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.
Episode 15: 'Shit Hits the Fans'| Fuu the Oracle Arc said:
[col]Things went mildly as expected before going unexpected and then ultimately leading to a situation he predicted. The actions of Kuro, as least one of them, was documented within the villages files but honestly Zombie had seen him in action prior to this firsthand. Kuro was on the scene at the bakery incident, or at least a version of him was.
First, what was expected was that Mr. 6 reacted negatively to his questions. It appeared, even has someone who Fuu had questioned if any of their humanity remained, acted arrogant, or maybe that was incorrect and for the creature it was merely stating what it determined to be fact. In either case, it mean that this thing was arrogant, which could be viewed as confident depending on the situation. However, Zombie hedged his bet more on arrogant with the lining of confident. If they were being trained in isolation by the leader of a country, one who thought himself to be untouchable, it would not be out of place for his minions to hold the same characteristics. Zombie hypothesized that these Sovereign were probably instructed that they were the elite of the world, that they were, as inhabitants of Sora, far superior to those of Suna. In fact, just learning the geography of the village it would be clear who the heaven's favored; one village vibrant and alive and the other was buried underground.\
"How heartless, tin man."
Next, the unexpected occurred as Mr. 6 targeted Fuu. He should have factored it better, it should be clear that Fuu would be viewed as a traitor to all parties. Of course she had her uses, but seeing her at near death and realizing that her usefulness wasn't hindered by death for their side, as Fuu stated her body would be reanimated and claimed by another Sovereign upon her death, it made sense but he just did put it all together.
Lastly, the return to his expectations hit. Kuro had engaged the individual, albeit with the current circumstances he did not mind. For Zombie, removing Fuu for future information was a high priority and if Kuro, or as it continued to appear Kuros, were able to get her out of the scene then he had no complaint in which way it went. The Kuro, the first Kuro that is, on the scene did not show any reaction other than continue to place themselves between Zombie and the Sovereign. Maybe it was a non-verbal reaction to his decline? But at this point in time, thanks to the healing of the Kuro first to arrive, Zombie was now almost at full stamina, and if needed to be measured it would be around 85% of his total health. His chakra was still a bit low, which he would take care of by removing a small energy drink can from behind his back. It did not seem like the best time, but it would allow him some CP if needed for any escalation. As he quickly opened and inhaled the drink his eyes would return to the action. He had no intention in leaving and wished to see how this would progress, and if necessary would use this moment to test his mettle against an interesting new punching bag. His body would go into the defensive and observe waiting to see what unfolded next, but first he wanted to land a shot of his own.
"Atsushi, my wittle tin man, do you think you'll ever become a real boy by telling those lies?"
If he had any humanity left in him, it was Zombie mission to irritate it. Of course he did draw a lot of lines between the dots he just spouted out, but Mr. 6 knew, or maybe he didn't, that the Cabal was acting under the discretion of the Daimyo. So to classify them as terrorist, or to even talk negatively of their actions, seemed to fall within the realm of foolishness. -------------------------------------------------------------------------------------------------------------
OOC:Party time! =D |
"While your cooperation would have been appreciated I understand your hesitancy to leave when facts can present themselves. I care not what any visitors might think of my blade or the reason it is unsheathed. It is actually an instrument of defense and healing but since you are of the thought that you can so easily overwhelm us. YOU ARE SADLY MISTAKEN... I meant to take this letter and be civil but instead I believe that a lesson must be learned. Since you seem so intent on this injured woman here I will provide you with a proper distraction while I tend to their injuries."
Six did not bother to move as Kuro went on the offensive and a second man similar in many ways but not the same all the same emerged from a puff of smoke. A lesson to be learned, yes. But the question was a lesson to be learned for whom? The Soverign soldier poured the oil from the same flask he drank of over the Oracle. Number Six had no idea that there was a seal on her that would force her to persist after death, had he his actions might have been different. Benevolent, certainly not but stances and morals are based often on perceptions. In fact Six knew little of the Daimyo's true plans and his manipulations, only his beloved leader's orders which would have been news to even the most well-informed shinobi still. The oil did not spill over the fallen bitch and favorite; rather the oil was poured over a very large man. Body Switch is not something that can be done with another living target but can be done with clones, a target and a few other limited instances as well as one special CA move. So lets say you pushed her out of the way unless you are a Steadfast in this path and have use of Human Shield."Defending a known terrorist," Six tsk'ed the Sennin, his head slowly shook side to side slowly and clicked when it reached the furthest point before it would slowly rotate in the other direction. "A terrorist associated with the destruction of most of your village. A member of a terrorist group that if memory serves was also associated with the Toraono Dojo," Six continued, accusing the Sennin of being complicit in their evil activities that caused the loss of so much life and the destruction of so much before his masked partner. There was more than one way to put oil on a fire. His voice was boomed with these accusations despite the fact that he was not yelling, he simply wanted an audience to his words.
With a strange expression on his face that closely resembled a smile Six finally asked the Toraono, "does this suggest that you aided and abetted the Cabal that attacked this village's citizens." The sound of gears in motion would sound and there was a lingering cloud of smoke in the Sovereign's wake as he lumbered forward several paces. The unconscious Cabalist in one of the Sennin's arms, it would seem that he had learned something very important and interesting on this day. "A favorite to so many Fuu," he muttered beneath his breath. "Foolish to have allied with you... but who am I to judge?"
"How heartless, tin man."
The masked man announced. Six's eyes seemed to bore through the ANBU who likely thought himself a hero. "Feathersteel," Six corrected "but better no heart than no courage."
"Atsushi, my wittle tin man, do you think you'll ever become a real boy by telling those lies?"
It would appear that they both had the same intention, the mechanization and the boy. They were both attempting to egg the other on in their own way. "I truly doubt a man too fearful to show his own face would have the capacity to put on a good show either," Six repeated, directing this statement at Zombie. The mechanical sound of the inhuman voice of Number Six was intent on pulling on the two... or rather three men's pride. If they departed he would not pursue, his mission had been accomplished for the most part. If the parted split or one attempted to make an attack he would take them all on and take them all down. That was their choice today because today they were not at war. Tomorrow would be a different story however.
Information:
Fuu is unconscious and will go where taken be it a hospital, a home, a prison, etc.
If any party attempts to stay or acts aggressively Six will call a Bmod and prevent all members from leaving (all or nothing deal with him, he takes no half-measures)
Letter is assumed to be transmitted.
If all members attempt to leave topic, then all members will be considered [Topic Left] and Six would leave topic also and this would be considered his leave topic post.
The Sovereign soldier poured the oil from the same flask he drank of over the Oracle. Number Six had no idea that there was a seal on her that would force her to persist after death, had he his actions might have been different. Benevolent, certainly not but stances and morals are based often on perceptions. In fact Six knew little of the Daimyo's true plans and his manipulations, only his beloved leader's orders which would have been news to even the most well-informed shinobi still. The oil did not spill over the fallen bitch and favorite; rather the oil was poured over a very large man. Body Switch is not something that can be done with another living target but can be done with clones, a target and a few other limited instances as well as one special CA move. So lets say you pushed her out of the way unless you are a Steadfast in this path and have use of Human Shield."Defending a known terrorist," Six tsk'ed the Sennin, his head slowly shook side to side slowly and clicked when it reached the furthest point before it would slowly rotate in the other direction. "A terrorist associated with the destruction of most of your village. A member of a terrorist group that if memory serves was also associated with the Toraono Dojo," Six continued, accusing the Sennin of being complicit in their evil activities that caused the loss of so much life and the destruction of so much before his masked partner. There was more than one way to put oil on a fire. His voice was boomed with these accusations despite the fact that he was not yelling, he simply wanted an audience to his words.
With a strange expression on his face that closely resembled a smile Six finally asked the Toraono, "does this suggest that you aided and abetted the Cabal that attacked this village's citizens." The sound of gears in motion would sound and there was a lingering cloud of smoke in the Sovereign's wake as he lumbered forward several paces. The unconscious Cabalist in one of the Sennin's arms, it would seem that he had learned something very important and interesting on this day. "A favorite to so many Fuu," he muttered beneath his breath. "Foolish to have allied with you... but who am I to judge?"
Information:
Fuu is unconscious and will go where taken be it a hospital, a home, a prison, etc.
If any party attempts to stay or acts aggressively Six will call a Bmod and prevent all members from leaving (all or nothing deal with him, he takes no half-measures)
Letter is assumed to be transmitted.
If all members attempt to leave topic, then all members will be considered [Topic Left] and Six would leave topic also and this would be considered his leave topic post.
This being was extremely odd, he was both murderous and chatty, and he seemed to function like one of Sousuke's projects. Mouko Kuro began to surge chakra to his limbs to analyze his opponent. He looked like he was going to stay still but Sanryoukyougan Kuro did his best to try to leave with Fuu but his instincts told him he would not be getting far. Readying himself Sanryoukyougan Kuro did what he could to get a safe distance from the strange metallic man. Kyojin and Mouko stayed at the ready. Looking over Zombie (Roku) for a brief moment. It seemed there was no other way to avoid a fight if they meant to protect Fuu as someone had to stay behind or did they? All the avatars of Kuro were ready to make a break for medical but if Zombie stayed they would too.
Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
Power Level: 3600
+0 (90): Two in low, one in high. Others average.
Devil Sage Mouko
HP: (45+5+lvl15) x 600 = 39,000
CP: (45+5+lvl15) x 600 = 39,000
Class Bonus: kinjutsu, +1 Accuracy
High: Melee Accuracy
Average: Genjutsu DC, Evasion, Ninjutsu Accuracy
Low: Puppet Accuracy, Ranged Accuracy
Shinobi 101 Melee -> Ranged (not projectile)
-5 (85): Two in low, two in high. Others average
Devil Sage Kyojin
HP: (40+5+5+lvl15) x 600 = 39,000
CP: (45+5+lvl15) x 600 = 39,000
Class Bonus: kinjutsu, +1 Accuracy
High: Melee Accuracy, Ninjutsu Accuracy
Average: Genjutsu DC, Evasion
Low: puppet accuracy, Ranged Accuracy
(+5* to hp modifier from Steadfast bonus)
Shinobi 101 Melee -> will genjutsu
The Hyuuga are an ancient clan from the fire country dating back to even before the time of Konohagakure. A clan of fierce Taijutsu practitioners known far and wide for their unique style of fighting, the Gentle Fist. The clan's Taijutsu prowess is acknowledged throughout the ninja world, and the Hyuuga are acknowledged as Geniuses in the Ninja arts. However, more popular than their Taijutsu skills are their most unique and noticeable trait; the Byakugan, commonly referred to as "The All-seeing Eye". With their Byakugan and Jyuuken techniques, few clans possess the physical grace of the Hyuuga.
Byakugan - Activated Passive
The most basic, yet also the key to the rest of the bloodline, the Byakugan is the famous Doujutsu of the Hyuuga clan. This ability is only able to be used by the Hyuuga due to the number of chakra lines in their eyes region. Pouring chakra into these chakra lines enhances their visions, allowing them to see for hundreds, sometimes thousands of meters around, and grants them the ability to see all forms of chakra, and the chakra system of those around them.
Rank 1: +1 Accuracy/Dodge, 500 meter visual range.
Rank 2: +2 Accuracy/Dodge, 1000 meter visual range.
Rank 3: +3 Accuracy/Dodge, 2000 meter visual range.
Costs:
Rank 1: 1AP; 300 chakra to initiate, 140/round to maintain
Rank 2: 1AP; 600 chakra to initiate, 290/round to maintain
Rank 3: 1AP; 900 chakra to initiate, 430/round to maintain
--
Gentle Fist - Passive
The taijutsu style used by the Hyuuga is an odd one, and through their training they have incorporated their skill into all sorts of Taijutsu, the Hyuuga learning to not so much use brute strength, but instead rely on the softest touch, accuracy over power. Though one should be wary, the strength of their attacks does not come from their pokes and jabs, but the strength comes in the form of chakra blasts. Â Due to this the Hyuuga minimize the expenditure on any and all taijutsu, both physical and chakra based.
Rank 1: -5% Chakra cost on Unarmed Taijutsu
Rank 2: -10% Chakra cost on Unarmed Taijutsu
Rank 3: -15% Chakra cost on Unarmed Taijutsu
--
360 Degree Vision - Passive
The Byakugan grants the user vision to such a large area and grants them clarity those outside of the clan can hardly imagine. Because of their Extraordinary Eye's, they are constantly watching all around them, and capable of seeing anything coming from literally a mile away. Because of this, the Hyuuga are able to avoid attacks far more efficiently than others, and have been said to be untouchable in melee combat, the true geniuses of Taijutsu.
Rank 1: 6% Auto dodge to all attacks.
Rank 2: 8% Auto dodge to all attacks.
Rank 3: 10% Auto dodge to all attacks.
--
Jyuuken Stance - Hyuuga Special Style
The centerpiece of the Hyuuga fighting style. The Jyuuken stance opens the chakra points, allowing the Hyuuga to funnel their chakra infused taps through their hands and feet, creating the power that their style physically lacks. It is this lethal combination formed by their speed and accuracy that makes the Hyuuga the feared and renowned bloodline that it is, living up to the legend of them defeating the most skilled opponents with the slightest of touches.
Rank 1: The user's unarmed attacks only deal 80% Damage, but they gain +1 Accuracy and +1 Critical, and have a 40% chance to cause internal bleeding. Unarmed Called Shots gain a +4% Chance of success.
Rank 2: The user's unarmed attacks only deal 85% Damage, but they gain +1.5 Accuracy and +1 Critical, and have a 55% chance to cause internal bleeding. Unarmed Called Shots gain a +6% Chance of success.
Rank 3: The user's unarmed attacks only deal 90% Damage, but they gain +2 Accuracy and +1 Critical, and have a 70% chance to cause internal bleeding. Unarmed Called Shots gain a +8% Chance of success.
Notes:
- This style can only be used while unarmed.
- All CP costs are increased by 10% while active
- The initial chance to cause Internal Bleeding is only to see if the attack has the chance to cause bleeding. The normal Bleeding chance must still be successful to cause bleeding.
- Internal Bleeding has the same effects as normal Bleeding, though take's twice as long to heal. (ie: The user must heal each rank twice before reducing their Bleed Level)
--
Gentle Step Twin Lion Fist - Secret Clan Taijutsu
A Technique able to be performed only by the Hyuuga, the Hyuuga performs this technique by gathering chakra into their fists. The Hyuuga then gracefully spins towards their target to strike them in their chest, sending a burst of chakra into them in the shape of Spectral lion heads around their fists. The sudden jolt of chakra impacting upon the Target's center line is often enough to stun their reflexes and cause most opponents to flinch.
Rank 1: The Hyuuga spins, striking their opponent and dealing 620 Damage at +2 Accuracy. This has a 40% chance to cause -1 Accuracy/Dodge.
Rank 2: The Hyuuga spins, striking their opponent and dealing 910 Damage at +2 Accuracy. This has a 55% chance to cause -1 Accuracy/Dodge.
Rank 3: The Hyuuga spins, striking their opponent and dealing 1,110 Damage at +3 Accuracy. This has a 70% chance to cause -1 Accuracy/Dodge.
Costs:
Rank 1: 210 Cp, 1.25 Ap
Rank 2: 300 Cp, 1.75 Ap
Rank 3: 385 Cp, 1.75 Ap
Notes:
- Secondary debuff's last two rounds, and stack up to -2 Accuracy and Dodge.
--
Eight Trigrams Tenketsu Strikes - Chakra Circulatory Assault
The most famous technique of the Hyuuga and their signature skill, these strikes are Somewhat of an offensive/defensive move that sends an electromagnetic blast of chakra outwards to damage and push back enemies. With each strike, the Hyuuga targets tiny chakra points in the target's body, and with each precise strike seals more and more of the victim's chakra. The Hyuuga are able to tap these tiny targets with such precision that the target may not even now what hit them should they not be on the top of their game, and end up with their chakra sealed.
Rank 1: The user Strikes four times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Rank 2: The user Strikes six times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Rank 3: The user Strikes eight times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Cost: 1.5 AP, 80 Chakra * number of attack per attack (so 160 for the second strike 240 for the third so on and so on)
Notes:
- Partial hits are treated as full hits.
- The user cannot attack points which have already been sealed.
- Chakra damage reduces the victim's Max Cp for the remainder of the battle.
- If the attack misses, that level of the attack must be performed again to move on to the next. The user starts from the point where they missed previously.
- Each attack represents the tenketsu palm strikes, the first being 2, then 4, 8, 16, 32, 64, 128, 256. 8 attacks, each doubling the previous ones damages.
--
Kaiten - Eight Trigrams Palm Rotation
The ultimate defense of the Hyuuga clan, the Kaiten is a technique in which the Hyuuga spins around at high speed denying any opponent to trace the blind spot in their defence. This technique shows the true control the Hyuuga have over their chakra, and with each rotation, the Hyuuga releases chakra from all points in their body, creating a repulsive barrier. This jutsu takes a high toll on the user however and though it's highly regarded for its defensive abilities the Hyuuga hold back on its use.
Rank 1: User autoblocks 40% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +1 Accuracy. The user receives a -3 dodge debuff for a full round after use.
Rank 2: User autoblocks 55% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +1.5 Accuracy. The user receives a -2 dodge debuff for a full round after use.
Rank 3: User autoblocks 65% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +2 Accuracy. The user receives a -1 dodge debuff for a full round after use.
Costs:
Rank 1: 750Cp, 325Cp/rnd, 2.25 AP
Rank 2: 750Cp, 325Cp/rnd, 2.25 AP
Rank 3: 750Cp, 325Cp/rnd, 2.25 AP
Notes:
- Autoblocked attacks do hot receive a chance to strike the user with any secondary effects.
- This technique may be used reflexively.
- This technique may be maintained. While this technique is maintained the user cannot move or attack.
- Each round maintained the user may attempt to strike up to 2 targets with Basic Strikes.
--
Air Palm - Eight Trigrams Ranged Taijutsu
Another technique showing the Hyuuga's adept chakra control, this technique is used by the advanced Hyuuga, Taking their control of chakra to the next level. Using their hand speed and control of their chakra pores, The Hyuuga are able to release a large quantity of chakra quickly from the pores in their hands and then in a movement just as graceful as their Jyuuken stances, shoot it towards their opponent.
Rank 1: Releases a burst of chakra that deals 1,350 Damage at +2 Accuracy that pushes the target 14 feet away.
Rank 2: Releases a burst of chakra that deals 1,650 Damage at +3 Accuracy that pushes the target 17 feet away.
Rank 3: Releases a burst of chakra that deals 1,950 Damage at +4 Accuracy that pushes the target 20 feet away.
Costs:
Rank 1: 490 Cp; 2.25 Ap
Rank 2: 600 Cp; 2.25 Ap
Rank 3: 710 Cp; 2.25 Ap
--
Jyuuketsu Combo - Hyuuga Unarmed Combo
One of the most skilled techniques in the Hyuuga's arsenal, this is a fluid combination technique that enables the Hyuuga to strike using the speed of the Tenketsu strikes, and combining it with the attacking power of the Jyuuken. The outcome is lethal, and if it does not bring the opponent down normally, it surely will leave them in aches and pains...and without energy.
Rank 1: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 330 Damage at -2 Accuracy.
Rank 2: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 390 Damage at -1 Accuracy.
Rank 3: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 450 Damage.
Costs:
Rank 1: 600 Cp; 2.25 Ap
Rank 2: 710 Cp; 2.25 Ap
Rank 3: 820 Cp; 2.25 Ap
Notes:
- Target takes Cp Damage equal to Half the damage done by this technique. This Cp reduces the max Cp of the victim and cannot be recovered.
--
Eight Gates Assault - Chakra Circulatory Shock Technique
Perhaps one of the deadliest techniques available to the Hyuuga, this technique fully utilizes their knowledge of the chakra system to utterly destroy the target from the inside out. Through skilled Jyuuken use, the Hyuuga are able to manipulate and strike the many tenketsu within the body. This skill involves the Hyuuga directly striking large bundles of tenketsu valves which regulate the flow of chakra; The Eight Gates. Striking these valves with their Jyuuken, the Hyuuga releases a burst of chakra which forcibly shocks the victim's Chakra system into releasing their flow of chakra within their body. Normally this would not do much more harm than an average tenketsu strike...But when used on a target that has had their Tenketsu Sealed, this sudden flow of chakra creates a dangerous backfire that harms the user from the inside.
Rank 1: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 2,475 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 15% of the total damage dealt.
Rank 2: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 3,795 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 20% of the total damage dealt.
Rank 3: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 4,620 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 25% of the total damage dealt.
Costs:
Rank 1: 900 Cp; 2.25 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Rank 3: 2,310 Cp; 2.75 Ap
Notes:
- This can only be performed on a target that has been successfully struck by all 8 Tenketsu Strikes.
- Can only be used once per opponent Successfully.
- Damage from this technique cannot be Reduced.
- A Partial Hit is treated as a Full Hit.
Steadfast Body Abilities:
0. Shinobi 101 Taijutsu (Unarmed-> Slashing) Journeyman
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
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.
Indomitable Spirit - Passive (3 points)
Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.
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.
Sanryoukyougan Kuro
Weapon Type: Greatsword
Damage Type: Slashing: May naturally inflict bleeding
Damage/Accuracy Modifiers: +5% base damage;- 1 acc **(Actual Wpn Stats after CA & Augments)- +15%dmg +4 acc + 1 crit, this accounts attacks made by this weapon when using, Holy weapon, White blessing, Sacred style, and divine aura cuts through all Damage Reduction
Augments:
Primal: Basic Augment Basic attacks costs 0.5 AP.
Blood rack: Basic Augment
Overpowering: Special Augment Basic Strikes deal x1.5 Damage.
Weapon usage empowered through Spiritualist CA: Spiritualist and through the usage of the abilities within this CA this sword gains +5 ACC, +1 crit, and cuts through all damage reduction. This weapon also gains an additional +2% dmg for each level of bleeding inflicted by this weapon, up to 10% from the blood rack augment
Spiritualist Body Abilities:
0. Medic (Combat Medic)
1. Conservative Motion
2. Supercharge
3. Healing Factor
4. Human Anatomy
5. Transmit Life
6. Calm Mind
7. Jutsu Mastery
8. Barrier Mastery
The Spiritualist is one who believes in the path of purification, using their spiritual talents to ward off demons and protect the innocent. Traditionally guardians of shrines, more recently they have started applying their spiritual powers to protecting in a more active way. Their powers of healing and channeling are said to come directly from divinity.
Note: All techniques and buffs from this Core Ability are classified as Light.
Note: One of these following three must be followed when being a Spiritualist:
・ If Spiritualist outside of Medical Branch: Allowed access to learn all medical jutsu's.
Holy Weapon - Passive (3 points)
The blade of the Spiritualist must be mighty and strike true, just as all their blows must. One with this special affinity can strike well indeed. The inner light of the user's chakra shimmers off a blade with this power in it, and they are said never to grow dull or rusty, and the wood of their wooden weapons to never rot or need polishing.
Effect: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
White Blessing - Boost (1 point)x2
Restriction- Can only be purchased twice
Spiritualist emanate a calming, pacifying aura that washes over their allies, imbuing them with a sense of precision and clear-mindedness that makes their strikes more precise.
Effect: User and allies gain +2* accuracy. Does not stack with other users of White Blessing.
Holy Embodiment - Passive (3 point)
Restriction- C Rank and up
As guardians against evil, Spiritualists are naturally resistant to the effects of it. They do not shirk in the face of fear, nor are they repelled easily. Those Spiritualists with this skill are said to have the appearance of a shimmering white aura around them by those sensitive to such things, as if to shield them.
Effect: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.
Sacred Style - Style (2 points)
Restriction- C Rank and up, requires Holy Weapon
Occasionally their natural passive aura isn't strong enough, so the Spiritualist must sharpen and hone their aura to let them move faster and with more precision than normal. In this state, anyone can see the radiant white chakra that spills off of both the Spiritualist and their weapon, and they are able to swing around the heaviest of weapons one-handed with little regard to weight.
Effect: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction.
Notes:
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack there of. Counts as a Physical Style.
- All CP costs are increased by 15% while active
Divine Health - Boost (1 points)x3
Restriction- Can be purchased up to three times
As their spiritual powers are divine, so is their ability to repair and restore others. A Spiritualist not only is able to fix others wounds at an increased rate, but when the favor is returned, they heal more quickly themselves as well.
Effect: All Healing jutsu used by or on the user is increased by +15%. In addition, the user recovers +3% Max HP while resting.
Divinity Aura - Modification (2 points)
Restriction- Must have the Chakra Extension Jutsu
The normally invisible and intangible aura of holy energy that suffuses the Spiritualist is able to become a physical, visible presence when the user chooses to use it. Their weapon glows brightly with a light that makes it difficult to look at, and the normal rules for the Aura jutsu are surpassed if the Spiritualist wills it.
Effect: Grants an additional +1 Accuracy. If the special effect Aura is used and the next Taijutsu Attack is used by the chosen weapon, the attack cuts through all Damage Reduction.
Clarity Strike - Dependent Special Move (3 points)
Not only skilled with their weapons, the Spiritualist is able to channel their specialized chakra into a spell, making it bypass even the strongest defenses. The Ninjutsu cast using this technique are enhanced with the natural aura of the user.
Effect: Able to convert one Ninjutsu into a single-target non-elemental attack at +20% damage for an extra +20% chakra. This attack is considered 'light' element and cuts through half of all Ninjutsu damage reduction.
Spiritual Chakra - Boost (1 point)x2
Restriction- Can be purchased twice
The default chakra of a Spiritualist is not the same as that of their fellow ninja, but rather gifted with a different kind of power altogether. It seems to cut through anything that hinders it with little effort.
Effect: +10% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
6 points of CA unavailable to Steadfast and Spiitualist due to 3 avatars being present in battle
Holy embodiment 3 pts & Clarity Strike 3 pts - unusable for battle
Standfast 2 pts, Reciprocate 2 pts, Resilience 2 points - unusable for battle
Hyuuga capability reduced to 1260 PL rating
Episode 15: 'Shit Hits the Fans'| Fuu the Oracle Arc said:
[col]It was now time to assess things as it appeared the situation was escalating; he could either stay and fight, getting a glimpse of one of the 10 or he could run. Staying meant putting Fuu's life in further danger. Running meant giving Fuu more of a survival chance. So what was more important to Roku at this time.
"I don't really care to mess with a hand-me-down plaything of that dirty old Daimyo. Let the toy soldier go back home to get his string pulled by his master."
Zombie prioritized Fuu's safety above his own personal interest, the fact that she was in this helpless position was because of his own doings. He hoped that Kuro, or the Kuro gang... he would need to explore that further, would place their own ego aside to not further run the risk of causing anymore harm to those present and those simply as bystanders. While none of the villagers were present, they would surely be impacted by any battle as they were smack dab in the middle of the residential area. Zombie would make his way to the Kuro holding Fuu.
"I can take her and you can focus on.... yourselves?"
He wasn't entirely sure if that was how to frame that sort of question to a Kuro, but it was how he was going to approach this situation. The information in the noggin of this woman was what he was after so he was now determined to make it his life's mission to see her survive this moment. If the Kuro would give him Fuu, he would attempt to leave the location with her in hand.
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OOC:Attempting to take Fuu and Leave |
Kyojin Kuro took point with Kyojin Kuro prepared to intercept any attempts to stop Fuu from being separated from further battle. Sanryoukyougan Kuro maintained his healing jutsu on Fuu as he looked around to ensure their exit strategy was secure. Mouko Kuro prepared himself to take Atsushi down in as swift a manner as possible.
Kyojin Kuro would drop a smoke bomb while Sanryoukyougan Kuro would attempt to leave with Fuu. If Atsushi tries to stop or detain Sanryoukyougan Kuro, Fuu, or Roku then Kyojin Kuro would interfere with human shield to counter the attack with grapple. Mouko Kuro will activate the Byakugan and assume his fighting stance.
Kyojin Kuro:
Actions:
Human Shield -
Smoke bomb
Passively always armed - Weapon Mastery Unarmed
Human shield against Atsushi attempts to attack combined with counterstrike + grapple
Counterstrike
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.
Information
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.
Grapple
A quick holding technique that leaves the target and user unable to move in most normal ways.
Information
Prerequisites: C-rank, A weapon with the Unarmed Damage Type.
Rank 2: Attempts to Bind a single target at -4 Accuracy.
Rank 2 Cost: 575 Cp to initiate, 290 Cp/Rnd
Notes:
- This may last up to three rounds.
- The target has a 15% chance to escape for every 1.5 Ap they use.
- While bound, neither the user nor the victim may 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. 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.
Mouko Kuro actions:
Wield chakra laced fists - (personal weapon)
activate byakugan
Take Jyuuken stance
Byakugan - Activated Passive
The most basic, yet also the key to the rest of the bloodline, the Byakugan is the famous Doujutsu of the Hyuuga clan. This ability is only able to be used by the Hyuuga due to the number of chakra lines in their eyes region. Pouring chakra into these chakra lines enhances their visions, allowing them to see for hundreds, sometimes thousands of meters around, and grants them the ability to see all forms of chakra, and the chakra system of those around them.
Rank 3: +3 Accuracy/Dodge, 2000 meter visual range.
Costs:
Rank 3: 1AP; 900 chakra to initiate, 430/round to maintain
Jyuuken Stance - Hyuuga Special Style
The Jyuuken stance opens the chakra points, allowing the Hyuuga to funnel their chakra infused taps through their hands and feet, creating the power that their style physically lacks.
Rank 3: The user's unarmed attacks only deal 90% Damage, but they gain +2 Accuracy and +1 Critical, and have a 70% chance to cause internal bleeding. Unarmed Called Shots gain a +8% Chance of success.
Notes:
- This style can only be used while unarmed.
- All CP costs are increased by 10% while active
- The initial chance to cause Internal Bleeding is only to see if the attack has the chance to cause bleeding. The normal Bleeding chance must still be successful to cause bleeding.
- Internal Bleeding has the same effects as normal Bleeding, though take's twice as long to heal. (ie: The user must heal each rank twice before reducing their Bleed Level)
Sanryoukyougan Kuro
Actions:
(Sanryoukyougan Kuro ONLY attempts to leave area with Fuu & possibly Roku)
maintain healing jutsu on Fuu
attempt to leave under cover of smoke-bomb for stealth
Exiting a battle:
Takes 3 full rounds. If a player attempts to flee after Round 1, they are involved in battle until the end of Round 4
A player must not suffer more than 25% of their maximum HP during these 3 rounds.
A player may use any Non-Offensive techniques they have to help them escape. (Non-Offensive techniques are any techniques that are not initiating an attack at a target in an attempt to harm the target in some way.)
If the running player uses an offensive action they no longer count as running.
If a player is in Stealth (must be in stealth to all actively chasing the runner) only take 2 full rounds to leave a battle while running, but only if they maintain stealth for the allotted time.
[col]He would let out a frustrated sigh. It did not seem the Sennin was going to just let this moment be. Of course, if the situation was different, he would like to get a taste of one of the sovereign as well. Now he would simply just remove himself from the seen while attempting to make sure Fuu exited, and would hopefully not have his hand forced.
Very well, then I will just make sure Fuu escapes and get out of here as well..
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OOC:Attempting to enter stealth and flee battle |
Name:"Kasha" Epithet: Demon of the ANBU Height: 6'2" Build: Lean and Muscular Blood Type: O NegativeANBU DataStamina: 50,400 Chakra: 31,200 Power Level: 3600 [CL: 15] Stamina: 600 / 600 Agility: 600 / 600 Ninjutsu: 600 / 600 Taijutsu: 600 / 600 Genjutsu: 600 / 600 Chakra Control: 600 / 600Fight Data
Initiative to open Gate 1 and Gate 7 (1.00 AP Total)
Quickdraw to draw smoke bomb (smoke bomb target is Mr. Six)
2.00 AP to use Active Camo
1.00 AP to attempt to enter stealth mode (continue attempts until action is completed or AP runs out)
Attempting to flee battle in 2 rounds if marked as stealth or in 3 rounds if not stealthed
Conditional: Utilize Body Flicker upon first hit on Roku.
ActionsBoomsticks
Alright you primitive screwheads, these are my boomsticks! [Roku's fists/arms]
[spoilername="Passives"]All Unarmed Taijutsu costs -10% CP.
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.
+15% 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]
Unarmed Weapon: Damage -5% dmg; Accuracy +2; Trick (Slashing); +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction.; Basic attacks costs 0.5 AP.
[spoilername="Passives"]Physical Style
Ignores damage each round. How much is reduced is based on your character level, this skill reduces 1125 Damage each round.
The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries per 20% max HP lost. (Awesome Power)
The user ignores one point of debuff from any and all sources
(Unarmed-> Slashing)
- 5% chakra costs
Regain 3% max HP every round
Called Shots only take half the usual accuracy Penalties; +5% Called Shot chance; User can inflict Broken rank debuffs.
The user gains +1 Critical Range to all attacks.
All critical hits deal 2.25x Damage.
The user may choose a single unarmed weapon to be considered passively equipped. The chosen weapon cannot be disarmed, but may be "swapped" with another unarmed weapon normally.
Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries.[/spoilername]
[spoilername="Passives"]Healing jutsu are 15% more effective when weapon equipped
All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.All Healing jutsu used by or on the user is increased by +15%. In addition, the user recovers +9% Max HP while resting.
+10% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
If the user is in the same battle as a person who has been killed, they may heal the player back to KO status at the end of the battle. Once per round, the user may use a Medical jutsu up to B rank reflexively.
When the user is hit with a Ninjutsu attack, any damage taken by it is reduced by 5%. This reduced damage is then added to their next Ninjutsu attack as bonus damage that cannot be buffed through any source (it can still be reduced). The user can be charged with the bonus damage of up to three attacks at a time. If this ability activates any further, then the newest damage will overwrite the oldest bonus damage.
Heals 3% max HP every round
The user gains +1 Critical Range to all attacks.
All critical hits deal 2.25x Damage.
The user is able to cast Medical Jutsu using Ninjutsu Accuracy. All Medical Jutsu gain +1 Critical chance. Calm Mind
All Jutsu cost -10% Chakra, this includes Maintains.
All Chakra cost penalties from choosing to use 'Special Actions' are halved.
May use Barrier jutsu without handseals. Barrier HP is 10% stronger.[/spoilername]
[spoilername="Effects"]30% of the jutsu's strength at the start of each round after the initial use, this amount is doubled if it effects barriers or clones of any kind. This effect lasts two rounds, does not stack, and is overwritten when the victim is set afire by a stronger Jutsu. (2145 damage for 2 rounds)
+1 Accuracy, causing them to lose -2 Accuracy and take 3.5% Max Hp damage each round. This has a 21% chance to spread to any who make melee contact with the victim.
1365 damage per round due to Spontaneous Combustion[/spoilername]
[spoilername="Passives"]Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries.
-15% Chakra cost on Unarmed Taijutsu
10% Auto dodge to all attacks.
Shinobi 101 Taijutsu (Unarmed-> Piercing)
Jutsu cost -5% Chakra.
+3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
The user gains +1 Critical Range to all attacks.
All critical hits deal 2.25x Damage.
Heals 3% of max HP per round.
Called Shots only take half the usual accuracy Penalties; +5% Called Shot chance; User can inflict Broken rank debuffs.
The user gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries.
The second attack in the users Combo-attack cannot be auto-dodged, and has a 10% of auto-hitting if the first attack hit. Once per round, the user may Combo up to three attacks (Instead of the cap of two) Contract Master[/spoilername]
[spoilername="Effects"]The user's unarmed attacks only deal 90% Damage, but they gain +2 Accuracy and +1 Critical, and have a 70% chance to cause internal bleeding. Unarmed Called Shots gain a +8% Chance of success. This style can only be used while unarmed. All CP costs are increased by 10% while active. The initial chance to cause Internal Bleeding is only to see if the attack has the chance to cause bleeding. The normal Bleeding chance must still be successful to cause bleeding. Internal Bleeding has the same effects as normal Bleeding, though take's twice as long to heal. (ie: The user must heal each rank twice before reducing their Bleed Level).[/spoilername]
[spoilername="Passives"]+10% Damage Reduction
User's Ninjutsu, Taijutsu, and Genjutsu cost +10% CP Costs
Called Shots have a +10% chance of succeeding
May use puppet jutsu (Offensive and Supportive)
Medical Jutsu only heal for 50% of their HP amount.
All damage done to the user is split between their HP and CP. Their HP takes 80% damage while their CP takes 20% damage.
The user has 4 Puppet Upgrade Slots and may carry 4 Puppet Traps into battle
The user's Puppet Traps deal +10% Damage or have +5% to all related Secondary Chances.
The user cannot be made to bleed by physical means except for Called shots directed at the heart, which may cause bleeding (Up to rank 3), and inflict full damage to the user instead of split damage. Any Injury type Poisons applied to a to their heart have the chance to inflict poison normally.
Ignores damage each round. How much is reduced is based on your character level, this skill reduces 1125 Damage each round.
Gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.
Gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.
Ignores one point of debuff from any and all sources
Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.
The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Fire based jutsu deal 30% more damage, but 15% of the total damage is done to the user.[/spoilername]
[spoilername="Effects"]+10% Damage Reduction
Traps:
- Forceful Mirror
- Compulsory Evacuation Machine
- Vanquishing Light
- Dimensional Wall
Augments:
- Enhanced Spread: May hit an additional target with any damage dealing Offensive Puppet Jutsu at -10% Base Damage
- Sharpened Tools wrote +1 Critical to Offensive Puppet Jutsus
- Elemental: This puppet is classified as an element of the user's choice. When this puppet supports an attack, the attack is considered the element of this puppet and receives any associated buffs to that element. (Fire)
- Endurance Tested: Supportive jutsu that are maintained for a set number of rounds may be maintained for an additional round.[/spoilername]
1838 damage very round due to spontaneous combustion backlash.
Heats the users 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. (170 CP/round)[/col]
::What Happened?:: 0.00 Seconds |Six maintains Brown Secret Technique: Puppet Symbiosis - B-Rank Puppet Jutsu 0.00 Seconds |Roku quickdraws a smokebomb. 0.00 Seconds |Sanryoukyougan Kuro attempts to leave with Fuu. 0.50 Seconds |Kyojin Kuro draws a smokebomb. 0.50 Seconds |Roku attempts to use a smokebomb on Six.
Causes -1 Accuracy penalty and -2 Awareness for 2 rounds. Effected targets have a 30% chance to choke causing them to lose 3% Max Chakra.
This attack can use either Melee or Ranged, but you do need to state the accuracy type. I will do a solid and use your highest but it is very important to remember this.
Attack Roll (Roku): 8 + 31 = 39 MISS
Evasion Roll (Number 6): 17 + 30 = 47
1.00 Seconds | Kyojin Kuro uses a smokebomb on Six.
Attack Roll (Kuro): 2 + 27 = 29 MISS
Evasion Roll (Number 6): 13 + 30 = 43
2.50 Seconds |Roku casts Active Camo.
Note that you declared attempting to leave topic. Non-offensive moves can be made while attempting to flee a topic. This is not considered offensive because you are not attacking Six. At earliest you are able to leave the topic as of Round 4 at 0.50 seconds into the round.
2.50 Seconds | Mouko Kuro activates the Byakugan. 3.00 Seconds | Six attacks Roku with Dragon Flame Bomb [Mastered] using AE special move spread to include Sanryoukyougan Kuro. This attack uses Special Action - Fire Dragon Devastation if the attack misses.
5500 damage with a 44% chance of setting the target afire.
Attack Roll (Number Six): 30
Evasion Roll (Roku): 23
Unrolled, Kyojin Kuro leaps in front of Roku and takes the attack using Human Shield to take the blow. As there was no conditional stating that Roku consents to be switched with I rolled for it a d100. Under 50 - YES. Over 50 - NO. Roll: 42, consents. When fighting with a steadfast ally, always state your consent for this, otherwise the special action will fail.
Attack Roll (Number Six): 30 + 8 = 38 HIT
Evasion Roll (Kuro): 23 + 4 = 27
54% Chance to set target afire. Roll: 81. Failed.
10% Chance to autododge. Roll: 55. Failed.
Attack Roll (Number Six): 30 + 7 = 37 HIT
Evasion Roll (Kuro): 23 + 7 = 30
54% Chance to set target afire. Roll: 13. Success.
3.50 Seconds | Roku attempts to enter stealth using Active Camo.
4.75 Seconds | Kyojin Kuro attempts to grapple Six.
Attack Roll (Kuro): 30 - 4 + 1 = 27 MISS
Evasion Roll (Six):
30 + 16 = 46 5.50 Seconds |Six attacks Sanryoukyogan Kuro with Spontaneous Combustion [Mastered] with AE Special Move Overcharge.
Attack Roll (Number Six): 14 + 30 + 1 = 45 HIT
Evasion (Kuro): 11 + 23 = 34
21% Chance to spread to targets making melee contact. (Fuu) Roll: 93 Failed
7.00 Seconds |Six casts Immolation Armor [Mastered] on self. 10.0 Seconds |Six attacks all in battle (using the special action) with Sol Fire Tempest [Mastered] with Dependent Special Move Fire Blast and Burning Recoil as well as AE Special Move Feint.
!
Clarification of Actions (Very Important) -- KURO:
Kyojin Kuro would drop a smoke bomb. (Remove from bag 0.5 AP, use 1 AP)
Sanryoukyougan Kuro would attempt to leave with Fuu.
Mouko Kuro will activate the Byakugan
Mouko Kuro enters Jyuuken stance
Sanryoukyougan Kuro maintains healing jutsu on Fuu (This cannot be done as per ROE, you cannot preactivate jutsus prior to a battle but you can activate jutsus in battle)
Conditional: If Atsushi tries to stop or detain Sanryoukyougan Kuro, Fuu, or Roku then Kyojin Kuro would interfere with human shield to counter the attack with grapple.
Actions should be ordered, linked and made as clear as possible when they are posted.
!
Retreating from a Battle:
It is foolish to fight a battle that cannot be won, and at times it may not even be worth the effort or risk to fight in a winnable battle. Sometimes an individual just may not want to fight, just plain and simple. Whichever may be the case, running from a battle can be done by anyone, and only requires putting distance between you, and your would-be opponent. Stealth isn't even particularly required if there are traps or other fighters around to intercept any pursuers, but retreating through stealth is the most efficient method to escaping any battles without leaving any trails. Just like entering a battle however, retreating takes time and can be risky.
Exiting a battle:
Takes 3 full rounds. If a player attempts to flee after Round 1, they are involved in battle until the end of Round 4
A player must not suffer more than 25% of their maximum HP during these 3 rounds. (For Roku this would be 12,600)(For Kuro that would be 9750)
A player may use any Non-Offensive techniques they have to help them escape. (Non-Offensive techniques are any techniques that are not initiating an attack at a target in an attempt to harm the target in some way.)
If the running player uses an offensive action they no longer count as running. (If it causes the target(s) to use an evasion roll, it is offensive).
If a player is in Stealth (must be in stealth to all actively chasing the runner) only take 2 full rounds to leave a battle while running, but only if they maintain stealth for the allotted time.
Notes:
On your weapons, you should list their special effect (able to do handseals while armed, suppression, bleed, etc.) otherwise they cannot do them and benefit it lost.
Bulls Strength gives benefit more to weapons with a negative accuracy.
Remember to have these items listed in your inventory (smoke bombs)
They were attempting to flee the scene. A small cloud of stream escaped from his nares as his lip curled upward on one side. This was going to be fun. He sought the hunt and if they fled this scene then they were to be his prey. A ratcheting sound same from his ankle joints before a blast of fire erupted from his heels that propelled the massive mechanization after them, leaving a twin pair of trails of fire in his wake. "Not so fast," Six announced as he marched through the cloud of smoke and raised his hand, exposing his palm. A faint hiss could be heard that was immediately followed by a conical flame that Six intended to engulf both Zombie and Kuro with.
Zombie would be astonished that these fires did not burn, but that was because a much large man was on top of him. The steadfast Sennin towered over the ANBU and took the brunt of the damage on his back. The stale scent of gasoline seemed to fill the alley accompanied by the morbidly pleasant aroma of cooked meat. This was Zombie's chance to run, or in his case hide. And hide he did. Meanwhile, the blessed demon path of the border Sennin, also marred by the Sovereign's attack his shirt ablaze he still carried the unconscious Oracle cargo. He was not going to make it out of there, none of them were but did they know it? He would hunt them and he would break them.
Unfeeling... mechanical... inhuman... Six's eyes scanned the area and relayed the data to his neural network. There was five but now there was four. Where did the masked one run off to?"Come back little lion, I have your courage right here," Six taunted. He was trying to draw the masked man who called himself 'Zombie' out of hiding, it was a coward's preference to lurk in the shadows while his allies defended themselves to their last breath. A pair of arms attempted to take Six behind and they were massive but perhaps not enough. Before Kuro's hands could lock the machine twisted about-face, his toes still facing the fallen woman and her 'savior' but the machine's face looked at the groping Sennin path for a moment before he spun back around even faster than he turned around in the first place to face his original target and the border Sennin's hands only scraped his metallic carapace and failed to take hold.
The grayish 'flesh' that was actually metal started to turn red. It would appear that Six was heating up and rapidly, the Soverign soldier seemed to glow in the night as he reached his high temperature. Again, a hissing sound was heard and a near colorless but far from odorless fog started to come over the battleground. He meant to ignite it. All that was in this battleground would be consumed in flames.
OC: Please note, I am a firm advocate of consent. In the case where you are all KO'd (if that happens and you fail to escape this thread) I will leave it to your choice if you would rather remain on the ground to be found on or off-screen by some shinobi or civilian and nursed back to health OR if you want to be dragged off to the big bad fortress of evil. I will never do anything to hurt your experience nor will I kill your character.
Deeply burned by flames and noting the beings bizarre construction and physical movement of Number 6 Kuro knew he was dealing with an automaton which meant grappling would not work. Which meant Kyojin Kuro would be ineffective against this monstrosity as well, it seemed they needed another aspect of Kuro to deal with this monster. First they needed to escape and get Fuu to a safe place, and only one of them could do that but he had already went into stealth. He could only commit to defending Fuu and once she was safe he could decide whether to stay and fight or flee. Enraged that his own element was turned against him Kuro decided he had had enough with this being.
"You are unnaturally strong automaton, were my brother here he would have a great time dismantling you. The audacity of you to dare wield fire against the likes of me... quite a bold move. So now I will have to take you down like any other monster I have had to face. Zombie once Fuu is able if you are still nearby get her away from here."<i></i>
As I am now I cannot escape but I can make sure that Fuu survives. Kuro thought to himself as he rededicated himself to battle and threw away any thoughts of escape. It was not his way and he needed only make sure Fuu survived and was not captured. With a renewed sense of purpose Kuro prepared his avatars to battle in a protective state.
1) Sanryoukyougan Kuro will use - Resuscitate on FUU: Minor Affinity - Handseal Expert - The user may perform a 'Support' Jutsu (A jutsu that does not deal damage) modded as if .5 Ap faster (Ap cost remains unchanged). This may only be done on Jutsu that target themselves or an ally, and the user must perform this Jutsu with Handseals; regardless of any other abilities or effects.
Prerequisites: - A-rank
Rank 2: Brings an unconscious target back to 10% Max Hp and removes any poison and maintained effects upon them. Bleeding is reduced by three ranks. For a full round, the target is protected by a barrier with 4950 Hp that prevents them from taking passive Damage.
Special Action - Code Blue: By paying +20% Cp, this may be used reflexively to instantly apply to the target; this gains priority over any other effects. This may -ONLY- effect a target that is about to take damage that would put them past -100% Max Hp (Dead).
Rank 2 Cost: 3030 Cp
Notes:
- A target may only be effected by this once per battle.
- Barrier Hp may be increased by Medical Buffs. Any leftover damage that breaks the barrier will not KO the target.
- Passive damage refers to Bleeding, DoT, automatic damage, etc.
- If the target uses Melee Accuracy, they are no longer protected by the Barrier.
- This Jutsu has a chance of rolling a critical hit. In which case, all Bleed Ranks are removed and the barrier to gain +20% Base Hp.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
2) Sanryoukyougan Kuro will use
Spitting Image on Atsushi
An advanced Clone technique that creates a duplicate not of the user, but of another; complete with access to many of their techniques.
Rank 2: Creates a clone of the target, requiring a Ninjutsu Check upon initiation. This clone has -2 secondaries of the target and Hp/Cp equal to 30% of the user's max Cp.
Rank 2 Cost: 2200 Cp, 1100 Cp/Rnd
Notes:
- This is a Clone Jutsu
- May only be used on the same target once per battle and may not target the user or a contract summon.
- This Clone has Ap equal to 1/4 of the target's.
- This clone may use any Jutsu used by the opponent in the battle thus far at Rank 1, only if the caster was aware of the Jutsu being used.
- If the target has weapons, the clone is treated as having them as well. The Clones weapons have no special effects or augments.
- S-Rank Jutsu cannot be used by the clone.
3) Sanryoukyougan Kuro will use
Reflective Storm on Atsushi only
Minor Affinity - Focus - Grants a Ninjutsu attack +2 Accuracy and +1 Critical Range; this move may only be used once per round.
The user is able to conjure up a violent storm of shards of glass. This flurry of razor sharp mirror fragments twirls around the opponents of the user and shreds them mercilessly. And like the other dangerous Mirror Techniques this one can be imbued with the element that last struck the user, further increasing its devastating power.
Information
Prerequisites: Mirror Affinity, A-rank, 4 Mastered Mirror Jutsu
Rank 2: Deals 3960 damage at +2 Accuracy to three targets, with a 36% chance of activating the secondary effect.
Special Action: The user may choose to imbue the attack with the properties of the last ninjutsu used against the user. If an advanced element was used, then the Major of the element is used.
Rank 2 Cost: 2200 Cp
Notes:
- This receives Mirror buffs, in addition to the element imbued into it.
- if no element is imbued into this Jutsu, is has a chance to raise bleeding.
- May only be used once per round.
-* Fire: If Fire is used, this jutsu has a chance to set the target afire. This automatically deals damage equal to 30% of the damage taken, at the start of each round after the initial use, this amount is doubled if it effects barriers or clones of any kind. This effect lasts two rounds, does not stack, and is overwritten when the user uses a stronger fire jutsu. If afire, the flames are dispersed if the victim spend 1 Ap to put out the flames, or is hit by a level C+ Water jutsu.
4) Mouko Kuro will defend against any melee or physical puppet attacks on any avatars or Fuu with
Reactionary: if AP allows**
Kaiten Rank 3
2 called shots - heart shots
5) Kyojin Kuro will human shield Fuu
6)Special Conditional - REFLEXIVE JUTSU that drops the usage of Reflective Storm for any fire jutsu targeting Kuro or Fuu or the area around them for more than 2AP
Sanryoukyougan Kuro uses Water Dragon Bullet --Special Dragon Shield-- (if cascade effect occurs combo Water Dragon Bullet Special Water Serpent Strike with 3rd serpent binding)
Major affinity - Jutsu Clash - The user may reflexively use a Ninjutsu to counter an offensive Ninjutsu attack aimed at them. A Nin check is made between both users, and whichever side fails this check receives -2 dodge against the winning Jutsu. The losing Jutsu will be negated, and the winning Jutsu's Damage will be reduced by the losing Jutsu's damage.
A Jutsu of equal or greater level must be used to counter a Jutsu.
If an element has an advantage over another it receives a +2 bonus to its check.
In terms of advantages; Fire>Wind>Lightning>Earth>Water>Fire.
Advanced Elements are treated as their Major Element.
This may only be done once per round.
Information
Prerequisites: A-rank, 7 Mastered Water Jutsu
Rank 2: Creates a powerful dragon out of water, that can crash into a target and deal 5500 damage with a 44% chance of activating the 'cascade' effect.
**Special Action - Water Serpent Strike: The user may sacrifice the cascade chance, and divide the dragon into three smaller serpents with the damage equally divided between them. These serpents may attack -or- bind the enemy. If the first serpent binds, the second serpent gains +4 accuracy and the third +2. If the second serpent is chosen, the third gains +2 accuracy and +10% damage. If the final serpent is selected, the target is bound until attacked again or for one full round (whichever comes first). It costs 40% the jutsu's CP to maintain. The victim has a 15% chance to escape per 2.5 Ap spent.**
Special Action - Dragon Shield: This may be used defensively to protect the user from damage equal to 110% of this Jutsu's damage. This may be done reflexively, and lasts for only a single action. Defends against physical, non-elemental, and elemental damage.
Rank 2 Cost: 2750 Cp to initiate
Notes:
- May only be used once per round.
- This action always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- If bound, the victim cannot move or dodge.
- The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.
Episode 17: 'Quiet Game'| Fuu the Oracle Arc said:
[col]Zombie would maintain his quiet game, while Mr. 6 and the Kuro Gang have their little fun. It seemed that Kuro would need to direct all his focus on to that individual to ensure that Fuu and Zombie could escape, so he figured he would assist by attempting to take Fuu off the plate of the Sennin. After snatching Fuu, he assumed his ability to stay hidden would be diminished, so it would require a few more tricks up his sleeve to ensure success.
Outside of all that, the beast that was the number 6 was truly terrifying and interesting. It was a shame he was not, hopefully, going to get a chance to punch this odd creature but he had a hunch he would cross paths with him again at someone point. It was good that he got to witness this battle unfold, however, as he was now gaining interesting nuggets of wisdom on both targets. The attempts to provoke him would fall on deaf ears; Zombie was already very much over that 'game' and planned to stick to his new 'game'. -------------------------------------------------------------------------------------------------------------
OOC:Continuing to Flee, now with Fuu |
Name:"Kasha" Epithet: Demon of the ANBU Height: 6'2" Build: Lean and Muscular Blood Type: O NegativeANBU DataStamina: 50,400 Chakra: 31,200 Power Level: 3600 [CL: 15] Stamina: 600 / 600 Agility: 600 / 600 Ninjutsu: 600 / 600 Taijutsu: 600 / 600 Genjutsu: 600 / 600 Chakra Control: 600 / 600Fight Data
Maintaining costs for opened Gates
0.50 to open Gate 6 (+2 acc/dodge, Instant clone recognition)
Initiative to take Fuu (attempt) (1.00 AP Total; Repeat if failed until successful or AP is diminished)
1.50 AP to use Immolation Armor
0.50 to enter Defensive Mode (+2 Dodge, -4 Accuracy)
Attempting to flee battle in 2 rounds if marked as stealth or in 3 rounds if not stealth
Conditionals: Utilize Body Flicker upon first successful hit on Roku.
ActionsBoomsticks
Alright you primitive screwheads, these are my boomsticks! [Roku's fists/arms]
[spoilername="Passives"]All Unarmed Taijutsu costs -10% CP.
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.
+15% 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"]Gate Six: +2 acc/dodge, Instant clone recognition
Immolation Armor: Heats the users 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.[/spoilername]
Unarmed Weapon: Damage -5% dmg; Accuracy +2; Trick (Slashing); +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction.; Basic attacks costs 0.5 AP.
[spoilername="Passives"]Physical Style
Ignores damage each round. How much is reduced is based on your character level, this skill reduces 1125 Damage each round.
The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries per 20% max HP lost. (Awesome Power)
The user ignores one point of debuff from any and all sources
(Unarmed-> Slashing)
- 5% chakra costs
Regain 3% max HP every round
Called Shots only take half the usual accuracy Penalties; +5% Called Shot chance; User can inflict Broken rank debuffs.
The user gains +1 Critical Range to all attacks.
All critical hits deal 2.25x Damage.
The user may choose a single unarmed weapon to be considered passively equipped. The chosen weapon cannot be disarmed, but may be "swapped" with another unarmed weapon normally.
Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries.[/spoilername]
[spoilername="Passives"]Healing jutsu are 15% more effective when weapon equipped
All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.All Healing jutsu used by or on the user is increased by +15%. In addition, the user recovers +9% Max HP while resting.
+10% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
If the user is in the same battle as a person who has been killed, they may heal the player back to KO status at the end of the battle. Once per round, the user may use a Medical jutsu up to B rank reflexively.
When the user is hit with a Ninjutsu attack, any damage taken by it is reduced by 5%. This reduced damage is then added to their next Ninjutsu attack as bonus damage that cannot be buffed through any source (it can still be reduced). The user can be charged with the bonus damage of up to three attacks at a time. If this ability activates any further, then the newest damage will overwrite the oldest bonus damage.
Heals 3% max HP every round
The user gains +1 Critical Range to all attacks.
All critical hits deal 2.25x Damage.
The user is able to cast Medical Jutsu using Ninjutsu Accuracy. All Medical Jutsu gain +1 Critical chance. Calm Mind
All Jutsu cost -10% Chakra, this includes Maintains.
All Chakra cost penalties from choosing to use 'Special Actions' are halved.
May use Barrier jutsu without handseals. Barrier HP is 10% stronger.[/spoilername]
[spoilername="Effects"]30% of the jutsu's strength at the start of each round after the initial use, this amount is doubled if it effects barriers or clones of any kind. This effect lasts two rounds, does not stack, and is overwritten when the victim is set afire by a stronger Jutsu. (2145 damage for 2 rounds)
+1 Accuracy, causing them to lose -2 Accuracy and take 3.5% Max Hp damage each round. This has a 21% chance to spread to any who make melee contact with the victim.
1365 damage per round due to Spontaneous Combustion[/spoilername]
[spoilername="Passives"]Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries.
-15% Chakra cost on Unarmed Taijutsu
10% Auto dodge to all attacks.
Shinobi 101 Taijutsu (Unarmed-> Piercing)
Jutsu cost -5% Chakra.
+3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
The user gains +1 Critical Range to all attacks.
All critical hits deal 2.25x Damage.
Heals 3% of max HP per round.
Called Shots only take half the usual accuracy Penalties; +5% Called Shot chance; User can inflict Broken rank debuffs.
The user gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries.
The second attack in the users Combo-attack cannot be auto-dodged, and has a 10% of auto-hitting if the first attack hit. Once per round, the user may Combo up to three attacks (Instead of the cap of two) Contract Master[/spoilername]
[spoilername="Effects"]The user's unarmed attacks only deal 90% Damage, but they gain +2 Accuracy and +1 Critical, and have a 70% chance to cause internal bleeding. Unarmed Called Shots gain a +8% Chance of success. This style can only be used while unarmed. All CP costs are increased by 10% while active. The initial chance to cause Internal Bleeding is only to see if the attack has the chance to cause bleeding. The normal Bleeding chance must still be successful to cause bleeding. Internal Bleeding has the same effects as normal Bleeding, though take's twice as long to heal. (ie: The user must heal each rank twice before reducing their Bleed Level).[/spoilername]
[spoilername="Passives"]+10% Damage Reduction
User's Ninjutsu, Taijutsu, and Genjutsu cost +10% CP Costs
Called Shots have a +10% chance of succeeding
May use puppet jutsu (Offensive and Supportive)
Medical Jutsu only heal for 50% of their HP amount.
All damage done to the user is split between their HP and CP. Their HP takes 80% damage while their CP takes 20% damage.
The user has 4 Puppet Upgrade Slots and may carry 4 Puppet Traps into battle
The user's Puppet Traps deal +10% Damage or have +5% to all related Secondary Chances.
The user cannot be made to bleed by physical means except for Called shots directed at the heart, which may cause bleeding (Up to rank 3), and inflict full damage to the user instead of split damage. Any Injury type Poisons applied to a to their heart have the chance to inflict poison normally.
Ignores damage each round. How much is reduced is based on your character level, this skill reduces 1125 Damage each round.
Gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.
Gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.
Ignores one point of debuff from any and all sources
Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.
The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Fire based jutsu deal 30% more damage, but 15% of the total damage is done to the user.[/spoilername]
[spoilername="Effects"]+10% Damage Reduction
Traps:
- Forceful Mirror
- Compulsory Evacuation Machine
- Vanquishing Light
- Dimensional Wall
Augments:
- Enhanced Spread: May hit an additional target with any damage dealing Offensive Puppet Jutsu at -10% Base Damage
- Sharpened Tools wrote +1 Critical to Offensive Puppet Jutsus
- Elemental: This puppet is classified as an element of the user's choice. When this puppet supports an attack, the attack is considered the element of this puppet and receives any associated buffs to that element. (Fire)
- Endurance Tested: Supportive jutsu that are maintained for a set number of rounds may be maintained for an additional round.
1838 damage very round due to spontaneous combustion backlash.
Heats the users 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. (170 CP/round)[/spoilername]
::What Happened?:: 0.00 Seconds |Six maintains Brown Secret Technique: Puppet Symbiosis - B-Rank Puppet Jutsu 0.00 Seconds |Roku continues to try to flee the thread. 0.00 Seconds |Kuro is no longer attempting to flee the thread with Fuu. 0.45 Seconds |Roku opens Gate 6. 1.36 Seconds |Roku uses initiative to try to take Fuu from Kuro.
Disarm Check (Roku): 31 - 4 + 19 = 46 Success
Disarm Check (Kuro): 24 + 11 = 35
Roku is now taking Fuu out of the battle.
Note: Usually players agree in their narration or actions to exchange an item. Since she is essentially an item, used called shot weapon to attempt to take her from Kuro.
2.22 Seconds |Kuro uses Resuscitate on Fuu.
Melee Check (Kuro): 11 + 24 = 35 MISS
Melee Check (against Roku who is carrying her): 17 + 31 = 48
Note: Never had an instance of someone healing someone being dragged from the battle but acc. Rolls need to be made so used Roku's (sorry).
2.73 Seconds |Roku casts Immolation Armor 3.00 Seconds |Six uses Big Bang Flash [Mastered] to target Fuu, Zombie and one of the Kuros using AE special move Overcharge.
Attack Roll (Six): 15
Evasion Roll (Roku): 9
3.00 Seconds |Roku uses Body Flicker to avoid this attack. Please note, "success" in an attack means that the attack landed so you would want to reword the conditional. Something I neglected to mentioned before.
Attack Roll (Six): 2 + 30 -2 = 30 50% HIT!
Evasion Roll (Kuro): 4 + 26 = 30
Attack Roll (Six) 13
Evasion Roll (Fuu) 5
36% chance of triggering the 'Blast' Roll: 2 Success; additional target would be another Kuro and increased to 75% hit
36% chance of triggering the 'Fallout' effect. Roll: 1 Success; additional target would be another Kuro but that was covered with Human shield.
20% chance to set target afire. Roll: 38 Failed
3.00 Seconds | Kuro uses Human shield to block the attack against Fuu.
FULL HIT
36% chance of triggering the 'Blast'. Roll: 60 Failure
36% chance of triggering the 'Fallout' effect. Roll: 12 Success; refer above
20% chance to set afire. Roll: 51 Failed
4.77 Seconds |Roku enters defensive stance.
Note: I rec. having a weapon equpped that has Vanguard.
Ninjutsu Check (Kuro) 27 + 15 = 42 Failed, need to succeed by at least 1 for a nin check as there are no partials in checks [Note Nin checks are unmodified stats, so this comes from ONLY your class and not what adds to your accuracy]
Ninjutsu Check (Six) 24 + 18 = 42
Note: I rec. using AE special moves whenever possible.
6.00 Seconds |Six uses Dragon Flame Bomb [Mastered] with Special Action - Dragon Hydra and AE special move spread to target all three Kuros and Fuu.
Attack (Six) 30 - 2.5 + 15 = 42.5
Evasion (Kuro 1) 23 + 15 = 38
Attack (Six) 30 - 2.5 + 12 = 39.5
Evasion (Kuro 2) 23 + 10 = 33
Attack (Six) 20 - 2.5 + 17 = 34.5
Evasion (Kuro 3) 26 + 20 = 46
Attack (Six) 30 - 2.5 + 20 = 47.5 CRIT
Evasion (Fuu) 0 (27 if using Roku's evasion) + 15 = 42
Note: cannot target mister human shield twice with the same attack.
While that would normally stop the target from being able to flee since she is not actually fleeing herself I am still allowing her to continue to try to flee the topic under Roku's power... if she survives that is.
8.64 Seconds |Kuro casts Reflective Storm (Good pick) on Six only using AE special move Focus.
Attack Roll (Kuro) 28 + 2 + 2 + 7 = 39 Failed
Evasion Roll (Six) 30 + 18 = 48
That was a good pick because one of his weaknesses' would be compounding the reflective damages. You are onto something!
9.00 Seconds |Six uses Flame Thrower Stream [Mastered] with the Special Action to infuse with oil targeting Roku, Fuu and one of the Kuros.
Attack (Six) 13 + 30 = 43 25% hit
Evasion (Roku) 17 + 27 = 44
Attack (Six) 9 + 30 = 39 25% hit
Evasion (Kuro) 14 + 26 = 40
Attack (Six) 10 + 30 = 40 25% hit
Evasion (Fuu) 14 + 0 27 (if using Roku's evasion) 41
No auto-dodge allowed against this jutsu due to special effect.
10.0 Seconds |Six uses Guided Strike [Mastered] to target Fuu.
Attack Roll (Six) 30 + 8 + 2 = 40 HIT
Evasion Roll (Fuu) 0 (27 if using Rokus) + 6 = 33
10.0 Seconds |Sol Fire Tempest lands, targeting Fuu, Zombie and one of the Kuros.
20% chance to increase the damage by an additional +20%
30% (21-50) chance to increase damage by 20% with an additional +25% backlash
10% (51-60) chance to become unstable and explode on the user dealing full damage to them.
40% (61-100) chance to deal +40% more damage and deals 25% of its total damage back to the user.
Roll: 27
Attack Roll (Six) 30 + 12 + 2 = 44 50% damage
Evasion Roll (Kuro) 25 + 19 = 44
44% chance of causing the 'Flash Fire' effect. 27 Success
10.0 Seconds|Kuro uses Kaiten [Rank 3] to endure this attack. Attack did 3300 damage.
Attack Roll Basic Strike 1 (Kuro) 35 + 11 - 4 = 42 HIT
Evasion Roll (Six) 30 + 7 = 37
Called Shot Heart. Roll for Sprain. 27 Sprained
Attack Roll Basic Strike 2 (Kuro) 20 + 35 - 4 = 51 CRIT
Evasion Roll (Six)30 + 3 = 33
Called Shot Heart. Roll for Fracture. 90 Failed
Attack Roll (Six) 30 + 12 + 2 = 44 HIT
Evasion Roll (Roku) 27 + 1 = 28
44% chance of causing the 'Flash Fire' effect. 90 Failure
Attack Roll (Six) 30 + 2 + 8 + 2 = 42
Evasion Roll (Fuu) 0 (27 if using Roku's) + 12 = 39
44% chance of causing the 'Flash Fire' effect. 83 Failure
OC: I did not have a chance to make an IC post. Sorry about that.
[col]
Fuu The Oracle
|
Number 6 Muto Atsushi
[/col]
IC:
"Her safety and yours by association is forfeit," Six would note. The inhuman continued his assault, his or rather its face illuminated by the lingering flames that had caused the buildings adjacent to catch fire. Made primarily of stone, the fires would not travel far unlike the recent explosion that had caused most of this fresh surface colony to be set ablaze mere weeks ago. The wicked and twisted visage of the man made of steel seemed to take glee in this game of cat and mouse. Something rattled from within the metal marionette's gullet, his silvery flesh still a fiery red doors opened from within the abomination's chest revealing a plasma-like core that shone with the light of a thousand suns or so it would seem in this dark and dismal alley. For a moment it would seem as if it was daylight. It shot out of his chest and with a concussive heated force that would send even the machination back several feet.
These shinobis were fast and they seemed rather attached to the woman. A shame how she had put them also under her spell, promises of learning and knowing things. Tales of monsters, demons and all other matter of terrors. There were omens and portents, many of which he felt were just a lie. She pretended to be 'free' when she was just as bound as the rest of them were. The Daimyo knew exactly what she was doing here, of her treachery. He was here on orders, order to deliver a message yes but his duty did not end there. He was also here to exterminate whatever was left that could link him to the anarchists that attacked Sunagakure last year, the Oracle included. Six extended his hand wordlessly, his palm exposed. A small opening exposed, a conical flame shot down the length of the ally. He would burn them all alive if he had to.
Flames would lick and scald the Oracle's skin as not once but twice flames engulfed her and her would be savior. Would they get out of here alive? Probably not, it seemed illogical that either of them would go to these lengths to save the unconscious Oracle. A known ally and resource for the Diamyo, even if her compliance was not of her choice. Her ambitions were cruel, those that she did have power over. Kasha or rather Zombie was aware of this. She did not bother to stand behind some idle ideal of justice when she admitted that she planned to destroy them both by ensuring that Sunagakure had the resources to fight back. It was not because she wanted to save them or that she believed that they could even be saved, she just wanted to make sure that they burned together. It would be a shame that she would not live to see the finality of her efforts, further her curiosity regarding the matter of what would come next from the mire would never be satisfied. Still, these were terrible hopes and dreams for a woman and a mother to have, but her life had been squandered long ago. Her legacy was not in her son, he was a monster she never wanted to have in the first place and even if she did she would have rejected him for the monster he became. Her tribute to the world was her books - the truth that would be probably forgotten by most less the future's scholars.
Yet still, she was not ready to die because she knew that she would not get to stay dead.
Did Six know this? No, he did not. He actually believed that he was going to kill her and that would be the end. The woman was dying and there was nothing that those two could do. They could try to flee. To break away, but they would fail. He was stronger and faster than the both of them combined. Scalded and scared, he would break them down, kill the woman and make sure one of them lived long enough to deliver a message to the shinobi forces of Sunagakure. It was time to play a game.
ooc: no worries I was on my phone too and thought you were posting when I was because you were online...
Kuro balked as the automaton managed to strike Fuu despite his efforts and his healing jutsu was nixed by Zombie's efforts to carry her away. Area effect attacks abound and for some odd reason Kuro could not get his own ninjutsu to function. He would be forced to go beyond himself yet again, he didn't use his demon forms lightly but it seemed Sora had trained or in this case built every warrior they had all too well. This was not the time to hold back anything... What he needed was more time to act.
"Astral Demon Form..."
Astral Seal Rank 3
Rank 3: Completely alters the user into a totally different figure, giving them +4 Dodge, +1 Ap, +10% Auto Dodge. In addition the user has a 5% chance to auto-miss. These buffs/debuffs do not count toward the buff cap.
Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active
All three Kuro's released built up spiritual energy, dark chakra, and normal chakra in spectacular form to unleash his tertiary form. The wind thundered beneath his feet as his energies surged to life as his natural bodies faded into wisps that were immediately absorbed by his true spirit beast's form. Kuro was roaring his challenge to his foe yet he could not hear himself. His demon eyes opened fully the dark black eyes with no pupils alit with violet flames eyes with a feline iris of gold and crimson. His black twin oxen horns enlarged and shimmered with lightning. The horns were two feet each in length, onyx in color and resembled that of an ox but with sharper jagged edges. Once long ago the center of his forehead would have had a third eye appear, but Kuro no longer possessed a demon third eye since Hyakujuuonouu awakened. He roared like a lion as his bicuspids doubled in size before he looked upon the Atsushi anew. His body laced itself in chakra as it reforged itself to be a little leaner, his height increased by two feet and although humanoid in build his massive black claws glinted from each finger tip and toe with a metallic sheen. His left hand, forearm, and shoulder all turned a misty quicksilver as the chakra surrounding them became pliable, ethereal. Pulsing in his released state the chakra now acted as a type of armor Mouko Kuro's arms surged with power, Kyojin Kuro's armor turned to shimmersteel, Sanryoukyougan Kuro's right arm matched the left in size but his right hand and forearm up to his elbow were wreathed in a astral energy, resembling the look of an ancient battle gauntlets. From the ends of both elbows and knees the chakra formed and pulsed around intricate jagged bone spurs. His tail developed multi faceted chakra link armor as well as his tails end took on the look of a flaming spiked mace's head flanges and all.
"Zombie allow me to heal her as you leave..."
0)Astral Seal Released -1 AP/ gain 1 AP
0) Kyojin Kuro maintains defensive stance - cross counter style (if it was not asserted last time taking def. stance full acc/ DR exchange)
0) Kyojin & Mouko Kuro will Focus Combat Instinct on Atsushi
1) Sanryoukyougan Kuro will use - Resuscitate on FUU: Minor Affinity - Handseal Expert - The user may perform a 'Support' Jutsu (A jutsu that does not deal damage) modded as if .5 Ap faster (Ap cost remains unchanged). This may only be done on Jutsu that target themselves or an ally, and the user must perform this Jutsu with Handseals; regardless of any other abilities or effects. **Using Code Blue effect on FUU**
Prerequisites: - A-rank
Rank 2: Brings an unconscious target back to 10% Max Hp and removes any poison and maintained effects upon them. Bleeding is reduced by three ranks. For a full round, the target is protected by a barrier with 4950 Hp that prevents them from taking passive Damage.
**Special Action - Code Blue: By paying +20% Cp, this may be used reflexively to instantly apply to the target; this gains priority over any other effects. This may -ONLY- effect a target that is about to take damage that would put them past -100% Max Hp (Dead).**
Rank 2 Cost: 3030 Cp
Notes:
- A target may only be effected by this once per battle.
- Barrier Hp may be increased by Medical Buffs. Any leftover damage that breaks the barrier will not KO the target.
- Passive damage refers to Bleeding, DoT, automatic damage, etc.
- If the target uses Melee Accuracy, they are no longer protected by the Barrier.
- This Jutsu has a chance of rolling a critical hit. In which case, all Bleed Ranks are removed and the barrier to gain +20% Base Hp.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
2) Kyojin Kuro will use
Spitting Image on Atsushi
An advanced Clone technique that creates a duplicate not of the user, but of another; complete with access to many of their techniques.
Rank 2: Creates a clone of the target, requiring a Ninjutsu Check upon initiation. This clone has -2 secondaries of the target and Hp/Cp equal to 30% of the user's max Cp.
Rank 2 Cost: 2200 Cp, 1100 Cp/Rnd
Notes:
- This is a Clone Jutsu
- May only be used on the same target once per battle and may not target the user or a contract summon.
- This Clone has Ap equal to 1/4 of the target's.
- This clone may use any Jutsu used by the opponent in the battle thus far at Rank 1, only if the caster was aware of the Jutsu being used.
- If the target has weapons, the clone is treated as having them as well. The Clones weapons have no special effects or augments.
- S-Rank Jutsu cannot be used by the clone.
3) Kyojin Kuro will use
Reflective Storm on Atsushi only
Minor Affinity - Focus - Grants a Ninjutsu attack +2 Accuracy and +1 Critical Range; this move may only be used once per round.
Information
Prerequisites: Mirror Affinity, A-rank, 4 Mastered Mirror Jutsu
Rank 2: Deals 3960 damage at +2 Accuracy to three targets, with a 36% chance of activating the secondary effect.
Special Action: The user may choose to imbue the attack with the properties of the last ninjutsu used against the user. If an advanced element was used, then the Major of the element is used.
Rank 2 Cost: 2200 Cp
Notes:
- This receives Mirror buffs, in addition to the element imbued into it.
- if no element is imbued into this Jutsu, is has a chance to raise bleeding.
- May only be used once per round.
-* Fire: If Fire is used, this jutsu has a chance to set the target afire. This automatically deals damage equal to 30% of the damage taken, at the start of each round after the initial use, this amount is doubled if it effects barriers or clones of any kind. This effect lasts two rounds, does not stack, and is overwritten when the user uses a stronger fire jutsu. If afire, the flames are dispersed if the victim spend 1 Ap to put out the flames, or is hit by a level C+ Water jutsu.
4) Mouko Kuro attack Atsushi with
1 called heart shot for .5 AP
5) Kyojin Kuro will human shield Fuu
6)Special Conditionals -
Kyojin Kuro will activate Undying Warrior if taken down
REFLEXIVE JUTSU that drops the usage of Reflective Storm for any fire jutsu targeting Kuro or Fuu or the area around them for more than 2AP
Kyojin Kuro uses Water Dragon Bullet --Special Dragon Shield-- (if cascade effect occurs combo Water Dragon Bullet Special Water Serpent Strike with 3rd serpent binding)
Major affinity - Jutsu Clash - The user may reflexively use a Ninjutsu to counter an offensive Ninjutsu attack aimed at them. A Nin check is made between both users, and whichever side fails this check receives -2 dodge against the winning Jutsu. The losing Jutsu will be negated, and the winning Jutsu's Damage will be reduced by the losing Jutsu's damage.
A Jutsu of equal or greater level must be used to counter a Jutsu.
If an element has an advantage over another it receives a +2 bonus to its check.
In terms of advantages; Fire>Wind>Lightning>Earth>Water>Fire.
Advanced Elements are treated as their Major Element.
This may only be done once per round.
Information
Prerequisites: A-rank, 7 Mastered Water Jutsu
Rank 2: Creates a powerful dragon out of water, that can crash into a target and deal 5500 damage with a 44% chance of activating the 'cascade' effect.
**Special Action - Water Serpent Strike: The user may sacrifice the cascade chance, and divide the dragon into three smaller serpents with the damage equally divided between them. These serpents may attack -or- bind the enemy. If the first serpent binds, the second serpent gains +4 accuracy and the third +2. If the second serpent is chosen, the third gains +2 accuracy and +10% damage. If the final serpent is selected, the target is bound until attacked again or for one full round (whichever comes first). It costs 40% the jutsu's CP to maintain. The victim has a 15% chance to escape per 2.5 Ap spent.**
Special Action - Dragon Shield: This may be used defensively to protect the user from damage equal to 110% of this Jutsu's damage. This may be done reflexively, and lasts for only a single action. Defends against physical, non-elemental, and elemental damage.
Rank 2 Cost: 2750 Cp to initiate
Notes:
- May only be used once per round.
- This action always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- If bound, the victim cannot move or dodge.
- The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.
Episode 18: 'Full House'| Fuu the Oracle Arc said:
[col]As he assumed, running with Fuu would only lead to him getting caught up in some of the crossfire. However, he needed to continue his attempt to exit this scene with his cargo and that required him to get a bit more creative. The range of Mr. Six's attacks were not to be taken lightly and their power was off the charts, taking another hit would most certainly put him in a position where he would have to sit and finish this battle instead of escaping, an outcome he did not wish. Kuro request the ability to heal Fuu, but Zombie was not going to slow down for something that would waste more time than provide an adequate escape. -------------------------------------------------------------------------------------------------------------
OOC:Continuing to Flee, now with Fuu |
Name:"Kasha" Epithet: Demon of the ANBU Height: 6'2" Build: Lean and Muscular Blood Type: O NegativeANBU DataStamina: 50,400 Chakra: 31,200 Power Level: 3600 [CL: 15] Stamina: 600 / 600 Agility: 600 / 600 Ninjutsu: 600 / 600 Taijutsu: 600 / 600 Genjutsu: 600 / 600 Chakra Control: 600 / 600Fight Data
Maintaining costs for opened Gates 1,6,7
Maintaining costs for Immolation Armor
2.50 AP to cast Intangible Passage Rank 1
2.50 AP to cast Shadow Servant Rank 1---Special Action: Customization to create 4; Melee Accuracy for each
1.50 AP to create a Mud Clone Mastered
Attempting to flee battle in 2 rounds if marked as stealth or in 3 rounds if not stealth
Conditionals: Utilize Body Flicker upon Mr. 6 using a ninjutsu attack targetting Roku.
Equip Boomsticks if knocked out of stealth (.5 AP)
ActionsBoomsticks
Alright you primitive screwheads, these are my boomsticks! [Roku's fists/arms]
[spoilername="Passives"]All Unarmed Taijutsu costs -10% CP.
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.
+15% 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"]Gate Six: +2 acc/dodge, Instant clone recognition
Immolation Armor: Heats the users 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.
Chakra Armor: 10% backlash damage to the attacker. Additionally, all melee contact with the user has a 12% chance of causing the Burn effect.[/spoilername]
Unarmed Weapon: Damage -5% dmg; Accuracy +2; Trick (Slashing); +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction.; Basic attacks costs 0.5 AP.
[spoilername="Passives"]Physical Style
Ignores damage each round. How much is reduced is based on your character level, this skill reduces 1125 Damage each round.
The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries per 20% max HP lost. (Awesome Power)
The user ignores one point of debuff from any and all sources
(Unarmed-> Slashing)
- 5% chakra costs
Regain 3% max HP every round
Called Shots only take half the usual accuracy Penalties; +5% Called Shot chance; User can inflict Broken rank debuffs.
The user gains +1 Critical Range to all attacks.
All critical hits deal 2.25x Damage.
The user may choose a single unarmed weapon to be considered passively equipped. The chosen weapon cannot be disarmed, but may be "swapped" with another unarmed weapon normally.
Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries.[/spoilername]
[spoilername="Effects"]Seal: +4 Dodge, +1 Ap, +10% Auto Dodge. In addition the user has a 5% chance to auto-miss.[/spoilername]
[spoilername="Passives"]+10% Damage Reduction
User's Ninjutsu, Taijutsu, and Genjutsu cost +10% CP Costs
Called Shots have a +10% chance of succeeding
May use puppet jutsu (Offensive and Supportive)
Medical Jutsu only heal for 50% of their HP amount.
All damage done to the user is split between their HP and CP. Their HP takes 80% damage while their CP takes 20% damage.
The user has 4 Puppet Upgrade Slots and may carry 4 Puppet Traps into battle
The user's Puppet Traps deal +10% Damage or have +5% to all related Secondary Chances.
The user cannot be made to bleed by physical means except for Called shots directed at the heart, which may cause bleeding (Up to rank 3), and inflict full damage to the user instead of split damage. Any Injury type Poisons applied to a to their heart have the chance to inflict poison normally.
Ignores damage each round. How much is reduced is based on your character level, this skill reduces 1125 Damage each round.
Gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.
Gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.
Ignores one point of debuff from any and all sources
Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.
The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Fire based jutsu deal 30% more damage, but 15% of the total damage is done to the user.[/spoilername]
[spoilername="Effects"]+10% Damage Reduction
Traps:
- Forceful Mirror
- Compulsory Evacuation Machine
- Vanquishing Light
- Dimensional Wall
Augments:
- Enhanced Spread: May hit an additional target with any damage dealing Offensive Puppet Jutsu at -10% Base Damage
- Sharpened Tools wrote +1 Critical to Offensive Puppet Jutsus
- Elemental: This puppet is classified as an element of the user's choice. When this puppet supports an attack, the attack is considered the element of this puppet and receives any associated buffs to that element. (Fire)
- Endurance Tested: Supportive jutsu that are maintained for a set number of rounds may be maintained for an additional round.
1838 damage very round due to spontaneous combustion backlash.
Heats the users 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. (170 CP/round)[/spoilername]
::What Happened?::
0.00 Seconds | Roku maintains Gates 1,6,7
0.91 Seconds | Kuro releases Astral Seal [Rank 3]. AP increases from 11 to 12.
1.35 Seconds | Roku uses Immolation Armor.
Fuu is in melee contact with Roku and has a 12% chance to suffer the 'Burn' Effect. Roll: 74 Failed
1.74 Seconds | Kuro enters Cross Counter unarmed physical style (as this costs 0.5 AP to enter) and Defensive Stance (costs 0.5 AP to enter).
There are options that allow one to enter a battle with these on, otherwise it costs AP and actions to enter this style. Re-verified that there has not been an official action to enter these styles.
1.74 Seconds | Kyojin & Mouko Kuro focus Combat Instinct on Six. (Once at 140,000 HP or less a bonus will be gained by Kuro)
3.00 Seconds | Six casts Big Bang Flash [Mastered] using the special action to to sacrifice the 'Blast Effect' and add 10% chance of activating the 'Fallout Effect' as well as the AE Special move Overcharge (increasing the Jutsu's damage by +15% and cost by +20% Cp.) and Pyromaniac's dependent special move Fire Blast targeting Roku, Fuu and one of the Kuros.
3.00 Seconds | Roku utilizes Body Flicker to avoid the attack.
3.00 Seconds | Kyojin Kuro uses Human Shield to block Fuu.
20% chance to Set their targets afire. Roll: 42. Failed.
Attack Roll (Six): 12 + 30 -2 = 40 50% hit
Evasion Roll (Kuro): 9 + 29 [+2] = 40
20% chance to Set their targets afire. Roll: 15. Success.
46% chance of triggering the 'Blast' effect. Roll: 49. Failed.
This jutsu has a 20% chance to increase the damage by an additional +20%, a 30% chance to increase damage by 20% with an additional +25% backlash, and a 10% chance to become unstable and explode on the user dealing full damage to them. Roll: 64. Attack Exploded on Six.
5.21 Seconds | Roku uses Intangible Passage [Rank 1].
5.66 Seconds | Sanryoukyougan Kuro uses Resuscitate on Fuu, but cannot use the Code Blue effect because that can only be used as a reactionary to prevent forced kill death via reaching -100% max HP.
Whenever you have a healing character in a thread, it is a very important thing for any player who might be healed or has control over an entity that might be healed (like Fuu) that you place a conditional or a statement that your character will make no attempt to evade heals. Heals can miss and can crit.
Attack Roll (Kuro): 24 + 1 [+3] = 28 MISS
Evasion (Fuu) 0 (27 if using Roku's) + 5 = 32
6.00 Seconds | Six attacks Roku, Fuu and one of the Kuros with Dragon Flame Bomb using the special action Dragon Hydra to target these additional targets and AE Special move Overcharge.
6.00 Seconds | Kyojin Kuro uses Human Shield to block Fuu
20% chance to Set their targets afire. Roll: 63 Failed
44% chance of setting the target afire. Roll: 74 Failed
Attack hits Roku's Intangible Passage. According to Bmod Head the roll-over damage should then be used against those originally targeted by the attack at +3 accuracy and according to one of the Dev Heads that the difference rolls over to the original target with a normal evasion chance however this is not a written rule and I do not follow unwritten rules. But it is an important note that nobody has ever addressed the possibility of 'trample damage' but until an official on site in rules written rule is made I consider these damages as lost to the Yeti.
Attack Roll (Six): 16 + 30 = 46 MISS
Evasion Roll: Kuro: 15 + 29 [+4] = 48
20% chance to Set their targets afire. Roll: 56 Failed
44% chance of setting the target afire. Roll: 41 Success.
7.00 Seconds | Six uses Pyromaniac dependent special move Ifrit Caress targeting Fuu.
7.00 Seconds | Kyojin Kuro uses Human Shield to block Fuu Kuro has been KO'd
7.00 Seconds | Kuro uses Undying Warrior to continue to fight! Kuro will be able to continue fighting until he reaches -50% of his max HP which is -19,000 or 3 rounds from now.
7.48 Seconds | Roku casts Shadow Servant [Rank 1] using the Special Action to create 4; Melee Accuracy for each.
7.99 Seconds | Kyojin Kuro casts Spitting Image on Atsushi.
Attack/Nin Check Roll (Kuro): 9 + 27 [+4] = 40 Success
Evasion/Nin Check Roll (Six): 5 + 27 = 32
8.84 Seconds | Roku casts Mud Clone [Mastered]
Awareness Check (Roku): 8 (Failed)
Awareness Check (Six): 15
Clones are on the field but Six knows who the real Roku is!
10.0 Seconds | Six attacks Roku, Fuu and Kuro with Big Bang Flash [Mastered] using AE Special Move Overcharge
Attack Roll (Six) 30 + 10 = 40 50% damage
Evasion Roll (Roku) 27 + 13 = 40
Attack Roll (Six) 30 + 20 (CRIT!) 50
Evasion Roll (Fuu) 0 (27 is using Roku) + 1 = 28 HIT
20% chance to Set their targets afire. Roll: 56 Failed
Attack Roll (Six) 30 + 20 (CRIT!) = 50
Evasion Roll (Kuro) 27 + 10 [+4]= 32 HIT
20% chance to Set their targets afire. Roll: 41 Failed
10.0 Seconds | Fuu and Roku left the topic.
Note:
1 - Never had the AP to turn on Reflective storm so could not drop this to use the Jutsu Clash effect with Water Dragon Bullet.
2 - Astral Seal does not buff every path, only 1. You need to actually define ONE. Also, having a seal on a path means that only that one path has the seal. Theoretically this should be dropped because it is not defined, instead I am going to give it to the path with the longest likely lifespan (Kyojin Kuro).
3 - Made some errors that I edditted.
Kuro's attempt to revive Fuu failed as Roku jealously guarded her from his own ally. Perhaps he did not trust the Sennin despite the fact that he was squandering his best chance to fight back giving the ANBU and his cargo a window of opportunity to flee. An intangible passage was erected and it bought them some time as a wave of searing heat crashed against the wall. They would round the corner and escape the battleground leaving their ally behind.
Kuro would be badly burned, his dark demonic flesh charred and pained. He should have run with them but in doing so none of them would have escaped. Kuro had fallen one-by-one, almost as if they were chained together. This demonic trio that worked as a unit. All less one that is, limits of endurance not stretched but shattered. Any man should have been downed by now from the pain alone. More char than flesh, Kuro the steadfast served as a foolish stalwart defender without so much as a thanks.
"Shame," a metallic voice commented.
Over the whirl of metal gears, a crescendoing squeal emanated from his chest. He was going to finish this once and for all.
Fuu and Zombie had escaped but two of his bodies had fallen and now he needed to truly focus as he pushed his giant form beyond unconsciousness, now he had an ally as a copy of his foe. Time to put him to use, "I see that you have enjoyed yourself. Please feel free to have a sample of your own power while I also return the favor for your display of aggression..."<i></i> With his hidden power ability fully enabled it would take Kyojin Kuro a moment to initialize his own strategy after paying such a heavy toll to learn about his foe and ensure Fuu's escape. Kuro would set Atsushi's clone to work while he made sure he could keep going. He had only a few moments before his body would truly collapse and all his forms would suffer feedback. Atsushi's clone would use spontaneous combustion on the real Atsushi at rank 1 since he was only a copy of the original, but fortunately being a copy had the advantage of having all the natural defenses and abilities the original had. So any traps or modifications the real Atsushi had were in place on his clone. Using his newfound knowledge and astral seal enhanced speed Kyojin Kuro went through handseals necessary to prepare himself for his final charge.
Actions:
Atsushi clone attacks Atsushi with Spontaneous Combustion
Minor Affinity Move: Focus - Grants a Ninjutsu attack +2 Accuracy and +1 Critical Range; this move may only be used once per round.
Spontaneous Combustion 2.5 AP
A technique where the user instantly heats the air through chakra to produce an immediate torrent of flames. These flames set all they touch ablaze with fire whether it be friend, foe, or even the user.
Information
Prerequisites: B-rank, 4 Mastered Fire Jutsu
Rank 1: Sets a target ablaze with flames, causing them to lose -1.5 Accuracy and take 3% Max Hp damage each round. This has a 14% chance to spread to any who make melee contact with the victim.
Rank 1 Cost: 360 Cp to initiate
Notes:
- This technique does not count as a jutsu that 'sets a target afire', and does not receive buffs to that type of effect.
- All set afire by this technique automatically take damage for three rounds or until the flames are put out. This amount is tripled if it effects barriers or clones of any kind.
- This has a chance to spread to any target who make 'melee contact', this counts as any action that uses melee accuracy used against or by the enflamed target.
- This may only effect a target once per use; it cannot spread to another then back to the original victim.
- This jutsu may be put out for 1.5 Ap or a Level C+ Water jutsu used against the victim disperses this jutsu.
Kyojin Kuro would use the following sequence:
1)Homing Shot - called shot heart - 2.25 AP
Over time one can increase their accuracy with ranged weaponry to a point where one can't even evade there attacks anymore. Only the most skillful of Shinobi and Kunoichi can utilize such a technique.
Information
Prerequisites: B Rank, Can only be used with a Weapon that has the Ranged Damage Type
Rank 2: The user strikes at a single target dealing 1,650 Damage at +3 Accuracy.
Rank 2 Cost: 600 Cp
Notes:
- This technique can not be Auto Dodged or Body Switched out of in any shape or form. This effect can only occur once per battle.
2) Special Conditional - REFLEXIVE JUTSU for any fire jutsu targeting Kuro that requires more than 2AP
uses Water Dragon Bullet --Special Dragon Shield-- (if cascade effect occurs combo Water Dragon Bullet Special Water Serpent Strike with 3rd serpent binding) 3AP
Major affinity - Jutsu Clash - The user may reflexively use a Ninjutsu to counter an offensive Ninjutsu attack aimed at them. A Nin check is made between both users, and whichever side fails this check receives -2 dodge against the winning Jutsu. The losing Jutsu will be negated, and the winning Jutsu's Damage will be reduced by the losing Jutsu's damage.
A Jutsu of equal or greater level must be used to counter a Jutsu.
If an element has an advantage over another it receives a +2 bonus to its check.
In terms of advantages; Fire>Wind>Lightning>Earth>Water>Fire.
Advanced Elements are treated as their Major Element.
This may only be done once per round.
Information
Prerequisites: A-rank, 7 Mastered Water Jutsu
Rank 2: Creates a powerful dragon out of water, that can crash into a target and deal 5500 damage with a 44% chance of activating the 'cascade' effect.
**Special Action - Water Serpent Strike: The user may sacrifice the cascade chance, and divide the dragon into three smaller serpents with the damage equally divided between them. These serpents may attack -or- bind the enemy. If the first serpent binds, the second serpent gains +4 accuracy and the third +2. If the second serpent is chosen, the third gains +2 accuracy and +10% damage. If the final serpent is selected, the target is bound until attacked again or for one full round (whichever comes first). It costs 40% the jutsu's CP to maintain. The victim has a 15% chance to escape per 2.5 Ap spent.**
Special Action - Dragon Shield: This may be used defensively to protect the user from damage equal to 110% of this Jutsu's damage. This may be done reflexively, and lasts for only a single action. Defends against physical, non-elemental, and elemental damage.
Rank 2 Cost: 2750 Cp to initiate
Notes:
- May only be used once per round.
- This action always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- If bound, the victim cannot move or dodge.
- The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy
3) Special Conditional - REFLEXIVE JUTSU - Using Minor Affinity Focus
Kuro will use redirect on any explosive jutsu or puppet jutsu that costs over 2 AP
Redirection 3 AP
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.
4) Force Break using Affinity Move: Focus -called shot to heart- 2.5 AP
A Jutsu that crushes a target by rapidly surrounding them with invisible kinetic chakra from all angles, before directing the force to rapidly compress upon them. This jutsu is both fast, and as with most of the Kinesis release, is incredibly difficult to detect due to having no form.
Information
Prerequisites: - Kinesis Affinity, B-rank, 2 Mastered Kinesis Techniques
Master: Crushes a target with Kinetic chakra at +1 Accuracy, dealing 2250 damage. This has a 21% chance of activating the 'Crush' and 'Psionic' effects.
**Special Action: By paying +20% Cp and taking on Called shot penalties, the user may increase the chance of 'Crush' by +14%. This will effect the targeted limb, and not be chosen randomly.**
Master Cost: 820 Cp
Notes:
- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- 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.
[spoilername="Passives"]+10% Damage Reduction
User's Ninjutsu, Taijutsu, and Genjutsu cost +10% CP Costs
Called Shots have a +10% chance of succeeding
May use puppet jutsu (Offensive and Supportive)
Medical Jutsu only heal for 50% of their HP amount.
All damage done to the user is split between their HP and CP. Their HP takes 80% damage while their CP takes 20% damage.
The user has 4 Puppet Upgrade Slots and may carry 4 Puppet Traps into battle
The user's Puppet Traps deal +10% Damage or have +5% to all related Secondary Chances.
The user cannot be made to bleed by physical means except for Called shots directed at the heart, which may cause bleeding (Up to rank 3), and inflict full damage to the user instead of split damage. Any Injury type Poisons applied to a to their heart have the chance to inflict poison normally.
Ignores damage each round. How much is reduced is based on your character level, this skill reduces 1125 Damage each round.
Gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.
Gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.
Ignores one point of debuff from any and all sources
Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.
The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Fire based jutsu deal 30% more damage, but 15% of the total damage is done to the user.[/spoilername]
[spoilername="Effects"]+10% Damage Reduction
Traps:
- Forceful Mirror
- Compulsory Evacuation Machine
- Vanquishing Light
- Dimensional Wall
Augments:
- Enhanced Spread: May hit an additional target with any damage dealing Offensive Puppet Jutsu at -10% Base Damage
- Sharpened Tools wrote +1 Critical to Offensive Puppet Jutsus
- Elemental: This puppet is classified as an element of the user's choice. When this puppet supports an attack, the attack is considered the element of this puppet and receives any associated buffs to that element. (Fire)
- Endurance Tested: Supportive jutsu that are maintained for a set number of rounds may be maintained for an additional round.
1838 damage very round due to spontaneous combustion backlash.
Heats the users 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. (170 CP/round)[/spoilername]
HP: 52,500 CP: 30,000 AP: 2.5|[/col] What Happened
0.00 Seconds | Kuro maintains Spitting image (always write your maintains).
0.83 Seconds | Kuro draws a weapon (your present weapon is unarmed/slashing so I am moderating that you are taking Mouko Kuro's weapon). This requires a full AP to do.
2.71 Seconds | Kuro uses Homing Shot against Six.
Called shots can only be made with Basic Weapon attacks according to the UBR; the exception to this is attacks that allow a player to target a called shot as a special action or a jutsu who has a percentile chance of effect of a full hit to inflict a called shot penalty.
Attack Roll (Kuro): 10 + 26 + 3 = 39 HIT!
Evasion Roll (Six): 6 + 30 = 36
3.00 Seconds | Six attacks Kuro with Dragon Flame Bomb using AE special move Overcharge
3.00 Seconds | Kuro drops his weapon
3.00 Seconds | Kuro uses a reactionary: Water Dragon Bullet - Dragon Shield with jutsu clash.
Contested nin check between Kuro and Six to determine which attack was negated.
Nin Roll (Six): 1 + 27
Nin Roll (Kuro): 12 + 27
Attack Roll (Six): 4 + 30 = 34 MISS
Evasion Roll (Kuro) 5 + 32 = 37
Personal Opinion: That jutsu's barrier does not require an additional AE special move to become a reactionary. You could have used that special action and used debilitate to increase the chances of cascade. Not that it matters greatly here because the dice were in your favor regarding the evasion.
6.00 Seconds | Six attacks Kuro using Atomic Blast using AE Special move debilitate.
21% chance of being treated as a sneak attack. Roll: 20 Success
Because this is a sneak attack, Kuro cannot use a reactionary against the attack.
Attack Roll (Six): 15 + 3 + 30 = 48 HIT
Evasion Roll (Kuro): 12 + 32 = 44
31% chance of activating the 'Blast' effect. 50 FAILED
Kuro is KO'd
Note:
Forgot to add the modifers for Awesome Power to Kuro's paths, the resultant output was not the same of check due to the use of Human Shield.
Also, forgot to moderate Fuu's new HP after taking that one hit. She was only a few points above full -100% HP but not quite.
Kuro, you single-handedly made it possible for someone to flee a fight for the first time this version. Grats, that is an achievement.
Edited previous mod for these number changes.
Wrote a few notes regarding choice attacks.
The clone never got a chance in the stack to set off an attack. When Kuro is KO'd all his maintains are also taken out.
Did not bother with burn damages on Kuro because Six leaves when Kuro is KO'd
With his allies gone, the lone Toraono put up a valiant fight. No longer did Kuro leap in harm's way as he foolishly had to save that Oracle. The demonic Sennin would have been better off letting her die, then he might have stood a chance in this fray. Without mercy, Six continued his fiery assault and the ally erupted into flames. A projectile pinged as it bounced off his metallic carapace and the monster grinned. "I need you to send Sunagakure a message, Sand has a challenge and it would be best if you were not late." With that a final blast of heat, the final Toraono was felled but Six did not take the lethal shot, but rather pulled the charred message he had already hand delivered to the Sennin and placed it in his hand.
[Topic Left]
-Kuro has the invite and information on number Six.
- Kuro was onto something for one of the valid ways Six can be combated.
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