondary effects. Fire-based damage have a 18% chance of dealing -15% base damage, and Lightning-based damage have a 24% chance of causing 20% backlash damage to the user. Hyperactivity: +3% Max CP regained every round. Willpower: The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it effecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway. Cancel as a free action once per round. No longer requires handseals. Healing Factor: +3% Max HP regained every round. Elemental Aura: Chakra Armor cost .5 Ap less than usual, and gain +1 to overall round limitation. Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved. 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.
E 23 NA 27[/spoilername][/col3]
Saiga stumbled but he caught himself as he staggered forward. The rains continued to pour, making the battlefield nothing more than a haze. It was strange having pouring rains indoors, but there was rarely anything normal that could be said when fighting a pair of demon shinobis. He wiped the rain from his eyes as a mist started to roll over the space. The fine mist made it hard to see while chakra emanated from the tips of the Sennin's fingers. The fog grew thicker, it was choking. So thick and moist. Saiga waved his hands through the fog, attempting to clear the space about him. The fog was too thick, he cocked his head as he listened for his opponents. The clatter of weapons. The rustle of cloth. The sound of feet breaking a puddle.
THERE!
Kuro came at him, making contact with the Cabal member. A rush of pain coursed through his body, reflecting the agony he had recently dealt. Saiga disappeared into the ever thickening fog, making slow purposeful movements.
AGAIN!
Saiga found Kuro through the gloom and struck at the Sennin. The Sennin;s body already well-fortified endured the brunt of the attack. Kuro might feel dizzy after the attack as it had struck him in the head. Saiga pursued the Sennin, striking him a second time, sharing some of his personal pain in his holy attack. His body was breaking due to the trauma of the gates being opened but he was going to use it to his advantage. "I have not had such fun in a long time," Saiga commented. His voice almost seemed happy, as if for a moment he forgot the urgency in this battle.
Meanwhile Katsuo gave into the madness, attacking himself. The give and take relationship of his chakra drain did nothing. It took him a moment to realize, or rather defeat himself.
Kuro shot out from the gloom a final time, missing Saiga as he rolled to the side. Through the muck and the rivers of water he sought Katsuro. Grabbing Katsuro by the breast he lifted the water-based turtle demon into the air and then slammed him into the ground.
What Happened?
0.00 Seconds | Kuro maintains Immolation Armor
0.00 Seconds | Kuro maintains Combat Instinct on Saiga
0.00 Seconds | Kuro maintains Hyakujuuonouu (Samsara Technique) to heal self and Katsuro.
0.00 Seconds | Katsuro maintains Rain Dance
0.00 Seconds | Katsuro maintains Liquid State
0.00 Seconds | 20% chance for Saiga to stumble at the beginning of the round. Roll: 14. SUCCESS!
0.00 Seconds | 20% chance to dispurse maintained jutsus (Saiga). Roll: 52. Failed
1.82 Seconds | Kuro activates Chakra Extension.
1.82 Seconds | Katsuro casts Hidden Mist with the special action to effect everyone in battle.
4.55 Seconds | Katsuro cast Suffocating Fog using the special action to effect everyone in battle.
4.55 Seconds | Kuro uses reciprocate on Saiga.
Kuro took a heavy blow to the head but even with the damage he could feel his full power rising. Now with full impunity he could attack Saiga, with a swift step he closed in on Saiga with a full smile on his face. "Your skill is not without praise but you have yet to tell me why you hate my kind so much. Since you don't seem to want to converse yet let us continue to beat upon eachother." Kuro's style of combat visibly shifted as his feet were no longer firmly planted and his hands were no longer held defensively, he was truly going on the offensive now. He closed in on Saiga despite the fog and his massive size shifted so fluidly that he seemed to move with the water. There was no where for Saiga to escape to now, no matter what happened he would be defeated again today and then Kuro would get the answers he sought.
Kuro switches to Dim Mak style .5AP
Allows the user to cause Suppression up to six times instead of four with their Unarmed Attacks. If the user has performed suppression four times and drops out of this style, they may not cause suppression again unless they re-enter this style.
Maintain Combat Instinct
Maintain heaven seal
Maintain Immolation Armor
Maintain chakra extension
Maintain summoned Statue
4 AP worth Called Shots legs (Dim Mak activated)
Use Reciprocate
Final taijutsu- Submission
Conditional 2 takes precedence over called shots and conditional 1:
1)Counterstrike – spearhand* (1 A rank taijutsu attack per round) -
2) Redirection on Saiga vs Any ninjutsu or jutsu creation
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).
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.
Notification to Katsuo by way of Avatar
Chouryoku Kuro ((Hashigaki)) dutifully searched for Katsuo to impart the message that Saiga was seeking to escape from Sunagakure and was presently fighting Kyojin Kuro and a visiting Jinchuuriki. He also made sure to notify Katsuo that there were no casualties. Saiga was also described in depth in his use of ancient martial arts, and that he had actually forced Kuro to use eighty percent of his full power. He then related that he hoped to defeat Saiga soon so that he could question him about the Cabal and their origins and if it was okay with Katsuo escort Saiga to the border as a free man under auspice as an honorable soldier and warrior. It was well documented that Saiga had harmed no civilians during the attack and had always fought honorably. Kuro let it be known quite distinctly that he intended to make good on Saiga's actions as an enemy combatant and safely return him to his home.
Through the fog the Demon could sense his opponents running at each other and trying to hit. Some of the moves were connecting just fine. Others would miss completely. Maybe it was finally time for some actual action in this fight. Katsuro was just trying to do something while he maintained his demonic form. He had to keep using water jutsu so that his body didn't start eating him up from the inside. This meant sometimes having to give a disadvantage to everyone so that everyone was on the same playing field. He figured that Kuro would have already been knocked out had he not healed him already. But he said he got stronger the more he took damage so... whatever.
While he was thinking all this he hadn't realised that Saiga was actually going to attack him as well, feeling the man grab onto his chest and lift him up before slamming him down on his chakra-created shell. He winced a tiny bit before he got back up from the floor and glared at his "opponent." He wasn't really in the fight despite choosing a side but he had felt bad for the Sand shinobi for getting his butt handed to him within the first ten seconds of the fight. This now however? It was his damn fault.
Gee do something besides defend all the time will ya? Blocking isn't going to stop the onslaught that your opponent is making..."[/b] he thought to himself before shaking his head and quickly thinking of what to do. Whatever he could think of now was probably the best time to use it before his opponent struck him again. He did have an idea to keep him away for just a little while so that Katsuro could regain some ground that he had lost.
He was losing chakra slowly but surely but he did have enough to make sure that he could keep going for at least another couple of minutes. He didn’t know how bad Kuro and Saiga were at this point. In fact he couldn’t really see them behind the fog that was slowly draining them all.
[MFT 356 words]
Actions
Poisonous Chakra -3.5 ap
Master Rank: Deals 1% Max HP and 200 CP damage to the one coming in contact with the Poisonous Chakra. Once effected, for every 1 AP the target spends, they take the advertised damage. This only effects the poisoned for 1 round. This may effect multiple targets to include friendly targets.
Note:
- This jutsu effects the Jinchuuriki's: Demon Cloak, Melee, Jinchuuriki attacks, and chosen elemental attacks. While it effects the Demon Cloak, any unarmed attacks made towards the Jinchuuriki poisons the attacker.
- May not stack per round. May not "re-infect" the same target to reset timer. Once the poison has run it's course, may 're-infect' giving the target a +1 to their poison check for every time 're-infected'.
- Once attacked, must make a poison check. This is treated as a Heavy Poison with an additional +3 Difficulty.
- This jutsu is considered a hidden action. (In other words, not mentioned in the mod that one has applied poison to their chakra)
- Must be in Demon Cloak Omega to use.
- Considered Akuton/Evil.
- Takes effect at the beginning of the next round.
- This jutsu remains active on the Jinchuuriki until de-activated
- May not be stacked with other percentage HP/CP damaging techniques or effects.
Cost: 1000 CP/500 HP to initiate, 500 CP/1% Max HP to maintain
Bloodlust: Ignores up to Rank 3 Bleed Hachimon: Unarmed Taijutsu costs -10% CP.
First Gate - Gate of Opening: 5% auto-dodge to all sources
Second Gate - Gate of Healing: Ignores first rank of bleeding and Called Shot penalties. May heal all bleeding and called shot penalties by resting for 50% AP cost. (This does not double in Gate of Death). The healing effect can only be used once per battle. Resting while under the Gate of Healing does not stop the maintain of the Chakra Gates.
Third Gate - Gate of Life: Regains 2% max HP every round activated. This gate does not have an Hp cost.
Fourth Gate - Gate of Pain: Regains 2% max CP every round. This gate does not have a Cp cost.
Fifth Gate - Gate of Limit: +10% damage to unarmed weapons. Bolsters unarmed to 60% damage cap.
Sixth Gate - Gate of View: +2 acc/dodge, Instant clone recognition
Seventh Gate - Gate of Wonder: +1 AP This does not double in Gate of Death, +2 Gen save
80% damage buff Called Shot (fracture): hands, neck, legs, arms, heart, feet and head.
E 22 A 29
| Toraono Kuro HP: 12,597 [-12690][-840 from Heaven] [-420 From Bleed I]-353[+1260 Passive[+2457] 3,364 [~1125 ignored] 4,489 (below the 60% mark) CP: 26,012 [-4893] 21,119 [+429 Passive [+2340]] 23,888 AP: 10.5 Effects:
[spoilername="Effects"]Cross-counter style: The user suffers -3 dodge, but all incoming attacks deal -10% damage. Immolation Armor: all melee attacks against the user to deal 10% backlash damage to the attacker. Weapon: +2 acc. weapon Primal (Basic attacks costs 0.5 AP), Chakra Drain (user gains CP equal to 10% of the total damage dealt to a single target), Special Composition: Kinesis (gain +50% kinetic damage buffs). Great Fortitude: Ignores 1125 damage per round Awesome Power: +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries. Willful: +1 gen save Bulls Strength: +5% damage with weapon Human Anatomy: +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Healing Factor: +3% max HP regained every round Called Shot: +5% Called Shot chance. Can cause broken status. Combat Instinct: +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries. Weapon Mastry: Unarmed: Unarmed weapon is passively equipped. Heaven Seal: +2 to all Secondaries. All jutsu cost -15% Cp, Inflict +15% more Damage and have a +8% to any secondary effects. These buffs/debuffs do not count toward the buff cap. In addition the user takes 2% Max HP damage per round. Dim Mak Stance: Allows the user to cause Suppression up to six times instead of four with their Unarmed Attacks
Rank I Bleed
Sprained Arm
E: 24 NA 25 TA: 31[/spoilername]|Katsuro HP: 43,256 [-500][-1350 from demon cloak] 41,406 [+1350 Passive[+2457] 45,213 => 45,000 Max HP CP: 29,086 [-2745] 26,332 [+1650 From Demon Cloak] 27,982 Water CP Pool: 3,712 AP: 11 Effects:
[spoilername="Effects"]Liquid State: While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu. Demon Cloak Omega: Gains 5% Max CP at the start of every round. This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities. Basic melee attacks now attack up to 3 targets. Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserked attack) Must be rolled before each action to determine if the Jinchuuriki has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack. Increased to 85% Control due to loss of -4 acc/dodge. +4 Acc/Dodge, +15% Chosen Elemental Damage Rain Dance: all Water-based jutsu -15% chakra cost and +6% chance of activating secondary effects. Fire-based damage have a 18% chance of dealing -15% base damage, and Lightning-based damage have a 24% chance of causing 20% backlash damage to the user. Hyperactivity: +3% Max CP regained every round. Willpower: The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it effecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway. Cancel as a free action once per round. No longer requires handseals. Healing Factor: +3% Max HP regained every round. Elemental Aura: Chakra Armor cost .5 Ap less than usual, and gain +1 to overall round limitation. Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved. 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. Poisonous Chakra: unarmed attacks made towards the Jinchuuriki poisons the attacker. This is treated as a Heavy Poison with an additional +3 Difficulty. Deals 1% Max HP and 200 CP damage to the one coming in contact with the Poisonous Chakra. Once effected, for every 1 AP the target spends, they take the advertised damage. This starts NEXT round.
E 23 NA 27[/spoilername][/col3]
Through the obscurity Saiga found his footing. There was an ominous statue on the battlefield, he could see the outline through the thick fog. It was sapping his strength, his energy. The Sennin came at him, through the darkness and the gloom. Four times the demon came for him, grazing him once and missing on another occasion. His bones were frail, but he found the fortification to remain intact for now. The gates were wearing at him. Saiga struck out wildly, attempting to devastate both of the demons with his attack but he missed the possessed turtle boy and the cat-like demon reversed Saiga's attack onto himself. The amalgamation of dark and light energy ravaged his body, bringing the Cabal member temporarily down to his knees. "Dam, that hurt,"</B><i></i> Saiga huffed.
"Your skill is not without praise but you have yet to tell me why you hate my kind so much. Since you don't seem to want to converse yet let us continue to beat upon eachother."
“The spider creeps, the dog dashes, the crow soars, the lizard darts... what does the demon do?"<i></i> Saiga replied, as Katsuro fell into obscurity and Saiga returns the damages inflected onto himself back onto the demon-beast Kuro. "Honor may know no birthright, but one's nature one cannot deny!"<i></i> His attacks were missing, he was getting tired. Beads of sweat were pouring down the sides of his face when Kuro pushed the pain of his recent assaults back into him once again. It was breath-taking, but not in a good way. His heart felt like it was about to burst. "I won't let you win..."<i></i> he huffed.
<B>What Happened?
0.00 Seconds | Kuro Maintains Combat Instinct
0.00 Seconds | Kuro Maintains Heaven Seal
0.00 Seconds | Kuro Maintains Immolation Armor
0.00 Seconds | Kuro Maintains Chakra Extension
0.00 Seconds | Kuro Maintains Summoned Statue
0.00 Seconds | Katsuro maintains Rain Dance
0.00 Seconds | Katsuro maintains Liquid State
0.00 Seconds | Katsuro maintains Hidden Mist
0.00 Seconds | Katsuro maintains Suffocating Fog
0.00 Seconds | Chance for Saiga to stumble at the beginning of the round. Roll: 58. Failed.
0.00 Seconds | Chance to disperse maintained jutsus (Saiga). Roll: 83. Failed
0.48 Seconds | Kuro enters the Dim Mak Stance.
There is no listing of suppression effect on his unarmed weapon as documented on the page previous
0.96 Seconds | Kuro attacks Saiga with Call Shots legs
Attack Roll: 15 | Evasion Roll: 6 HIT!
20% chance to cause Fracture. Roll: 29. Failed.
1.44 Seconds | Kuro attacks Saiga with Call Shots legs
Attack Roll: 11 | Evasion Roll: 16 75% HIT! There is no secondary effect for partial hits
1.92 Seconds | Kuro attacks Saiga with Call Shots legs
Attack Roll: 1 | Evasion Roll: 14 MISS!
2.40 Seconds | Kuro attacks Saiga with Call Shots legs
Attack Roll: 1 | Evasion Roll: 2 HIT!
25% chance to cause Fracture. Roll: 48. Failed
3.18 Seconds | Katsuro performs a hidden action.
Katsuro casts poisonous chakra. (A hidden action officially, but placing here because this is PVE)
3.75 Seconds | Saiga uses jutsu creator to combine Fist of Virtue (Chasity) with Fist of Sin (Sloth) to target both Kuro and Katsuro.
15% chance to autofail the attack. Roll: 29
Kuro uses Redirect as a reactionary to counter this jutsu creation. (7.16)
Saiga's Attack Roll: 2 | Kuro's Taijutsu Roll: 17 Successfully countered.
44% chance to cause Psionic Effect. Roll: 11. Success.
Attack Roll (Saiga): 4 | Evasion Roll (Katsuro): 20 MISS
4.10 Seconds | Katsuro attempts to enter stealth.
Stealth Roll: 3 | Awareness Roll (Kuro): 17 | Awareness Roll (Saiga): 19 FAILED on both.
5.00 Seconds | Katsuro attempts to enter stealth again.
Stealth Roll: 15 | Awareness Roll (Kuro): 7 | Awareness Roll (Saiga): 5 SUCCESS on both.
5.80 Seconds | Saiga uses Ura Renge on Kuro .
15% autofail chance. Roll: 31. Failed
This is an unavoidable attack!
10% backlash!
8.30 Seconds | Saiga attacks Katsuro with Afternoon Tiger (blindshot).
Kuro smiled as he had finally reached the pinnacle of this avatar's physical capabilities. Kyojin Kuro's body swelled with power as he continued his assault ready to renew himself no matter what Saiga might do. "What you failed to understand is that not all demons are the same just like all people aren't the same. My bloodline is bloodsworn to protect the Toraono Clan and by extension Sunagakure. You have the answers I need to further protect Sunagakure. Answer my questions and you are free to go, or you can continue to fight and I will get the answers from you later. I won't yield, I won't stop fighting until you do. You should be close to your limit where I am just getting my second wind. Yield, Saiga... I would have asked you questions sooner but we have had too much to deal with since your group attacked."<i></i>
Maintain Combat Instinct
Maintain heaven seal
Maintain Immolation Armor
Maintain chakra extension
Maintain summoned Statue
Leech Seal Master Rank -
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.
Special Action: Sacrificing the Hp effects of the seal, to increase the CP effect by +2%. So each round Saiga loses 4.5% of their Max Cp
Cost: 1200 CP to place the seal, 2.5 AP
Rasen-shuriken (Perfected Rasengan)
Rank 2: Base effects are 5500 damage. Secondary effects have a 44% chance of activating. This must be used with both special Actions.
Special Action - Shapeshift:
- Use Melee Accuracy.
- May be used at 100% damage as a single-target attack.
- +2 Accuracy and -20% Cp cost, but deal -10% base damage. **
Special Action - Wind Nature Infusion: When using this Jutsu, the Kuro chooses Wind element to infuse.
Rasen-Shuriken (Wind): Morphs Rasengan into a storm of microscopic windblades that pierce through the body. Damage is split into 6 checks. Each check has a chance of inflicting the 'Chakra Sever' effect. A target may only be effected three times per use.
Rank 2 Cost: 2750 CP, 3AP
Notes:
- This Jutsu may only be used once per round, and must be used with both of the special actions.
- All versions do not require handseals, and may use Melee, Ninjutsu, or Ranged Accuracy.
- This jutsu is treated as its chosen element.
- This Jutsu may only be used three times per battle.
- 'Chakra Sever' damages the chakra system of the target, causing them to take -1% Max Cp damage per round for the remainder of battle. Stacks 5 times.
Eagle Drop Master Rank 2.75 AP
Submission 2.25 AP
Conditional:
Reactionary Jutsu if HP drops to "0" or below - Undying Warrior
Follow up - Second wind
Katsuro was super stealthy under the Mist. Though the rain was dying down since for some reason he could only maintain the rain for about thirty seconds; the Mednin was pretty proud that he could hide in the shadows and now be seen by his opponents. Though he realised he was guzzling too much chakra too quickly and needed to find a way to maintain it again. Kuro seemed to be doing better now despite getting his butt handed to him even more. Had Katsuro not been here to take some of the attacks he probably wouldn't be standing at all. But the chakra issue would probably soon force him to drop out of a few of his jutsu. The Mist might be powerful but combining it with all these other jutsu meant he was gorging on every jutsu he could.
He prowled the shadows (as much as a giant turtle with three cannons could), and decided to reduce his chakra consumption for now. The two of them were still fighting as if this fight really mattered all that much. Kuro was happy to let him go but Saiga was just so pigheaded that he would just keep attacking even though he was just free to go. Pigheaded for sure, and way too prideful to really hate demons for a good reason. He just discriminated demons because he didn't like them! He was the same as everyone else who tried to capture them and experiment with them like they were second class citizens. Sure some were evil; Akumao was probably evil too! But humans could be evil and especially shinobi who had been taught how to kill and create powerful attacks.
The demon turtle would keep quiet and watch the opponents fight their last thirty seconds or so of their silly lives. "Demon" and a demon hunter. Truly the only demon had just slipped away and it was only possessing someone else! This other man wasn't really much of a demon at all besides the curse seal. The line blurred a lot between half demons, demonic possessions and actual demons.
Actions
Dropping Hidden Mist and Suffocating Fog
Recasting Rain Dance
Rank 1: Creates a downpour in the area, giving all Water-based jutsu -10% chakra cost and +4% chance of activating secondary effects. Fire-based damage have a 12% chance of dealing -15% base damage, and Lightning-based damage have a 18% chance of causing 20% backlash damage to the user.
Master: Creates a downpour in the area, giving all Water-based jutsu -15% chakra cost and +6% chance of activating secondary effects. Fire-based damage have a 18% chance of dealing -15% base damage, and Lightning-based damage have a 24% chance of causing 20% backlash damage to the user.
Notes:
- Lasts up to three rounds.
- This applies to the user, and any Water/Fire/Lightning based attacks directed at the user.
- These effects apply not only to the base elements, but to any advanced element with the specific element as a Major. Blood jutsu would be treated as water, while Plasma would be treated as Fire.
- The Water effects only apply to Ninjutsu; however the Fire/Lightning debuffs may apply to any water based damage including weapons dealing elemental damage.
- This Jutsu is negated while Heat Wave is active.
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