[col]d 100 Rolls
42 81 55 13 93
2 1 38 60 12
51 27 90 83 74
42 15 49 64 63
74 56 41 4 20
50 48 49 23 97
16 85 96 11 59
39 68 23 6 69
51 55 63 31 31
28 57 73 23 13
69 68 40 15 73
71 52 59 40 84
41 86 9 50 38
37 75 87 82 10
86 83 44 13 88
29 88 18 4 68
83 39 43 15 95
58 75 90 4 14
14 42 83 1 11
26 92 41 98 36|d20 Rolls
8 17 2 13 8
4 7 7 14 20
7 4 17 3 1
16 14 11 19 11
17 15 9 2 4
13 5 15 18 15
15 12 10 17 20
20 15 7 18 13
17 9 14 10 14
8 6 16 2 12
19 11 7 20 3
12 1 8 12 12
9 1 5 16 15
9 5 8 15 10
13 20 1 20 10
10 6 1 12 4
5 15 12 15 20
8 11 19 5 1
19 16 10 5 14
15 9 17 7 6
2 7 9 2 18
7 18 12 1 2
7 9 16 15 17
6 4 13 14 16
11 1 12 12 11
7 18 1 19 9
18 7 17 4 8
12 4 8 11 14
6 1 18 19 16
19 8 10 2 4[/col]
42 81 55 13 93
2 1 38 60 12
51 27 90 83 74
42 15 49 64 63
74 56 41 4 20
50 48 49 23 97
16 85 96 11 59
39 68 23 6 69
51 55 63 31 31
28 57 73 23 13
69 68 40 15 73
71 52 59 40 84
41 86 9 50 38
37 75 87 82 10
86 83 44 13 88
29 88 18 4 68
83 39 43 15 95
58 75 90 4 14
14 42 83 1 11
26 92 41 98 36|d20 Rolls
8 17 2 13 8
4 7 7 14 20
7 4 17 3 1
16 14 11 19 11
17 15 9 2 4
13 5 15 18 15
15 12 10 17 20
20 15 7 18 13
17 9 14 10 14
8 6 16 2 12
19 11 7 20 3
12 1 8 12 12
9 1 5 16 15
9 5 8 15 10
13 20 1 20 10
10 6 1 12 4
5 15 12 15 20
8 11 19 5 1
19 16 10 5 14
15 9 17 7 6
2 7 9 2 18
7 18 12 1 2
7 9 16 15 17
6 4 13 14 16
11 1 12 12 11
7 18 1 19 9
18 7 17 4 8
12 4 8 11 14
6 1 18 19 16
19 8 10 2 4[/col]
[col]

Kasha -- ANBU Vigilante
HP: 42,499 [-10421] 32,078 [-504 (Bleed 1)] 32,078 [+1512 (Healing Factor)] 33,590
CP: 28,210 [-5577] 22,366 [+2465 (Chakra Drain)] 24,831
AP: 10.5 == > 11.5 [-11.5] 0
[spoilername="Passives"]Instant Clone Recognition (Gate)
All Unarmed Taijutsu costs -10% CP +5% CP.
+15% physical damage taken
Mastered Offensive Stance: Allows user to gain +1 accuracy per -1 dodge, up to a maximum of +4 accuracy and -4 dodge.
Ignores up to rank 3 bleeding
Monstrous Strength - Bulls Strength: +10% Weapon Damage Modifier. +6% Suppression and/or +6% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -2 to a minimum of 0.
+55% melee damage
No Limits: Max damage cap for melee Taijutsu is increased to 80%. However, for every 10% damage beyond the 50% cap the user adds, they take 5% recoil damage for all melee attacks made.
Shinobi 101 - Wind Element -> Melee Accuracy
Nimble Hands: may perform jutsus or handseals for +0.25 AP while a weapon is equipped.
Insight: Hidden Actions are revealed to the user through PM.
Healing Factor: The user gains 3% Max HP at the end of each round. All Medical Jutsu are +10% more effective on the user.
Bloody Mess: The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit. When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round. When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack.[/spoilername]
[spoilername="Effects"]Gates:
+10% damage to unarmed weapons. Bolsters unarmed to 60% damage cap.
Regains 2% max HP every round
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
Duelist:
+2 Melee Accuracy and +10% damage towards Fuu. +10% chance to auto-dodge the targets attacks. -2 Dodge/Save to any other opponents targeting the user
Zaraki Style:
Increases all physical damage dealt by 30% and received by 15%. The user gains +1 accuracy. All CP costs are increased by 15% while active.[/spoilername]
Accuracy:
Melee Accuracy: 15 + 12 + 2 29 -2 (Higuma) [27] + 2 (Gate) 29
Evasion: 15 + 8 23 - 2 (Higuma) [21] + 2 (Gate) 23
Genjutsu Save: 15 + 8 [23] + 2 (Gate) 25
Ninjutsu Accuracy: 15 + 8 [23] -2 (Higuma) 21 + 2 (Gate) 23
Ranged Accuracy: 15 + 8 23 -2 (Higuma) 21 + 2 (Gate) 23
Genjutsu DC: 15 + 4 19
Puppet Accuracy: 15 + 4 19 -2 (Higuma) [17] + 2 (Gate) 19|

The Oracle
HP: 45,078 [-19,202] 25,876 [-1500] (Bleed 3) 24,376
CP: 43,325 [-7260] 35,975
AP: 10 [-10] 0
[spoilername="Passives"]All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.
The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.
Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack with their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.
When making called shots while in Stealth mode, The user suffers no accuracy penalty.
Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.
Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.
If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.
User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.
The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.
The user resists -3 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.
If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.
+1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.[/spoilername]
[spoilername="Effects"]Duelist:
+2 Melee Accuracy and +10% damage towards Roku. +10% chance to auto-dodge the targets attacks. -2 Dodge/Save to any other opponents targeting the user[/spoilername]
Accuracy
Melee Accuracy: 30 + 2 32
Evasion: 23
Genjutsu Save: 25
Ninjutsu Accuracy: 26
Ranged Accuracy: 26
Genjutsu DC: 23
Puppet Accuracy: 26
Awareness: 4
Stealth:[/col]
::What Happened?::
0.00 Seconds | Roku deactivates Gate 3.
0.00 Seconds | Roku uses Initiative to activate Gate 6 and Gate 7.
1.30 Seconds | Roku activates Zaraki Style.
2.17 Seconds | Roku uses Precision Blow (Dependent Special Move of Reckless)
3.00 Seconds | Fuu uses Maelstrom Document[Mastered] with both special actions targeting Roku.
- Attack Roll (Fuu): 1 + 26 = 27 25% damage
Evasion Roll (Roku): 5 + 23 = 28
10% chance to have the attack be considered a Sneak Attack. Roll: 6. Success, this is considered to be a sneak attack.
Called shots: 52, 59, 40. Both rolls taken off the end because this secondary effect was missed. Both attempts failed.- In this case the attack would normally be documented on the public mod as a "hidden action". I am not doing this here because I want you to see what I am attacking you with.
This is considered to be an attack now done at +3 Accuracy/DC, +10% damage, +1 Critical range. This changes the above final calculations to as follows:- Attack Roll (Fuu): 1 + 26 = 27 + 3 = 30 FULL HIT
Evasion Roll (Roku): 5 + 23 = 28
- Attack Roll (Fuu): 1 + 26 = 27 + 3 = 30 FULL HIT
Autododge (Roku). Roll: 51 Failed - In this case the attack would normally be documented on the public mod as a "hidden action". I am not doing this here because I want you to see what I am attacking you with.
- Attack Roll (Roku). Roll: 16 + 1 + 2 + 29 = 48 HIT
Evasion Roll (Fuu). Roll: 15 + 23 = 38- 10% chance of auto-hit (from inverse penalties). Roll: 55 Failed
46% chance to suffer suppression. Roll: 63 Failed
- 10% chance of auto-hit (from inverse penalties). Roll: 55 Failed
- Attack Roll (Fuu). Roll: 9 + 2 + 26 =37 HIT
Evasion Roll (Roku). Roll: 5 + 23 = 28- 10% chance of being a sneak attack (core ability). Roll: 31 Failed
10% chance of being a sneak attack (maintained jutsu). Roll: 31 Failed
10% of auto-dodge. Roll: 23 Failed
- 10% chance of being a sneak attack (core ability). Roll: 31 Failed
- Roku uses Body Flicker (Hachimon) combined with Dragon Assault-Mastered.
- Attack 1 (Roku). Roll: 8 + 29 = 37 25% damage
Evasion (Fuu). Roll: 15 + 23 = 38
10% chance to auto-dodge. Roll: 57 Failed
Attack 2 (Roku). Roll: 10 + 29 = 39 HIT
Evasion (Fuu). Roll: 13 + 23 = 36
10% chance to auto-dodge. Roll: 73 Failed
Attack 3 (Roku). Roll: 20 + 29 = 49 CRIT HIT
Evasion (Fuu). Roll: 1 + 23 = 24
10% chance to auto-dodge. Roll: 23 Failed
Attack 4 (Roku). Roll: 20 + 29 = 49 CRIT HIT
Evasion (Fuu). Roll: 10 + 23 = 33
10% chance to auto-dodge. Roll: 13 Failed
30% chance for suppression. Roll: 69. Failed
- Attack 1 (Roku). Roll: 8 + 29 = 37 25% damage
- Attack Roll (Roku). Roll: 10 + 29
Evasion Roll (Fuu). Roll: 6 + 23- 10% chance of auto-dodge. Roll: 68
40% chance of suppression. Roll: 40 Success. Fuu is supressed for 1 AP.
- 10% chance of auto-dodge. Roll: 68
- Attack Roll (Fuu). Roll: 1 + 2 + 26 =29 MISS
Evasion Roll (Roku). Roll: 12 + 23 = 35- 10% chance of being a sneak attack (core ability). Roll: 40 Failed
10% chance of being a sneak attack (maintained jutsu). Roll: 15 Failed
10% of auto-dodge. Roll: 73 Failed
- Attack Roll (Roku). Roll: 4 + 1 + 29 = 34 HIT
Evasion Roll (Fuu). Roll: 5 + 23 = 28
10% auto-dodge. Roll: 71 Failed
- 10% chance of being a sneak attack (core ability). Roll: 40 Failed
Note:
Consider using Fist of Sin Wrath -- this is a highly effective attack and when buffed it would be devastating because you cast 2 A Rank Tai's for less than 150% the overall cost. It is a once for battle thing but you should always use it and make it count! Imagine if you used Ura Renge following that.
Forgot that you ignore up to rank 3 bleed, you have 504 more HP than you previously had. YAY!
Much better Roku, you have given yourself an extra 30% damage and that Ura Renge and your auto-dodge should be staples of your rounds. These are both very damaging and have very little cost to you so you should always make use of these.
Also, you have a number of defenses against auto-dodges and clones cannot fool you the way you are set-up now.
Consider using poisons -- for a very small AP cost you have an extra debuff or source of damage that stacks on top of your already very punishing attacks!