ROUND V
[col3]Saiga
HP: 46,241 [-10816] 35,425 [+1500] 36,925
CP: 5,654 [-7790][-400 From the Chakra Sever Effect] -2356 ((0)) [+800] 800
AP: 10
Notes:
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 (broken): hands, neck, head, arms, heart and feet. (fracture): legs.
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 (broken): hands, neck, head, arms, heart and feet. (fracture): legs.
Toraono Kuro
HP: 4,489 [-0][-840 from Heaven] [-420 From Bleed I] 3,229 [+1260 Passive 4,489 [~1125 ignored] 5,614
CP: 23,888 [-6095] 19,793 [+429 Passive] [+2340] 22,562
AP: 10
Effects:
[spoilername="Effects"]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[/spoilername]|Katsuro
HP: 45,000 [-1350 from demon cloak] [+1350 Passive[+1345] ==> 45,000 Max HP
CP: 27,982 [-2280] 25,702 [+1650 From Demon Cloak] 27,352
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.[/spoilername][/col3]
The mist receded but Saiga's body was breaking down with each passing moment. His attacks were no longer landing, too feeble or perhaps too slow to make a connection he would not cease. He was still able to get out of the way of some of the Sennin's attacks in the pouring rain but his chakra had been totally depleted and he was now wasting through his life energy to sustain his attacks.
"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 do not know anything!" Saiga potentially lied. He did not know the question, so one could never be certain if the answer was unknown. Saiga wiped the rain from his eyes and dig deep within himself for what might be his final series of attacks.
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
- Ninjutsu Check (Kuro): 11 | Ninjutsu Check (Saiga): 16 Success!
0.00 Seconds | Katsuro drops Hidden Mist
0.00 Seconds | Katsuro drops Suffocating Fog
0.00 Seconds | Katsuro -- stealth
- Stealth Roll (Katsuro): 19 | Awareness Roll (Kuro): 11 | Awareness Roll (Saiga): 7
Katsuro remains hidden...
0.00 Seconds | Chance to disperse maintained jutsus (Saiga). Roll: 43. Failed
1.82 Seconds | Kuro's chakra extension ends and will need to be recast.
1.82 Seconds | Katsuro recasts Rain Dance.
- Rain Dance does not target anyone nor does it require a nin-check or a check of any kind when it is cast, making this theoretically not an attack and it is attacks that pull a user from stealth so I am giving Katsuro this until the Head BM makes an official call otherwise.
- Attack Roll: 11 | Evasion Roll: 5 Success.
- Attack Roll (Saiga): 7 | Evasion Roll (Kuro): 5 Miss.
Awareness Check (Saiga v Katsuro): 10 | Stealth Check (Katsuro): 16- Remains Hidden
- #1 -- Attack: 1 | Evasion: 16 Miss
#2 -- Attack: 9 | Evasion: 17 Miss
#3 -- Attack: 4 | Evasion: 19 Miss
#4 -- Attack: 20 | Evasion: 3 CRIT!- 48% chance of causing the 'Chakra Sever' effect. Roll: 30. Success!
#5 -- Attack: 3 | Evasion: 12 Miss
#6 -- Attack: 2 | Evasion: 11 Miss
- Attack Roll: 11 | Evasion Roll: 4 Hit.
44% chance to be afflicted with the Brain Damage status. Roll: 46. Failed.
- Unavoidable attack inflicts 15% of Kuro's Eagle Drop.
Attack Roll f/u damage: 8 | Evasion Roll: 15 Miss.
7.50 Seconds | Kuro attacks Saiga with Submission- Attack Roll: 11 | Evasion Roll: 19 Miss
- 48% chance of causing the 'Chakra Sever' effect. Roll: 30. Success!
- Unable due to 'tripping'[-/list]
OC: Sorry, been at work. I did a quicky on this so it was not backed up on my account. Sorry. =(