Ninpocho Chronicles

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.

This is Ninpocho Chronicles.

Current Ninpocho Chronicles Time:

Event The Kings and Queens at the Wall (Finale)

Kazu

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’Keep going,’ thought Kazu. ’Keep moving forward. You can’t turn back now!’ Closer. The writhing mass of bodies filled his vision. The putrid smell of rotting flesh assaulted his nostrils. The spine-chilling sounds of moaning, groaning, unintelligible shrieks and growls made the hairs on the back of his neck stand so far on end that Kazu thought there must be lightning in the air. ’Preposterous. You’re just imagining things. Keep going!’ One-hundred meters. Seventy-five. Fifty. A flash of blue streaked past Kazu’s vision — a shark with legs — and the young boy felt some sort of chakra seal placed on him. ’Was that…Auntie Kas-…no! I can’t lose focus now!’ If Kazu stopped to think about who might get hurt tonight, who he might hurt if he didn’t come back from this fight, then he truly would turn around and flee. Twenty-five meters. Ten meters. ’Mother Suna, help us all.’ Kazu raised the point of his sword of bone, poised to strike.

He kept running forward, until the wave of enemies threatened to crush him underneath their combined mass. ’Now,’ he thought, ’Now is the time to show them all what I can do.’ He was ready to dance with the devil in the pale moonlight.

His blade, made from his very essence, weaved in and out of the shambling forms coming towards him. His feet worked furiously, stepping in and out, side to side, and in as many directions as he needed to avoid the swinging arms, flailing bodies, or gnashing teeth that surrounded him on all sides. Soon, sweat coated his brow, streaking down into his eyes, and covered his arms, chest, legs, and back with the evidence of his exertion; dirt, dust, and other unmentionable ‘bits’ that had flung off his attackers after a well-placed slash of his sword gathered and clung to his body where the sweat was especially heavy. Kazu was no hero — he didn’t charge into groups larger than he knew he could handle, and kept his distance until an opportune moment allowed him to get in an attack here or there — but he certainly did not hold back, either.

”YOU WANT SOME?!” Kazu slashes at an out-of-formation Unbent. Another one takes its place, and he strikes that one down as well. ”HOW DO YOU LIKE THAT, YOU UNDEAD TRASH?!” Kazu was livid. Something deep within him, deeper even than the training his adopted Ryuzaki family had instilled within him over years of harsh training, was coming out. Something primal. Something that thirsted for violence. In the midst of this battle, where life and death hung merely a thread’s length apart from each other, his Kokotsu blood was practically broiling. But that…was a story for another time…

"Young Kazu.” The voice of the Steward crackled to life in his ear. Kazu was almost shocked when he heard it; he almost missed an on-coming Unbent in his bewilderment of what was going on. It was as if he’d been in a trance — or perhaps, more accurately, a bloodlust rage — and the Steward’s voice had snapped him out of it. ”You are an inspiration to all both young and old. Fear is the mind killer. Let your bravery remind others of their task."

Shame. Regret. Disappointment. ’I…what am I doing?!’ Kazu had lost himself; for just a moment, sure, but he still had. He’d forgotten what they were here for. He’d forgotten what the stakes were. Glancing around himself, Kazu saw shinobi all around him fighting for a shared cause: to protect their home, the ones they loved, and everything that they were unwilling to lose. In the distance, Kazu saw streaks of fire and carnage that he recognized as only possibly belonging to the man known as Shinku Kaen — the man had saved his life, and was fighting even now to save the lives of everyone around him. He saw Kasen, using everything she had within her to keep friends and allies alive while still fighting The Swarm at the same time. He saw countless faces — some he thought he knew, but didn’t have quite a good enough look at to be sure — that all fought together. ’What am I doing letting myself get caught up in this?! I…I can’t do this alone…’

Kazu had thought that thinking of his friends, and the ones he loved, at this critical time might make him too weak-willed to fight properly. That was what his father, Ryuzaki Ryohei, had taught him. Instead, holding the hopes and dreams of all these different people in mind, even for just a moment, filled Kazu with hope. It filled him with bravery. It filled him with purpose.

’Thank you, Sousuke.’ The Watcher would not know it, but he had saved Kazu from a potentially dark path that night. Instead of fighting for glory, or pride, or revelry, Kazu fought for something greater: he fought for the future — of his friends, his mentors, and his new home. ’Thank you.’

HP: 10,800 / 5,800
CP: 8,475 - 109 - 413 - 413 = 7,540
AP: 4.25 - 1.75 - 1.75 = 0.75 (4.75 Next Round)

CP contributed towards Gaia's Vengeance: 68 (from last round) + 248 = 316
Total Damage: 4,877
  • [0.00 sec] Maintaining Chakra Absorption (109 CP).
  • [0.00 sec] Cast Sword Juggleusing 'Prepared and Efficient!' (0 AP, 0 CP)
    • Rolls: 19, 19, 9, 14, 14
    • Damage: 265 + 265 + 265 + 265 + 265 = 1,325
    • Dual Weapon Bonus Hit: 199
  • [4.12 sec] Cast Sword Juggle. (1.75 AP, 413 CP)
    • Rolls: 7, 12, 2, 14, 20
    • Damage: 265 + 265 + 265 + 265 + 530 = 1,590
    • Dual Weapon Bonus Hit: 239
    • Due to Bloody Mess ability, last hit causes Bleeding (if applicable).
  • [8.24 sec] Cast Sword Juggle. (1.75 AP, 413 CP)
    • Rolls: 2, 1, 9, 1, 8
    • Damage: 265 + 265 + 265 + 265 + 265 = 1,325
    • Dual Weapon Bonus Hit: 199


Important Buffs/Abilities for this Round:
  • -5% CP cost [Journeyman — Main Branch]
  • -10% Damage Taken while in Defensive Mode [Defensive Technique]
  • -10% Damage Taken for all Damage types (includes Illusionary). -1 to Evasion and Gen Save. [Fearless]
Weapon: Bone Sword — Slashing (Bleeding)
+2 Accuracy, -10% Damage
Assault (Free; Dead Bone Pulse)
Dual Weapon (Free; Ambidexterity)
Vanguard
Primal

Passive Buffs/Abilities:
  • All Fire Jutsu are cast using Melee Accuracy [Shinobi 101 — Fire to Melee Acc]
  • -5% CP cost [Journeyman — Main Branch]
  • Bleeding Ranks inflicted on a target with the user's Slashing weapon also inflicts a stack of Open Wounds, increasing the Bleed Damage dealt to the target by 10%. Stacks up to 5 times for a maximum of 50%. [Weapon Mastery — Slashing]
    • If the target heals or removes a Bleeding Rank, they also lose a stack of Open Wounds.
    • If the target is already at maximum Bleeding Rank, each time the user's Slashing weapon were to inflict a Bleeding Rank, it would apply a stack of Open Wounds instead.
  • -10% Damage Taken while in Defensive Mode [Defensive Technique]
  • The user regains 3% Max HP at the beginning of each round. All Medical Jutsu are +10% more effective on the user. [Healing Factor]
    • At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
  • +5% Called Shot chance. Called Shots only take half the usual accuracy Penalties. User can inflict Broken rank debuffs. [Called Shot]
  • 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, and may only apply once per action. [Bloody Mess]
  • +10% Damage Reduction to all Damage types (includes Illusionary). -1 to Evasion and Gen Save. [Fearless]
  • Hidden Actions are revealed to the user through PM. This does not apply to Genjutsu. [Insight]
  • +1 Accuracy. +20% Called Shot Chance. [Custom Class]
  • Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round. [Rapid Healing; Kaguya]
  • Called shots have a -4% chance of affecting the Kaguya. [Skeletal Density; Kaguya]
Conditional Buffs/Abilities:
  • The Dual Weapon augment does not take up an augment slot. [Ambidexterity]
    • Special Action - Flurry Guard: The user may reflexively counter an opponent's damaging Ninjutsu or Taijutsu with a Taijutsu attack made with their Dual Weapon. This directly reduces the damage of the target's jutsu equal to the damage of the user's attack.
      • If the enemy's Jutsu damage is reduced by half, it suffers a -2 Accuracy.
      • If the enemy's jutsu damage is reduced to 0, the jutsu is dispelled and the Dual Weapon's bonus attack attempts to hit for any remaining damage + half the reduced damage.
      • After use, requires a full round of cooldown.
  • 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 other being in the "Relevant Buffs" section), 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.
 
Last edited:

Teke

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This was only the first wave of possibly dozens tonight but the excitement was flowing like water through her entire form. Her father giving the final speech before the true fighting began was a nice touch, not that she needed more motivation but it helped to concrete her feelings, even more, she would play a part in saving this village and potentially these people she was fighting alongside.

"I'll be certain to put the family steel to the test! For now, let us take out the trash."

Teke said with a cocky smirk, already down on the sand and making her lightning-fast charge toward the approaching wall of raging darkness. It was time to put her moves into action, she'd fought before, missions and the like, but nothing one this level had ever come her way. She'd never truly been able to let go of herself and see just what kind of damage she could do. It would take a while for the engines to warm up, but in the meantime there was an approaching wave that alongside the other Shinobi she didn't think would pose even a small amount of threat, sure they had numbers on their side, maybe ever one hundred to every one of them but what they lacked, what they underestimated, was the technique each of these men and women had instilled within their body, days, months, years, even decades in some cases and just because you can wave many sticks at the sun doesn't mean it won't incinerate you. Some people just like to learn the hard way.

"I've been cooking this one up for a couple of weeks, let me know what you think, fuckers!"

She screamed out into the horde of bodies as she threw two small balls of chakra toward the advancing line, hitting the foremost Swarm members and kicking up a wall of sand.

"Come on, move faster! Slowpokes!"

JH6Ytnp.gif
She continued to taunt, but now came the real attack, whilst a portion of them was momentarily blinded. At this point barely a second had passed since the assault had started, of course, there were others moving pretty fast, but perhaps not quite as fast as Teke in her current form. With both arms at her side, she summoned up a ball of violently swirling Holy and Lightning chakra, managing to combine two Jutsu into one though it was clearly very unstable in also moved at the speed of light. She brought her wrist together in front of her, the two balls of chakra reacting instantly to one another and simply blasted away from her at the speed of light and straight through the Swarm.

"My goodness, I hardly think my aid was even needed here."

Lofiel giggled, the speed of her companion a shock to her as this wasn't only the first time she'd been summoned by Teke but by anyone. She'd never seen the world outside of the Kami realm and was eagerly looking around, watching all the shinobi and their far more experienced summons working together in harmony.

"Well, I expect it'll take a little getting used to before we're like that."

She said mostly to herself before loading an arrow made of the same energy as her bow into the weapon and firing it accurately into the horde where it Shredded through dozons of the bastards spectacularly, much to her joy, she wasn't a being that sought pleasure in hurting other living things but it was a different story when it came to evil and the Swarm smelt like nothing but the purest to her. Quickly a second arrow was fired to join the first, tearing through many of the Swarm once again and sending bodies scattering amongst the sands. Teke in the meanwhile with the final remnants of the jutsus energy still lingering on her fingers she began to perform a set of hand seals before raising her palms to the sky. The sky above began to darken quickly when a blanket of dark, lowly rumbling clouds started to form and spread out, sending the entire field into darkness.

"Welcome to my home, now piss off."

[WC = 689]


AP = 10 [+ 1 - 0.5 - 0.5 - 3.0 - 3.0 - 3.0 = 1 AP Carried Over]
HP = 42,440 / 44,000 [+ 15 + 15 + 742 + 825 = 44,000]
CP = 42,644 / 47,000 [+ 1260 + 840 - 756 - 3,575 - 3,575 - 1,980 = 34,858]

Chakra for Katsuo: 3,574.8 CP Donated

Maintained Effects & Jutsu;
- Lightning Cowl: Grants +2 Accuracy. While active, the user ignores the first effect each round which would reduce the accuracy of their Lightning attacks. This is Chakra Armor. [Active Until Turned Off, 756 CP per Round]
- Chakra Style - Surge: User gains +0.5 Dodge per Lightning Action up to +3, anything beyond +3 becomes +3% Auto-dodge. [Active Indefinetly]
- Elemental Manifestation - Stage 2: Blocks the first 750 non-illusionary damage of the round, refreshes each round. Gain +2 Accuracy and +2 Dodge. [Active until Round 3 at 10.0 Seconds]
- Storm Guider: the user may cast Storm and Lightning Ninjutsu attacks from these storm clouds with one of the Special Actions below, with -15% Cp costs. [Active until Round 5 at 9.0 Seconds, 990 CP per Round]

Start of Round Effects;
Hyperactive: +3% Max CP at the start of the round [1260 CP per round]
Re-Energize: +2% Max CP at the start of the round [840 CP Per Round Equipped]



[0.5 AP / 0 Seconds] Using Initiative - Use Basic Strike [S-Rank: 150 Damage] w/ Body of Thunder & Lightning on The Swarm [d20 = 11]
- Primal Augment: Basic Strikes cost 0.5 AP
- 150 Damage after -10% from Weapon, +10% from Elemental Manifestation.
- Aura Strike: Uses Ninjutsu Accuracy, Attack becomes Lightning Element and Holy Alignment.
- Holy Alignment: User Heals +10% of the damage dealt immediatly after the attack. Deals +10% Damage to Cursed targets and -10% to Spiritual targets.
- 15 HP recovered from Holy Alignment.
- Voltaic Charge: +5% Lightning Damage per Lightning action up to +15% in the first round, increasing by +5% each round up to +30%. May carry over +5% per round that has passed. [Currently +5% for next Actions, +5% Carried into next round]
- Static: When making Melee contact with an enemy, they are Suppressed for 1.0 AP Can only affect a target once per round.
- Chakra Style - Surge: Currently +0.5 Dodge.


[0.5 AP / 0 Seconds] Using Initiative - Use Basic Strike [S-Rank: 150 Damage] w/ Body of Thunder & Lightning on The Swarm [d20 = 9]
- Primal Augment: Basic Strikes cost 0.5 AP
- 157 Damage after -10% from Weapon, +10% from Elemental Manifestation, +5% from Voltaic Charge.
- Aura Strike: Uses Ninjutsu Accuracy, Attack becomes Lightning Element and Holy Alignment.
- Holy Alignment: User Heals +10% of the damage dealt immediately after the attack. Deals +10% Damage to Cursed targets and -10% to Spiritual targets.
- 15 HP recovered from Holy Alignment.
- Voltaic Charge: +5% Lightning Damage per Lightning action up to +15% in the first round, increasing by +5% each round up to +30%. May carry over +5% per round that has passed. [Currently +10% for next Actions, +10% Carried into next round]
- Static: When making Melee contact with an enemy, they are Suppressed for 1.0 AP Can only affect a target once per round.
- Chakra Style - Surge: Currently +1.0 Dodge.


[3.0 AP / 1 Seconds] Casting Raijins Vengence on The Swarm with Dire Thunder [d20 = 16]
- Special Action: By paying +20% CP, the user may choose to have this jutsu modded in the timing of 1 AP. If this is used, this jutsu has a 30% chance of being redirected towards the last person to perform an action involving a weapon. This may only be done once per round.
- Dire Thunder: The user may combo two Lightning jutsu, allowing the second jutsu to be cast immediately after the first. This costs +10% CP for both jutsu, and the second jutsu will not be cast if the user misses with the first.
- Affinity Move: Overcharge - +20% CP cost, +15% Damage.
- 7,425 Damage after +10% from Elemental Manifestation, +10% from Voltaic Charge and +15% from Overcharge.
- 3,575 CP after +10% CP from Special Action [-50% from Jutsu Mastery], +20% from Affinity Move, +10% from Dire Thunder, -10% from Jutsu Mastery.
- Photon Flash: 50% Chance after +10% from Elemental Aura. [89 = FAIL!]
- 742 HP recovered from Holy Alignment.
- Voltaic Charge: +5% Lightning Damage per Lightning action up to +15% in the first round, increasing by +5% each round up to +30%. May carry over +5% per round that has passed. [Currently +15% for next Actions, +10% Carried into next round]
- Aura Strike: Uses Ninjutsu Accuracy, Attack becomes Lightning Element and Holy Alignment.
- Holy Alignment: User Heals +10% of the damage dealt immediatly after the attack. Deals +10% Damge to Cursed targets and -10% to Spiritual targets.
- Chakra Style - Surge: Currently +1.5 Dodge.


[3.0 AP / 1 Seconds] Casting Perfected Rasengan: Rasen-Flash (Lightning) on The Swarm with Dire Thunder [d20 = 10]
- Rasen-Flash: Charges Rasengan into an electrical tempest, splitting the damage into 4 checks, each with the chance of causing the 'Mind Shock' effect. A target may only be effected once per use.
- Special Action;
- Ninjutsu Accuracy.
- 100% Damage, Single Target.
- +10% Base Damage, -2 Accuracy, +20% CP Cost.
- Dire Thunder: The user may combo two Lightning jutsu, allowing the second jutsu to be cast immediately after the first. This costs +10% CP for both jutsu, and the second jutsu will not be cast if the user misses with the first.
- Affinity Move: Overcharge - +20% CP cost, +15% Damage.
- 8,250 Damage (2,062.5 Per hit) after +10% Base Damage from Special Action, +10% from Elemental Manifestation, +15% from Voltaic Charge and +15% from Overcharge.
- 3,575 CP after +10% from Special Action [-50% from Jutsu Mastery], +20% from Affinity Move, +10% from Dire Thunder, -10% from Jutsu Mastery.
- Mind Shock: 50% Chance after +10% from Elemental Aura. [30 = SUCCESS!]
- Mind Shock: 50% Chance after +10% from Elemental Aura. [75 = FAIL!]
- Mind Shock: 50% Chance after +10% from Elemental Aura. [92 = FAIL!]
- Mind Shock: 50% Chance after +10% from Elemental Aura. [48 = SUCCESS! Ignored! Only affects once per use.]
- Mind Shock: This increases the victims chance of auto-failing Jutsu and being auto-hit by +3%, that does not apply to caps for the remainder of battle. This may stack twice.
- 825 HP recovered from Holy Alignment.
- Voltaic Charge: +5% Lightning Damage per Lightning action up to +15% in the first round, increasing by +5% each round up to +30%. May carry over +5% per round that has passed. [Currently +20% for next Actions, +10% Carried into next round]
- Aura Strike: Uses Ninjutsu Accuracy, Attack becomes Lightning Element and Holy Alignment.
- Holy Alignment: User Heals +10% of the damage dealt immediatly after the attack. Deals +10% Damge to Cursed targets and -10% to Spiritual targets.
- Chakra Style - Surge: Currently +2.0 Dodge.


[3.0 AP / 9 Seconds] Casting Storm Guider on... self?
- Voltaic Charge: +5% Lightning Damage per Lightning action up to +15% in the first round, increasing by +5% each round up to +30%. May carry over +5% per round that has passed. [Currently +20% for next Actions, +10% Carried into next round]
- 1,980 CP / 990 CP Per Round after -10% from Jutsu Mastery.
- Chakra Style - Surge: Currently +2.5 Dodge.

HP: 39,000
CP: 42,000
AP: 10[/SIZE][/TD]
[TD]Goddess of Lightning [Veteran]
HP: (50+lvl) x stamina
CP: (55+lvl) x chakra control
Class Bonus: +1 Accuracy, Kinjutsu Option
High: Ninjutsu Acc
Average: Evasion, Gen Save
Low: Melee Acc, Ranged Acc, Genjutsu DC

BL/CA: Volt Touched
Kinjutsu: Jinchuriki: Lightning/Holy

Inventory:
- Headset
- Respirator
- Light Armor
- Poison: Serpent's Blood : 2 Uses
- Pouch : Tools

Relevant Effects:
Custom Class & Misc. Passives;
Custom Class: +1 Accuracy

Ability Passives;
- Shinobi 101 - Kinetic Gen w/ Nin Acc: Can use Kinetic Genjutsu with Ninjutsu Accuracy.
- Alignment Focus - Holy: Holy attacks now heal the user for each individual target hit by the attack instead of based on the great individual amount of damage dealt.
- Elementalist: The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element. Cannot stack either Channeling ability.
- Elemental Aura: Chakra Armour cost -0.5ap to cast, Last for +1 round and Secondary effects of the armors type get +/-10% in the user's favor.
- Hyperactive: Recover +3% Max CP at the start of every round.
- Initiative: The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.
- Jutsu Mastery: All Jutsu -10% CP Cost, Special Actions CP costs halved.
- Will Power: The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it affecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway.


Core Ability Passives; [Volt Touched]
- Shocking Current: All Lightning attacks stun the target, giving them -2 dodge for the remainder of the round. This may only affect a target once per round.
- Voltaic Charge: Each time the user makes a Lightning action, they gain +5% Lightning damage bonus. The cap for this starts at 15% in the first round and increases by 5% each round. The user may carry over 5% from each round for each round that has passed (for example, in the fourth round the user starts out with +15% if they had at least that much during the third round) but no more than that. The user cannot gain more than +30% Lightning damage bonus from this at any time.
- Static: When the user makes any kind of melee contact with an enemy, that enemy is suppressed for 1 AP. May occur once per enemy per round.


Kinjutsu Passives; [Jinchuriki - Lightning/Holy]
- Jinchuriki: All Jinchuriki techniques are treated as Lightning and Holy. The user is treated as Holy when Elemental Manifestation is active. Lightning Jutsu are treated as Holy when Elemental Manifestation is active. Lightning Jutsu and Jinchuriki Techniques do not require handseals.
- Aura Strike: All attacks that would use Melee accuracy instead use Ninjutsu accuracy. Attacks changed this was become Lightning/Holy and receive all those buffs.

AP: 5 [+ 1 - 2.75 - 2.75 = 0.5 AP Carried to next round]
HP: 27,000
CP: 33,000 [- 2,065 - 2,065 = 28,870]

[2.75 AP / 2.75 Seconds] Using Destruction Power Shot through "Divine Punishment" on The Swarm [d20 = 19]
- Spirit Link: 20% of damage done with weapon damages CP instead of HP.
- HP Damage: 3,300 after -20% from Spirit Link
- CP Damage: 825
- 2,065 CP
- Suppresion: 44% Chance. [77 = FAIL!]
- Ignores 20% of DR


[2.75 AP / 2.75 Seconds] Using Destruction Power Shot through "Divine Punishment" on The Swarm [d20 = 19]
- Spirit Link: 20% of damage done with weapon damages CP instead of HP.
- HP Damage: 3,300 after -20% from Spirit Link
- CP Damage: 825
- 2,065 CP
- Suppresion: 44% Chance. [26 = SUCCESS!]
- Ignores 20% of DR


Statistics​

Custom Class​
Abilities & Jutsu Sub-types​
Weapon​
Agility: 450
Taijutsu: 450
Ninjutsu: 450
Genjutsu: 450

Health Points: 27,000
Chakra Points: 33,000
Action Points: 5
Holy Deva
HP: (30 + Teke's Lvl) x Teke's Chakra Control
CP: (40 + Teke's Lvl) x Teke's Chakra Control
Class Bonus: +2 Accuracy
High: Ranged Accuracy
Average: Evasion, Gen Save, Genjutsu DC
Low: Melee Accuracy, Ninjutsu Accuracy
1. Sharp Sense
2. Called Shot
3. Technical Pacifist


Sub-types
1. Projectile Taijutsu
2. Will Genjutsu
3. Medical Ninjutsu
Divine Punishment
Type
: Ranged
Base Damage: S-Rank - 150
Damage: -10%
Accuracy: +2
Ability: +3% increased success chance with Called Shot attempts.
Augments;
Daze
Spirit Link
Swift
E RankD RankC RankB RankA Rank
Curve Shot [Mastered]
Unforseen Strike [Mastered]
Pierce Shot [Mastered]
Tourniquet [Mastered]
Coagulation [Mastered]
Quick Shot [Mastered]
Bounce Shot [Mastered]
Leaking Mind [Mastered]
Skeletal Fortification [Mastered]
Critical Shot [Mastered]
Scatter Shot [Mastered]
Insomnia [Mastered]
Mystical Force [Mastered]
Pierce Shot [Mastered]
Homing Shot [Mastered]
Slowed Perception [Mastered]
Resuscitate [Mastered]
Pristine Aura [Mastered]
Destructive Power Shot [Mastered]
Terra Firma Shot [Mastered]
Temple of Nirvana [Mastered]
Torment of the Physical Plane [Mastered]
 

Mikaboshi

Well-Known Member
Joined
Aug 24, 2012
Messages
3,443
Yen
798,640
ASP
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Katsuo Status (Start of Round)
HP: 45,000
CP: 24,840
NP: 14,800

Hovering just a little under an inch over the sand that now bubbled just beneath his feet due to the magnetic interference of his presence, the world melted away for the man. Thoughts of pursuing his identity, the dreadful uncertainty that came along with not knowing who he was... and of course the looming worry that he was some kind of monster all faded to black in front of what he needed to do.

There was only him, the people that he needed to protect and the opponent he needed to defeat.

As the ground rumbled under the weight of thousands of pounding feet belonging to the on-coming enemy, information flooded into his conscious mind that he couldn't account for the origin of. Tactics and strategies-- avenues of attack that the creatures might take. The amount of time he had before they crashed into him and the corresponding amount of time it would take them to get from where he was to the small crowd of people still attempting to negotiate their way into the city through the gate which was half-closed now that the Swarm was actively advancing on them. There was no way to stop all of them, he knew that. How could he not? No rational mind could even come close to counting the number of hungry eyes that glared back at those standing atop of the wall and the lone man just out past the base of it.

But he was going to give it a try.

Particulates of glimmering fulgurite orbited around the man's body in a growing swarm of his own made up of living clusters of sand fused together by heat and magnetic force and instinctively he raised his arm, sending them out into the air behind him. They were his second line of defense if any of the beasts managed to get past him, the protective shield that the clusters created would afford him time enough to cross the distance between where he'd chosen to make his stand and the crowd to protect them directly if necessary but as the last of the first wave of clusters left the man's presence the moment of truth was finally upon him.

The Swarm was here.

The sheer variety of monstrosities that flooded the space around the man defied sane description. Creatures with multiple arms, chitinous plates and writhing pseudo-pods surged into his space and as they leaped at him were met with a tumultuous storm of energy that had gathered around the man. The brilliant radiant flame and lightning that flooded out from his body was not merely for show but served the purpose of punishing any of the monsters which dared to close the distance with him. Flesh sizzled and burned away into ash as the creatures mindlessly reached for him only to be disintegrated in a whirling storm of localized heat and destruction but even as they died screaming in pain still more of their allies rushed in to attack hoping to simply overwhelm the elemental defense that the man had created for himself. In a few heartbeats that spanned on for hours in the mind of the nameless man scores of creatures lay dead but he was surrounded and cut off from preventing the advancing tide of flesh and death from falling upon the citizenry behind him.

But it was not their fate to suffer the tyranny of the creature's violence for Sunagakure had an on-coming wave of their own.

Where he had previously been alone in a sea of the blackest creatures, all at once chaos and fighting erupted all around him. Chakra-laden flames and lightning tore into the screaming swarm sending burnt and utterly destroyed swarmlings scattering in every direction as the fighters representing Sunagakure fell into the battle like a meteor's impact. Previously the man could only feel the putrid essence of the monstrous swarm all around him but as Sunagakure's vanguard engaged the battle he felt the rush of their own chakra and it was like taking a breath of fresh air after having his head under water for an extended period of time. Some men might have been struck in awe of the sight of Sunagakure's fighters and their incredible feats and for a moment the man was as well but that feeling of awe was subsumed beneath an intense rush of something else entirely.

Excitement.

As his de facto allies took the field the man felt uplifted by a sudden surge of adrenaline and anticipation. There was something about their presence that invigorated him and pushed him to want to fight as hard as he could to keep up with them. To rival them. To be the best among them. Golden lightning crackling around his form, the man dove head first into the battle in front of him with no hesitation.


JZFWjW4.gif

Like a bolt of lightning himself, the man's body flickered as he raced from creature to creature between the individual blinks of an eye and where he went gaping holes and lengthy scars that sizzled with residual heat appeared in the beasts that he passed. Like with the scavengers from the desert that he'd faced when he first awoke, the man let his fighting spirit take the driver's seat and each instinctive movement of his fists or his feet was punctuated with a resounding crack as swarmling after swarmling lost its head or was cloven in two leaving decimated corpses of burnt and destroyed swarmlings in his wake.

S0z9IgJ.gif

Sparing at look over his shoulder to check on the civilians, the man allowed himself a satisfied look that not only had the swarm changed its priorities entirely once the fighters representing Sunagakure had taken to the field but it seemed as though someone on the interior of the wall had given an order to get the civilians through the gate and by now the gates were swinging closed for good giving the fighters on the field the peace of mind to focus solely on the battle.

And to cut loose without worry of catching innocents in the crossfire.

Not to be undone by the other fighters who were unleashing their fury on the swarm the nameless man crouched low for a moment causing the superheated air and electromagnetic chakra swirling around him to coil beneath his feet before with a scything gust of power that slashed through the swarmlings which closed in around him as he crouched he catapulted himself up into the air above the battle trailing streaks of gilded power as he flew. Raising his hands above his head there was a moment of gathering power in which the howling solar winds that followed him were silenced and condensed into a single point of impossibly bright light before the man brought his hands down and unleashed the condensed power. Easily a two-score of brilliant columns of light blossomed out from the single beam of energy that he released and fell down towards the sands below.


Bqj8QSj.gif

The swarm beneath where the man had leaped far into the air looked up only a moment too late as the wide net of devastation cast by the man fell upon them. The resultant explosion carved deeply into the sands leaving streaks of superheated glass and fulgurite behind as the creatures which were cause in the epicenter of the destruction were utterly destroyed down to their last visible remains. At the edges of the blast zone were a handful of wounded stragglers that had been caught in but not wholly consumed by the aerial judgement that had been cast down upon them but it was clear from the violent pace of the battle that they would not last long. Even if they survived the injuries wrought upon them by the man's attack they would almost certainly be unable to defend themselves from the next attack they found themselves caught in regardless of whether it was caused by the man which had injured them or another of the energetic Sunagakure fighters.

Looking down upon the destruction he'd caused, the man's eyes were drawn to a number of the other displays put on by the other fighters which were equally as tremendous in scope. It seemed as though he was far from the only one which possessed this incredible capacity for destruction in the Wind Country and as another throng of swarmlings were sent to their doom at the hands of another of Sunagakure's finest it became pretty clear why the scavengers had been so quick to assume that he was one of them.

But now wasn't the time to get distracted. Allowing himself a deep breath to bounce back from the release of power that he'd just unleashed, the man allowed the combat instinct that thundered in his chest with each beat of his heart to take the wheel once more.

There was still work to do.


Actions - Round 2
Maintained Effects and Status Updates
Gaia's Vengeance - [6% of Maximum CP / 2,160 CP]
Elemental Shroud - [2% of Maximum CP / 720 CP]
Sword of Oblivion - [400 CP]
Total: 3,280 CP (21,160 CP remaining at start of round)

Gain Elemental Sprites (2) from Elemental Contract passive for maintaining two Storm Element techniques.

• Cast Breath of the Wild (Master Rank) [3 AP / 2,118 (12,682 remaining) NP / 3 Seconds]
Breath of the Wild is an Unarmed Taijutsu and will use my Melee Accuracy.
Consuming an Elemental Sprite to reduce casting cost by 30%.

Breath of the Wild will protect all non-Swarm participants against a single attack this round; reducing its damage by 3,238 damage. This is an action of my Creation Jutsu and does no AP but resolves at 5 seconds into the round and then lasts until the end of the round or until consumed-- whichever comes first.

• Cast
Fist of Sin (Master Rank) targeting the Swarm [3.75 AP / 1,236 NP (11,446 remaining) + 1,236 HP / 3.75 Seconds] - 12,993 damage [No roll because it can't miss and can't crit!]
Special Action - Wrath used: "For an additional +1 AP, the user may add an additional strike. Both strikes hit at -2 Accuracy. These can strikes can not be criticals and may only be buffed up to +30% Damage. May only be used once per battle."
Has its damage increased by Explosive Seal augment [+1,440 base damage]
750 damage added to attack through Santaru Passive Surging Presence.
Gain an Elemental Sprite from Elemental Contract passive for casting a Storm Jutsu B-Rank or above.

• Cast Chidori Control (Master Rank) targeting the Swarm [3 AP / 2,475 NP (8,971‬ remaining) / 3.0 Seconds] - 14,850 damage [Natural 20]
Special Action - Chidori Spear used: "Shapes Chidori into a long blade of lightning. This enlarged version has a 28%/36% chance of activating the 'Impale' effect. This uses either melee or ranged accuracy."
Selecting Melee Accuracy.
Minor Affinity Move Overcharge used: Increases a Jutsu's damage by +15% and cost by +20% Cp.
Consuming an Elemental Sprite to reduce casting cost by 30%.
600 damage added to attack through Santaru Passive Surging Presence.
Gain an Elemental Sprite from Elemental Contract passive for casting a Storm Jutsu B-Rank or above.

Total Damage: 27,843 Damage

OOC Notes
The Last Prime
HP: 45,000
CP: 36,000
NP: 10,800
Class Bonus: Kinjutsu Option [Archsage], +1 Accuracy
High: Melee Accuracy
Average: Evasion, Genjutsu Save
Low: Ranged Accuracy, Ninjutsu Accuracy, Genjutsu DC

BL/CA: Santaru
Kinjutsu: Archsage

Inventory:
Light Armor
Hidden Weapon
Pouch [Tool]

Relevant Effects:
• Storm Damage is increased by 15%. [Source: Santaru]
• All Hidden Actions are revealed to me. [Source: Insight]
• Any time I am hit it increases by Dodge by +1 and my DR by 5% up to a maximum of +3 Dodge and +15% DR. [Source: Main Branch Style - Roll With It]
• Any time I cast a B-Rank or higher Storm Jutsu, start the round maintaining a Storm jutsu or take Storm Damage-- I generate 1 Storm Sprite. See Elemental Contract passive for details. [Source: Elemental Spirit]
• Accuracy and Dodge are increased by +1 for each ally with the Teamwork ability. [Source: Teamwork]
• Recover 5% Maximum HP each round. [Source: Healing Factor and Recovery]
• Recover 2% Maximum CP each round. [Source: Re-Energize]
• Special Composition: Storm is applied to every action I make. [Source: Elemental Shroud]
• 30% of all CP and Natural Energy costs paid by battle participants is stored by Gaia's Vengeance. [32,691 damage total as of end of R2 as of my post-- does not count actions which are posted after mine until the next round!]
• I do not lose my Natural Energy when I leave Sage Mode. [Source: Archsage]
• Terrain and Visibility Modifiers are treated as two steps in my favor when I make Awareness checks. [Source: Tracker]
 

Kazumi

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[RP TO COME. Brain melty from running numbers for first big time q.q]













Effects:
- +3% Suppression Chance, +3% Bleeding Chance (Weapon Attunement)
- Bleeding/Suppression/Called Shot chances are all increased by +12%, +15% Weapon Damage (Diamond Cutter)
- The user's Called Shots against Weapons and Hands of a target have +5% chance of success. (Technical Pacifist)
- +5% Called Shot chance. (Called Shot)
- Upon raising the Called Shot penalty of a weapon, it is Dropped. Upon raising the penalty of Hands, the target's current action fails if it required handseals. (Techincal Pacifist)
- Ignore DR, Gain +%Damage equal to ignored DR. (Weapon Mastery Piercing)
- First Attack w/ weapon is Sneak Attack, auto-equip weapon at start, Equipping a weapon is a Hidden Action (Weapon Mastery Puppet) {Ignoring Sneak for simplicity this round}
- +10% Damage after being Hit. (Vengeance Augment in Armor)
- +2 Dodge after first attack (Swift Augment)
- Whenever Implacable triggers naturally to prevent an effect against the user, the user gains +2 accuracy, +2 Critical range, and +10% damage to their next attack. (Resolve)
- Poison on Serpent's Strike lasts 2 Rounds. (Toxify Augment)
Serpent's Blood:
Type: Consumable, Poison (Injury) (Instant)
Uses: 2
Duration: One Round
Effect:
- Has no effect when initially inflicted, but if not cured before a full round has passed the victim suffers -2 Ap.
- The victim cannot be affected by this poison until after they lose the AP from a previous usage.
Thrown - Assault: User can now perform Assault with their Thrown Weapon for 1 AP. This attack strikes 3 times, dealing Basic Strike Damage, and may be divided amongst targets.
Each strike in Assault is considered an individual basic strike, and may inflict Bleeding, Suppression, Called Shot (if it is capable).
May be used 3 times per target, per round.
These strikes cannot have the amount of enemies they target increased.

  1. Use Favor of Time rerolls (4) on the first four enemy attacks that take longer than 1 AP.
  2. Pick up Journeyman Weapon and use instead of other weapons if available. (Would heavily change damage numbers and slightly change effect %'s)
  3. Use Rewind on an ally if any hostile attack would bring an ally below 0HP.
  4. Use Rweind on an enemy if the enemy is affected by a beneficial jutsu costing 1.5AP or more.
  5. Activate Battle Spirit (Battlesmith) for 1AP if am affected by effect that makes me unable to choose targets.

[Using Craftsman Dependant Special Move on each weapon attack unless otherwise stated. Allows an instant swap to a new weapon, gaining one augment and the modifiers of the previous weapon (-/+ ACC/DMG)]
  • 00.0 - Activate Cursed Seal - (0.0 AP)
  • 00.0 - Using Bladespeak with weapon Extreme Focus (0.5 AP) (The user makes a Called Shot: Weapon Basic Strike for their normal Basic Strike AP cost against an opponent. Upon success, the user gains +2 Dodge/Save/Bonus/Checks/etc. against all actions associated with that weapon (such as weapon attacks, jutsu channeled through it, poison applied to it, etc.) for 30 seconds. The user also has one random augment from the affected weapon revealed to them. This does not affect weapons created from Weapon Creation jutsu.) (Activates +2 Dodge from Swift)
  • 00.5 - Swapping to Serpent's Strike (Keeping Primal and -5% Damage / + 2 ACC ) (0 AP)
  • 00.5 - Using Bladespeak (Called Shot: Weapon) with weapon Serpent's Strike {+5% Supp}. (0.5AP) (Applies Poison Serpent's Blood on hit) [Called Shot: Weapon Success]
  • 01.0 - Using Bladespeak (Called Shot: Weapon) with weapon Serpent's Strike {+5% Supp} (0.5AP) [Suppression Success, Bleeding Success (Rank 1)]
  • 01.5 - Using Bladespeak (Called Shot: Weapon) with weapon Serpent's Strike {+5% Supp} (0.5AP)
  • 02.0 - Cursed Seal Fully Activates (0AP)
  • 02.0 - Using Weapon Mastery - Thrown: Assault with Serpent's Strike {+5% Supp}. (1 AP) (Three Called Shot attacks (Arm, Arm, Arm)) [Suppression Success x3, Bleed Success (Rank 2, 2% HP Damage Instantly), Called Shot: Arm Success x2 (Fractured)] (Damage: 150*1.05=157*3=472)
  • 03.0 - Swapping to Heart-Piercer. (Keeping Primal, -5%/+2)
  • 03.0 - Using Weapon Mastery - Thrown: Assault with Heart-Piercer {+5% Bleed, Instant Bleed}. (1 AP) (Three Called Shot attacks (Heart, Heart, Heart)) [Bleed Success (Rank 4, (4*1.2)% HP Damage Instantly), Called Shot: Heart Success x3 (Broken)] (Damage: 150*1.05=135*3=472)
  • 04.0 - Using Weapon Mastery - Thrown: Assault with Heart-Piercer {+5% Bleed, Instant Bleed}.. (1 AP) (Three Called Shot attacks (Heart, Heart, Heart)) [Called Shot: Heart Success x1(Broken)] (Damage: 150*1.05=157*3=472)
  • 05.0 - Swapping to Serpent's Strike (Keeping Primal, -5%/+2)
  • 05.0 - Using Basic Attack - Called Shot (Arm) with Serpent's Strike {+5% Supp}. (.5AP) [Suppression Success x1, Bleeding Success (Rank 5)] (Damage: 150*1.05=157)
  • 05.5 - Swapping to Heart-Piercer. (Keeping Primal, -5%/+2)
  • 05.5 - Using Basic Attack - Called Shot (Weapon) with Heart-Piercer {+5% Bleed, Instant Bleed}. (.5AP) [Called Shot: Weapon Success (Sprained) Target Weapon DROPPED)] (Damage: 150*1.05=157)
  • 06.0 - Using Basic Attack - Called Shot (Feet) with Heart-Piercer {+5% Bleed, Instant Bleed}. (.5AP) [Called Shot: Feet Success (Sprained)] (Damage: 150*1.05=157)
  • 06.5 - Using Basic Attack - Called Shot (Weapon) with Heart-Piercer {+5% Bleed, Instant Bleed}. (.5AP) [Bleeding Success, Rank 5 ((5*1.2)% HP Damage Instantly)] (Damage: 150*1.05=157)
  • 07.0 - Using Basic Attack - Called Shot (Feet) with Heart-Piercer {+5% Bleed, Instant Bleed}. (.5AP) (Damage: 150*1.05=157)
  • 07.5 - Using Basic Attack - Called Shot (Weapon) with Heart-Piercer {+5% Bleed, Instant Bleed}. (.5AP) [Bleeding Success, Rank 5 ((5*1.2)% HP Damage Instantly), Called Shot: Weapon Success x1 (Fractured) Target Weapon DROPPED] (Damage: 150*1.05=157)
  • 08.0 - Swapping to Serpent's Strike (Keeping Primal, -5%/+2)
  • 08.0 - Using Basic Attack - Called Shot (Feet) with Serpent's Strike {+5% Supp}. (.5AP) [Bleeding Success, Rank 5] (Damage: 150*1.05=157)
  • 08.5 - Swapping to Heart-Piercer. (Keeping Primal, -5%/+2)
  • 08.5 - Using Basic Attack - Called Shot (Feet) with Heart-Piercer {+5% Bleed, Instant Bleed}. (.5AP) [Called Shot Success x1 (Fractured)] (Damage: 150*1.05=157)
  • 09.0 - Using Basic Attack - Called Shot (Weapon) with Heart-Piercer {+5% Bleed, Instant Bleed}. (.5AP) [Bleeding Success, Rank 5 ((5*1.2)% HP Damage Instantly), Called Shot Success x1 (Broken) Target Weapon DROPPED] (Damage: 150*1.05=157)
  • 09.5 - Activate Trace Projection (2.75AP) (990CP)
  • 12.25 - Passing
  • 14.0 - END


    Noteworthy Results:
- +2 Dodge from Swift for Round
- Maintaining Diamond Cutter (880 CP)
- Cursed Seal Active (+10% Called Shot, Stacking Failed Suppression/Bleeding/Called Shot Chances, Bleeding x1.5, +1 Bleed/Round, -4 CP Mod/Round)
- Bladespeak - Success x1: +2 to rolls involving opponent's weapon.
- Poisoned with Serpent's Blood at 1AP.
- Called Shot - Weapon (Broken) {All attacks with the equipped weapon suffers a -15% base damage. Drawing or Un-equipping the weapon costs an additional 0.25 AP and a random Augment will be disabled from the weapon.}
- Called Shot - Feet (Fractured){20% Chance at the beginning of the round to stumble and lose 1 Ap.}
- Called Shot - Arm (Fractured) {-2 Accuracy to All Attacks}
- Called Shot - Heart (Broken) {+20% Bleeding Damage and cannot Bleed lower than Rank 3. Bleeding requirements do not apply for these levels.}
- Bleeding - Rank 5 {Deals 5% Max HP Damage per round. Also requires a medical jutsu as well as 3AP more than normal rest in order to reduce bleeding level.}
- Suppression x4 (5 Successes, 4 Cap) {-2 AP}
- Weapon Damage: 2,835
- Bleed Damage: (2+(4*1.2)+(5*1.2)+(5*1.2)+(5*1.2) = 24% Max HP Total = 18,000 HP
 
Last edited:

Sunaku Harupia

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As he was still charging at the seemingly unending swarm a top of his sand construct, the Clone next to him shimmering in its humanoid shape, a familiar voice came to his ear through the headset.

"Harupia. Old friend. Don't let the horrors of the past consume you. You are still one of my oldest friends. This marks a second Longest Night to which we have worked together on."

A brief laugh came to his lips as he replied "Since I've become an Oracle I've been quite interested in the past... but thank you, friend. I'll make sure our victory here is even more glorious than before!"

He watched the masses charge into the clash, many Shinobi using the body of his sandworm as cover from any projectile attacks. Many of the more seasons Shinobi and leaders already preparing their massive attacks of their own. It would be a true exhibition of the power the village had possed. Something he always admired, the way they learn to bend the natural elements to their will for these massive displays of force. There was a certain beauty to it, though it was often marred by the fact that the power was used to end a life, as deserved or non-deserved it may be.

But this was more of a simple matter. He saw these creatures far closer than he ever wished, the horribly muted, grotesque beings that were like a sea on the desert sand. These were wild animals, creatures meant to kill and destroy. There was a chance they still could feel pain, but he knew that if they weren't stopped, a lot more innocent men and women would be hurt. And he couldn't allow that to happen.

He quickly formulated some sort of plan, as much as one could in such a massive free for all. But as far as they knew this wouldn't be the final wave of enemies so he needed to be careful, and not fizzle out all of his power. And he could see some of the Shinobi charging forward a bit to haphazardly...perhaps making sure their defense was slightly bolstered could help just as much as hitting the enemies.

Though he could feel it in their air many wouldn't be stopping himself, only confirmed as the Horde was rocked by a massive bolt of electricity from the sky. He could feel the energy all around him, their wouldny e holding back from some. But he still had some tricks up his sleeve.

As he closed in, he jumped off the sandworm of his creation, it and his Sand clone having thier actions though out. The wyrm simply charged forward, slamming its massive body into the horde, barrling through it to try and push and smash its way through. The Sand clone would hover beyond the battlefield, almost a cloud of sand with e vaguely humanoid face, firing razor-sharp disc of sand to mow down the opposition. Harupia landed on the sands, and to someone not paying clsoe attention, he could almost seem like on of the hordes, his body covered in a wild maelstrom of sand which almost covered him like an armor, a cloak of an exaggerated humanoid being.

He would swing on of his arm as the sand and wind focused around it, releasing a violent blast of energy cutting through the masses of the Unbent. Getting the attention of quite large chunk of them, he realigned his focus and slammed his arms into the ground, and seconds later, large slabs of earthy looking stones erupted from the ground, shielding himself and those behind him from the masses, the makeshift wall having holes in them big enough for other to attack through. It was more of redirection and distraction but they need to make sure as many allies as possible would reach the end of the night.

Terror of the Dunes

HP: 7,920/7,920

Does 968 Damage

5 AP


Sand Worm secondaries
Melee Accuracy = 18
Ranged Accuracy = 18
Ninjutsu Accuracy = 22
Melee Dodge = 18
Ranged Dodge = 18
Ninjutsu Dodge = 18
Genjutsu Difficulty = 14
Genjutsu Save = 10

Sand Worm Attacks 5 times with its Standard attack for 1 ap, causing 4840 Damage, with 1 strike sucsesfull causing Suppresion (5 second Total)

Sand Clone Stats


CP: 11,400 /11,400 – 1120 = 10, 280

AP: 4

Sand Clone secondaries
Melee Accuracy = 20
Ranged Accuracy = 20
Ninjutsu Accuracy = 24
Melee Dodge = 20
Ranged Dodge = 20
Ninjutsu Dodge = 20
Genjutsu Difficulty = 16
Genjutsu Save = 12

Casting Cluster Attack x2 with Clones 4 AP (1120 CP) (4 Seconds) with Special Action Slashing, secondary effects not triggerd, Deals 3380 Damage in total.
Master: Strikes the target with a cluster of condensed sand that deals 1690 damage, with a 18% chance of activating a secondary effect.
Special Action: When using this technique, the user is able to choose a single property to add to the condensed sand figure (using Slashing Effect)
- Slashing: the attack gains the Wind Slice effect.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
Jutsu Expansion Gives a 27% bonus to secondary chances


Sunaku Harupia, of the Old Powers That Be
HP: 49,500/50,000 (regenerated due to healing factor)
CP: 26 77338,000
AP: 11 – 5.5 = 5,5, 1 ap carry over
Declaring the Horde as my Target for the sake of Dualist

Using Rasengan (2.5 Ap, 2.5 seconds), 3250 dmg, 950CP (Costs and Damage calucalted with all relevant buffs)
Using its special Action to give it - 2acc and +20% chakra costs to boost damage by10% using Nin Accuracy and Giving it the Wind Element Affinty, Using Elementalist two use two affinty actions,
Debilitate - Increases the Secondary effect chances of a Ninjutsu attack by 1/2; this move may only be used once per round.
Control - The user may cast a Ninjutsu using one handed seals, with -10% Cp cost.
Wind Slash activated sucsesfully, 5% base damage and rised bleed by 1 level

Casting Natures Guard 3ap (5.5 seconds) Centered around me , 2064CP 6250 HP (Costs and Damage calucalted with all relevant buffs)
Using Affinty Move Control to recude chakra cost -10%
Using special action to give it earth element
Earth: -10% damage reduction to earth jutsu targeting the barrier and +10% lightning jutsu damage done to barrier. Upon being attacked with a melee attack, the attacker has a 36%/44% chance of having their called shot level increased. (Either the hands or the arms)

Passive Effects:
Sand Mastery - Passive
Rank 3:
+15% Sand Damage

Sand Manipulation - Passive
Rank 3:
May convert Earth and Wind Jutsu into Sand at no extra cost.

Protection of the Sands - Passive
Rank 3:
Sand has a 60% chance to reduce an oncoming attack by 20% damage.

Blood Diamonds - Passive
Rank 3:
Jutsu Levels 1-8 can cause bleeding ranks 1-4

Iron Sand - Dependent Special Move
Rank 3:
The user may choose to use "Iron Sand" for their Sand Ninjutsu. Iron Sand Jutsu may inflict any level of bleeding with a +5% chance of bleeding, and they gain +10% damage, but lose -1 accuracy due to the added weight.

Cost: All sand jutsu using Iron Sand cost +25% CP, including any Maintain costs.



Relevant Abilities:


Elemental Manifestation



Stage 1 - Elemental Cloak: User generates an "elemental cloak" of chakra that surrounds their body. The elemental cloak acts like a barrier that protects the user from the first (50 x Character Level) Non-Illusionary damage dealt to them. The user's elemental cloak returns to it's maximum HP at the end of each round even if it was destroyed.
Stage 2 - Partial Transformation: User's physical form partially transforms into that of their sealed spirit. This grants a bonus of +2 Accuracy and Dodge and


0. Shinobi 101 - Kinetic Genjutsu with Nin Accuracy

Main Branch -Journeyman
Effect:
Journeyman techniques have -5% CP costs.
Journeyman can also choose to learn up to B-Rank ANBU and Medical Ninjutsu.






Healing Factor
Effect:
- The user regains 3% Max HP at the beginning of each round.
- All Medical Jutsu are +10% more effective on the user.

Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.


Duelist
A master of card battles and dice games, the user is undefeatable so long as they believe in the heart of the cards. A duel is an age old custom, extending back to the beginnings of modern combat. Those skilled in the exchange are well suited to fighting in one on one combat.

Information
Prerequisites: C Rank

Effect:
- +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO'd, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
- The user ignores % Auto-dodge chances their chosen target may have.
- -2 Dodge/Save to any other opponents targeting the user

Notes:
- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu or Genjutsu. The type of buff remains constant as long as this ability is active.
- Clones are considered an extension of their owner and all above effects will still apply.

Jutsu Mastery
Effect:

- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.






Elementalist

Effect:

- The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element.
- Cannot stack either Channeling ability.

Jutsu Expansion:
Effect: Allows the user to increase the rank of a Jutsu and all associated effects with it. Jutsu AP cost is increased by .5AP.

The new OOC rank jutsu (ex: E to D) gain the following values in order of D/C/B/A.

Offensive Jutsu - Damage gains 630/650/2400/2950
Barrier Jutsu - Barrier health gains 565/585/2160/2655
Clone Jutsu - Hp/Cp % increase 10/5/5/10, Increased accuracy of 2/1/3/3

For all the above:
Chakra cost gains 200/280/1470/2000
Secondary Effect % chance gains 6/3/15/27

Earth Style Chakra
Craggy Exterior: Melee Contact against the user has 15% chance of inflicting Suppression against the attacker.
Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.

Weapon Attunement
Effect: +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.


Aguments:


Rough Divide-Basic Augment

Effect:Attacks with equipped weapon cause the target to lose CP equal to 10% of any damage dealt with that weapon.


Recovery-Basic Augment

Effect:While equipped user regains 2% of their maximum HP each round.


Swift Basic Augment

Effect:Whenever the user attacks with the equipped weapon they receive a +2 Dodge Bonus until the end of the turn.

Notes:
- Does not stack.
 

Raizo

11th Kazekage
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He would let out a little bit of a sigh, it seemed he had chosen poorly. The Swarm, or at least what he hoped was merely the first wave of them, were attacking in a more centralized location. He had hedged his bets that they would attempt to swarm the gates and overwhelm them, but this group at least seemed to be attempting to push through like a battering ram on a singular point. Luckily, the bulk of their forces seemed to be prepped to engage them. He would smirk as his eyes would see the light show that the main infantry of Suna would put on. It was almost like some celebration was occurring, and these were the fireworks.

His eyes would cut out in front of him once more, as it seemed a straggler was approaching him. Kicking his foot down, a rock would go launching into the air. He would pluck the projectile out from the air and quickly hurl it forward at the singular Unbent. The rock, with hits force, would tear through the head of the creature (Eviscerate). Then, without hesitating, he would spit out a quick spurt of Fire Chakra from his mouth that would coat the headless body and quickly burn it to ashes. He would then look up into the air and back over to the mass that was colliding with the Sunan forces. The heat emanating from his body that had been collecting in the sky above him would suddenly unleash a torrent of raw heat-based chakra, a rather nasty manipulation of his natural Fire Chakra affinity, that would begin tearing through the ranks of The Swarm on the outskirts of the mass closest to him (Amplifier). He was not satisfied yet, he had more fun he wanted to have, but all the fun was away from him.

"I still have more Fire Chakra saturated in the air... what can I do with that... oh?"

He would be surprised as it seemed that another straggler had started to dart towards him. He would clench his fist, that was already coated in heat from condensing his Fire Chakra around it, and suddenly, a vibrating bubble would seemingly form around it. With his invisible boxing glove, he would merely wait.

"OH! I could do that... would it be too messy? Nah, no way."

The beast would be upon him and he would send his right fist thrusting forward. The contact with the Unbent would unleash a surge of Kinetic Chakra and Fire Chakra, which would not only push the creature away from him but that would incinerate it completely while it was jettisoning away (Psi-Shock). Raising his left arm and opening his hand, he would quickly thrust it down causing the remaining collection of condensed heated chakra in the air above him to take shape. The chakra would become manipulating into looking like a meteorite that would come slamming down into the back end of The Swarm's mass, engulfing many of them in what he imagined would be a rather fiery hell (Sol Fire Tempest).

Finally, it would seem that all his chakra use would attract the attention of a couple of stragglers this time.

"A regular punch will suffice."

Cocking his right arm back, he would wait for the two to get closer. Once the beasts were practically upon him, his arm would rocket outward with a loud popping noise as a reaction to the speed and force being used. The punch would seemingly end up between the two unbent, but the impact would send a pressure slamming into the two of them as if they had just ran into a wall, or a wall had just ran into them (Falcon Punch). Another trace of Fire Chakra in the punch, his 'regular punch' would once more engulf the Unbent in flames leaving their charred and crushed bodies upon the sands beside him. He would turn his focus outward once more.

"Too easy..."

There was no way this was all there would be too it. Something worse had to be coming, or at least that would be what his instincts seemed to be telling him.
giphy.gif


-----------------------------------------------------------------------------------HP: 45,000
CP: 36,000 - 5091 = 30,909 (-1500 from cap, new Max CP 34,500)
AP: 11 - 10 = 1, carrying 1AP over to next Round: 11 AP
Event Mission Completed: Phase 1
Event Buff: 5000 HP and 5000 - 10,091= 5091 remaining to cover CP (I assume it would be 5000 now since I believe more than 4 other people in this thread have completed a mission).

All attacks are targetting "The Swarm"
*1 AP to use Eviscerate from ANBU Style - Assassin Blade with Melee ACC: x3 Basic strike dmg (Total is 405) = 405 dmg; modded instantaneously (happening at 0 seconds since first action of the round, can use again at start of next round) + 10% dmg from Immolation armor (43) and 18% chance to cause the Burn Effect (roll: 76, failed) = Final dmg total is 448 no cp was used

*0.75
AP to cast Thermal Maw with special action (modded as if .5AP) with Affinity move Control (-10% CP cost) = 335 dmg + 7.5% from Blaze (25) = 360 dmg total / CP total spent 110 (modded time would be .45 seconds)

*3.00 AP to cast Amplifier with Affinity Moves (Overcharge and Control) and Dependent Special Move Pyromancy (using full 750 dmg) = 6330 dmg + Blaze effects (tripled due to previous Fire Attack) = 7,754 + 750 (Pyromancy) = 8,504 + 949 from Overcharge = 9,453 dmg and total CP spent 4330 (modded time would be 3.18 seconds) (roll for Flash Fire at 50% chance: 24, Success! additional 1,582 dmg)

*2.5 AP to cast Mastered Psi-Shock with Affinity Moves (Overcharge and Control) and Dependent Special Move Pyromancy (using full 750 dmg) = 2750 + 750 = 3,500 + 10% dmg from Immolation Armor (275) + 22.5% dmg from Blaze (618) = 4393 dmg and total CP spent 1199(roll for Psi Blast effect 38% chance: 73 failed) (modded time would be 5.46 seconds)

*At this point (5.5 seconds) Sol Fire Tempest Mastered with Affinity moves Control and Focus would hit dealing 4400 dmg + Blaze 22.5% (990) = 5390 dmg (roll for Flash Fire attempt at 50%: 1, Success! additional 1,100 dmg)

*2.75 AP to cast Falcon Punch Mastered = 4620 dmg - 462 = 4158 + Blaze 22.5% (935) = 5093 dmg and total CP spent 2079 (modded time would be 7.96 seconds)

Total Damage: 448 + 360 + 9453 + 1582 + 4393 + 5390 + 1100 + 5093 = 27819
Total CP Spent: 110 + 4330 + 1199 + 2079 = 7718 + 750 + 750 = 9218 + 720 (Sharigan) + 153 (Immolation Armor) = 10,091
Katsuo's Cut: 3,027

ANBU Style - Assassin's Blade (+1 Critical, and this counts as a Physical and Chakra Style)
Immolation Armor - Mastered (https://www.ninpocho.com/threads/d-rank-jutsu.357/#post-815)
Rank 3 Sharingan (+2 Acc and Dodge)

Sharingan - +2 ACC and Dodge to those in line of sight (+3 when MS is activated)
Eye of Insight - +2 awareness to those in line of sight
Flame Hex - The user's Fire attacks nullify all form of HP recovery on their targets for the two seconds following the hit (may last between rounds)
Blaze - The user deals +7.5% (as I have this Rank 3) Fire damage. If using a Fire attack against a target who has been hit by a Fire attack in the previous 4 seconds, this bonus is tripled against them.
Jutsu Mastery- All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Anbu Style/Assassin's Blade - +1 Crit and can use Eviscerate ever 10 seconds
Elemental Aura - Chakra Armor cost .5 Ap less than usual, and gain +1 to overall round limitation. While Chakra Armor is active, any Secondary Effect chances of the same jutsu sub-type as it used by or against the user are treated +/- 10% in the user's favor. This only applies to the effect's chance of activating, not the actual effect itself.
Healing Factor/Hyperactive - The user regains 3% Max HP/CP at the beginning of each round. All Medical Jutsu are +10% more effective on the user.
Elementalist - The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element. Cannot stack either Channeling ability.
Quickdraw - Effect: Drawing weapons costs 0 AP. In addition, the user may sheath their active weapon once per round for 0 AP.
Human Anatomy - The user gains +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).
Curse Seal
Willpower
ANBU Style - Assassin's Blade (+1 Critical, and this counts as a Physical and Chakra Style)
Note: Critical is at +2 (crit at rolls of 18-20)

Weapon:
Effect:

[*]
  • Re-Energize (+2% of CP returned)
  • Special Composition: Fire
  • Recovery (+2% of HP returned)

    Damage Type:
    Unarmed - Handseals

    Accuracy/Damage modifier:
    +2 Accuracy, -10% Base Damage.
 
Last edited:

Mienai

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As the tides of war grew closer and close to the army of shinobi that was continuing to grow at the wall, there appeared to be a short buzz of static interference in her headset. Perhaps it was someone wanting to position her somewhere or get her attention at the very least as the last minute preparations were occurring. Kasen lightly touched the device that rested in her ear to here the transmission more clearly. "Lady Kasen. Should you consider it, I can craft you a helmet. Can't afford to allow for a concussion considering you are a member of the Oracles. Not sure if your brother alerted you as to your new status?" Instead of what Kasen had been inspecting, she was left with a message that left her more confused than anything. Helmet? I mean...I guess I should could get a helmet. What does he mean by status? What is Kaen keeping from me now? Before she had a chance to think about it much longer, Kaen appeared running next to her. Now, Kasen understood that Kaen controlled the more volatile of their two natures, and as such, had a certain prowess on the battlefield. Today was definitely turning into a series of oddities because she had never seen Kaen quite so....giddy? In fact, Kasen would have never expected wither of those words to somehow end up together in the same sentence. "Hah, but of course. Who would stay inside on a beautiful day like this. Potential doom is my favorite weather forecast." All joking aside, it appeared Kaen had more than just idle banter to exchange with her. The message that had been broadcast to her mentioned something about her status and Kaen had information on it. "What's all this about status in the village? Hm?" Kaen followed up with his own cryptic response by saying he had made an executive decision for their family; and there was that title in. Lady? What did that mean? Kasen was just....Kasen. An inquisitive frown appeared on Kasen's face. She opened her mouth to ask for more clarification but then Kaen took off ahead of her. "Hey! You better not die out there before you have a chance to explain, or I'll kill you myself!" A blast of heat resided where Kaen once was, making Kasen cringe back ever so slightly as she recalled what had happened when part of her evaporated in her aquatic state.

Kasen, herself, navigated the battlegrounds, trying to keep an eye out for anyone that she could note that needed extra assistance or patch ups. While Kasen would be incredibly beneficial in the fight against the swam, there were plenty out there on the field attacking with their full force. Even Same, her most trusted other half, was out there navigating the sands to attack. Kasen wove her way through the crowds on her self created waves. Upon seeing Riyota, Kasen swerved close to him as their eyes met. Riyota's arm was starting to glow and swell, swarming with dark energies. Kasen saw Riyota start to become swallowed in tendrils; tendrils that almost reminded her of the parasitic plant that nearly killed her once. Apparently some members of the village were more akin to using chakra of that type. Riyota apologized to her for what he was about to become, and then after his appearance changed into what most would be considered horrific. Kasen was stunned for a moment. This man had all kinds of interesting things up his sleeve. My dear, those thoughts should be for later. Not in the heat of battle. You have certainly chosen a strong mate. He can transform as well. I wonder what else he can do. Had Kasen's form not be made of water, she would surely be blushing at the moment. Despite that Same was not close to her, their connection still allowed for one another to share thoughts. Kasen shook her head in slight embarrassment. Same definitely was more...direct on matters than others, that was for sure. "Good luck, my love! My protection is with you!" She hoped that that message would translate that she did not think any different of him. After all, she herself was a half shark woman. At last the fight had begun and around her swarms of unbent and shinobi clashed with elemental prowess and brute strength. Kasen reached into her bag, popping a small tablet into her mouth and biting down. Her aura flickered slightly as she could feel her strength shift. "Everybody better be ready..." Taking a deep breath, Kasen felt that perhaps trying to do something on this large a scale was madness, perhaps sheer stupidity, but if she succeeded it would surely help out everyone within the ranks. "I may not be my brother, but he has taught me a few things. I will remove every last bit of water from their body that they will think they are burning alive from the inside out." Kasen would target a single unbent member, one that perhaps would cause the effect to spread across their ranks like wildfire, impacting them in a way that would hopefully cause them to feel like they were being flayed. Moving on quickly, Kasen then turned her attention to looking for openings that would allow for the hard hitters to get in up close and personal to do some serious damage. After a few seconds of scouring, Kasen saw it. She clicked her headset to life, sending out a small message to those that might hear her. "There is a weak opening on the left flank! Hit them hard, now!" Kasen could only hope that others would rally behind her direction.

There were so many bodies on the battlefield already, but Kasen another contender on the field wouldn't hurt anything. Kasen's wave swelled down and she took off at a sprint across the hands. Chakra infused into her palms for a moment before she slammed her palms down into the sands. Many years ago, she had called upon this companion for assistance in fighting Barnyx. It had provided protection and served her much assistance. "Rise!" A ripple of black obsidian broke through the sands in a long crack before a central point was established. A huge dark wing ripped out of the ground before a second followed. A face started to emerge, followed by a body and finally a tail. From the grounds, a large, black crystalline dragon had been summoned forth. A loud roar echoed across the battlefields as it made it's presence known. It turned towards it's master, an amethyst eye looking down upon her. "Destroy them, don't give them a moment of rest." The crystal dragon seemed to understand and took off into the fray.

While everyone seemed to be holding up alright, Kasen still was worried about the younger members of the village that were partaking in the battle. She couldn't get Kazu out her mind, nor the young child that she had seen standing on the walls. It had been some time since the fighting started and she wanted to give them a bit of protection, if only briefly. Kasen conjured another wave and took off across the battlefields. She steered herself once more towards Kazu. She could still sense the ward she had placed upon him, but this time she placed a healing barrier upon him. "It will disperse when you next attack, but until then, take a moment to recharge." She would not stay for long, for she wanted to make her way back towards the wall. Given her means of transportation, she need only draw near it ever so briefly before she was able to cast a barrier up at the young girl upon the wall. It was the least she could do. The wave turned hard once more and charged back into the swarm of unbent. "Keep it up, everyone! Make them wish they never rose against the might of Suna!" A second later, Same swam up next to her. It was hard to miss a shark of her size, let alone one that would be swimming in the middle of the desert in a crowd full of people. "Hello, old friend. Are you enjoying yourself?" The shark chuckled inside of Kasen's mind. You missed it. Swallowed whole groups in one go. I haven't had this much fun in ages. Kasen smiled. "I'm glad you're having a good time. I'm happy I could provide you with that body. Thank you, Same, truly." The shark's tail splashed some water her way as a silent response. Same wasn't much of a sentimental shark, if ever such a thing existed, but Kasen still felt the love that came from the large being. The medical ninja still couldn't allow herself to be distracted even for a moment. More of the swarm was coming.

Round 1 Math:
Starting HP: 50,000
Starting CP: 38,000
Inner Reservoir: 9,500
Water Buffs:
+5% (Liquid Efficiency)
+10% after 5 seconds (Endless Tide)
+10% (stage 2)
Chakra Reduction:
-5% per water jutsu (water-chakra style, can stack up to 20%
per additional water jutsu used)
-15% (liquid state)
-10% (jutsu mastery)
-5% (Liquid Efficiency)

Round 1 Costs
Liquid State: 595 (179 for katsuo)
Medical Ward: 990 (297 for katsuo)
Constract Summoning:2800 (840 for Katsuo)
Stage 2 Transformation: 2000 hp
Round 2 Starting HP: 48,000 HP
Round 2 Starting CP: 33,615 CP
Inner Reservoir Chakra Pool: 9,500
CP Katsuo got from this round: 1,316
__________________________________________________

Round 2 Actions:
Starting HP:
48,000 HP
Starting CP: 33,615 CP
Inner Reservoir Chakra Pool: 9,500
Maintains:
- Liquid State (245/round, Katsuo gets 74)

1. Use Chakra Synthesis (1AP)
Effect:- For two rounds, the user's "specific" elemental buffs are instead converted into generic "Ninjutsu" buffs.

2. Casting Pheonix Embrace [Mastered] on the Swarm (2.5AP, 420 CP to initiate, Katsuo Gets 126)
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

3. Use Critical Exposure [Mastered] on the Swarm(1 AP, 210 Cp, Katsuo gets 64, this can be placed in front of whoevers attack since I'm applying the special action)
Master: Strikes the target with an 60% chance of suppression (Rolld100 (40 or higher is success) - 77, suppression successful). If hit, the next attack targeting the victim has a 25% chance to critical (Rolld100 (75or higher is success) - 91, crit successful).
Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

4. Create an Obsidian Dragon [Mastered] (3AP, 1969 Cp, Katsuo gets 591)
Dragon health: 9075 (with buffs)
Rank 2: The user compacts the crystal in the earth to construct a dragon composed of obsidian. This creature has 7260 Hp, and strikes deal 1470 damage with a 14% chance to cause bleeding and activate the 'Crystalline' effect.

5. Cast Pristine Aura [Mastered] (3AP, 1925 Cp, Katsuo gets 578) (up to 3 Targets, choosing Haku Ren and Kazu)
Barror health: 5500 (with buffs)
Rank 2: Up to three targets are protected by a barrier with 4400 Hp. Each round active, those protected by the barrier regain 5% Max Hp.

Round 2 Starting HP: tbd
Round 2 Starting CP: 29,805 CP
Inner Reservoir Chakra Pool: 9,500
CP Katsuo got from this round: 1,433
Round 2 Actions:
Starting HP:
35,400‬
Starting CP: 29,400

1. Equip Jaws of the Meg (.5AP)
Jaws of the Meg
Piercing - Can cause Bleeding
Acc +1, Dmg -5%
Augments:
- Blood Rack
- Vengeance
- Rough Divide

2. Casting Focused Assault (2.25 AP, 680 CP, Katsuo gets 204, Declaring Taijutsu type as piercing)
Rank 2: The user gains +1 Critical to a single Taijutsu Damage Type at the cost of -1 Accuracy.

Notes:
- Can only be used twice per battle.
- Lasts up to twenty seconds.
- The Damage Type must be declared upon use.
- Recasting this jutsu and declaring the same damage type resets the duration.
- The user can only have a single Focused Assault active at any given.

3. Use Outer Rim Breaker (1.75 AP, 385 Cp, Katsuo gets 116) on the Swarm
Master Rank: The user strikes 3 times, dealing 390 Damage at +2 Accuracy. Each strike has a 10% chance of inflicting the Broken Shell effect.
Rolls
Strike 1 (d20: 20 crit): 760 damage (d100, 90 or more inflicts broken shell: 23 not inflicted)
Strike 2(d20: 7): 370 damage (d100, 90 or more inflicts broken shell: 52 not inflicted )
Strike 3(d20: 19 crit): 760 damage (d100, 90 or more inflicts broken shell: 97 inflicted)

Notes:
- The Broken Shell effect causes the victim to take 5% more damage for the remainder of the round from all sources. This effect does not stack upon a single target.

Round 2 Starting HP: tbd
Round 2 Starting CP: 28,335 CP
CP Katsuo got from this round: 320
 

Takahashi Aki

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1 - Rangers will fire a volley of arrows. I will role another 1d3 to determine the ammunition. 1 will be lightning arrows which will deal 1-8000 damage. 2 will be Fire Arrows which will deal 1000 to 6000 damage. 3 Will be Ice Arrows which will deal 3000 to 4000 damage







2 - Oracles will attack the Swarm using Psychic Disruption. The Swarm will have a 33% chance to attack itself, 33% chance to act as normal and 33% chance to do NOTHING!.







3 - Journeymen will summon a legendary weapon to be used. The weapon will have to be used by a player character. The weapon will do 1000 basic damage per swing. The weapon is up for grabs, once it is grabbed that player will have to use the weapon in that round. The weapon breaks at the end of the round.



The Swarm

HP: -171700/75,000

Status: Dust and Ashes



Hulk Breaker Swarmer #1

30,000/30,3000

Status: Large and in Charge



Hulk Breaker Swamer #2

30,000/30,3000

Status: Large and in Charge



Hulk Breaker Swarmer #3

30,000/30,3000

Status: Large and in Charge



Hulk Breaker Swarmer#4

30,000/30,3000

Status: Large and in Charge



Lord Ranger General Miroku Riyota

HP: 42,000/42,000

CP: 18,313/30,000

AP:11.5



Siege Breaker

HP: 30,000/30,000

CP: 22,585/24,000

AP: 5.5



Kanmuri the Enduring Wildfang

HP: 57,400/57,400

CP: 18,332/37,800

AP: 11



Kazu - He Who Finds His Courage In Darkest Hours



HP: 10,800/10,800

CP: 7540/8475

AP: 4.75

Under the effects of Pristine Aura



Michino the Toraono Heir

HP: 45,000/45,000

CP: 17,891/33,000

AP: 12



Owari the Uncompromised



HP: 33,000/33,000

CP: 23, 590/27,000

AP: 5



Haku Ren - Who Arms the Wall Itself

HP: 2000/2000

CP: 1900/2000

AP: 2

Under the effects of Pristine Aura



Usagi, Assistant Prime

HP: 1025/1025

CP: 1025/1025

AP: 3.5



Sunaku Harupia, of the Old Powers That Be

HP: 48,000/50,000

CP: 28028/38,000

AP: 11



Terror of the Dunes

HP: 7,920/7,920

Does 968 Damag



Sand Clone

CP: 10,280 /11,400

AP: 4



Lord Kaen, the First of His Name

HP: 53,000/53,000

CP: 29,832/35,000

AP 12



Sprinkles

HP: 28,200/28,200

CP: 34,200/34,200

AP: 5



Takahashi Teke, The Steward's Heiress

HP: 42,440/44,000

CP: 34,858]/44,000

AP: 11



Lofiel

HP: 27,000
CP: 28,870



AP: 6


Katuso Modern Day Primus



HP: 45,000/45,000
CP: 21,160/36,000
NP: 8971



AP11



Aria - Raising Solar Tempest

HP: 42,000/42,000

CP: 27,135/33,000

AP: 13





Raizo -11th Kazekage, Ryuzaki Glory Realized



HP: 50,000/50,000

CP: 30,909/41,000

AP: 11



Lady Kasen, the First of Her Name

HP: 50,000/50,000

CP: 29,805/38,000

Inner Reservoir 9500

AP: 12.5



Samebizu

HP: 35, 400/35,400

CP: 28,335/29,400

AP 5





0 Seconds The Orders Effects go off - Oracles cause a massive Psionic Disruption!

0 Seconds Riyota activates Facetank Seal

0 Seconds Sprinkles activates Ancient Wisdom

0 Seconds Ancient Wisdom from Seige Breaker goes off

0 Seconds Michino uses Death Touch

0 Seconds Kanmuri drops his seal, Hyperactive goes off

0 Seconds Kazu uses prepared and Efficient

0 Seconds Kazu uses Sword Juggle (1325 Damage)

0 Seconds Teke hits the Swarm with a basic attack (157 Damage)

0 Seconds Teke hits the Swarm again with a basic attack (150 damage)

0 Seconds Aria activates a Cursed seal

0 Seconds Aria activates Blade Speak

0 Seconds Raizo eviscerates a member of the swarm. (405 damage, and absolutely vicious)

0.45 Seconds Raizo casts Thermal Maw (360 damage)

0.5 Seconds Riyota activates Dance of the Willows

0.5 Seconds Kaen enters Feral Shift

0.5 Seconds Aria swaps to Serpent's Strike and uses Blade speak to make a called shot weapon - there is no weapon to be hit, you learn they have sharp claws and no aguments

0.5 Seconds Jaws of the Meg are equipped by Samebizu

1 Seconds Riyota activates Defensive Stance (Defensive Technique buffs occurs)

1 Second Teke casts Raijn's Vengeance on the Swarm (7425)

1 Second Aria uses blade speak for another called shot weapon - there is no weapon to be hit (155)

1 Second Kasen uses Chakra Synthesis

1.5 Seconds Kaen uses Critical Exposure

1.5 Seconds Kaen uses Prepared and Efficient to buff Amplifier

1.5 Second Aria uses blade speak for a called shot weapon, there is no weapon to be hit (155)

2 Seconds Face Tank Seal activates

2 Seconds Teke casts Perfected Rasengan on the swarm via a combo (8250 Damage)

2 Seconds Aria's cursed seal activates

2 Second Aria makes a called shot arm (472 damage)

2 Seconds Terror or the Dunes Trashes (968 Damage)

2 Seconds Sand Clone attacks using Cluster Attack (1690)

2 Seconds the Swarm attacks, Oracles intervene, the Swarm attacks itself.(3250 Damage to self)

2.25 Seconds Riyota uses Crimsona Flash 730 dmg

2.5 Seconds Kanmuri uses Annihilation (8778 damage)

2.5 Seconds Harupia attacks with Rassengan (3250 damage)

2.75 Seconds Lofiel uses Destruction Power Shot (3300 damage)

2.75 Seconds Samebizu uses focused Assault

3 Seconds Aria swaps to Heart Piercer

3 Seconds Aria attacks with Heart Piercer and makes called shots (472)

3 Seconds Katuso casts Breath of the Wild (Zelda music plays in background)

3.18 Seconds Raizo casts Amplifier (9453 Damage)

3.33 Seconds Ren activates Feral Shift

3.5 Seconds Kaen uses Dragon Flame Bomb with Focus (6,600 Damage)

3.5 Seconds Kasen uses Phoenix Embrace (375 Damage)

4 Seconds Aria attacks with Heart Piercer with called shots (472)

4 Seconds Terror or the Dunes Trashes (968 Damage)

4 Seconds Sand Clone Haru uses cluster attack (1690)

4 Seconds The Swarm attacks, Oracles fail to interevene, Swarm hits Terror of the Dunes, damage is blocked by Breath of the Wild

4.12 Kazu uses Sword Juggle (1829 Damage)

4.5 Seconds Riyota uses Metamorph limb and gains chakra drain

4.5 Seconds Kasen casts critical exposure

4.5 Seconds Samebizu casts Outer Rim Breaker (1890 Damage)

5 Seconds Seige Breaker activates Anabolic Frenzy

5 Seconds Kanmuri uses Annihilation (8778 damage)

5 Seconds Aria swaps to Serpent's Strike

5 Seconds Aria attacks with Serpent's Strike (157 Damage)

5.46 Seconds Raizo casts Psi-Shock (4393 Damage)

5.5 Seconds Michino uses A Higuma Combo triggered into itself (14,832 damage)

5.5 Seconds Lofiel casts Destruction Power Shot (3300 Damage)

5.5 Seconds Aria swaps to Heart Piercer

5.5 Seconds Aria attacks with Heart Piercer (157)

5.5 Seconds Harupia casts Nature's Guard to shield himself

5.5 Seconds Sol Fire Tempest goes off (5390 and 1100)

6 Seconds Owari uses Chibaku Tensei (4840 damage)

6 Seconds Aria attacks with Heart Piercer on the feet (157)

6 Seconds Terror or the Dunes Trashes (968 Damage)

6 Seconds the Swarm attacks, the Oracles interevene, the Swarm does nothing

6.5 Seconds Aria attacks with Heart Piercer, there is no weapon to called shot (157)

6.66 Ren attaches an explosive note to the wall

6.75 Seconds Katuso casts Fist of Sin Master Rank (12,993 Damage)

7 Seconds Kaen uses Volanic Sinkhole (-1875 Damage)

7 Seconds Aria attacks with Heart Piercer on the feet (157)

7.25 Seconds Riyota uses Annihilation against the swarm (9240 damage)

7.5 Seconds Aria attacks with Heart Piercer, there is no weapon to called shot (157)

7.5 Seconds Kasen casts Obsidian Dragon

7.96 Seconds Raizo just Falcon Punches a guy.(5093 Damage)

8 Seconds Owari uses pressure burst (340 damage)

8 Seconds Aria swaps to Serpent Strike

8 Seconds Aria attacks with Serpent Strike feet (157)

8 Seconds Terror or the Dunes Trashes (968 Damage)

8 Seconds the Swarm attacks, Oracles intervene and the Swarm does nothing

8.24 Kazu uses sword Juggle (1524 Damage)

8.25 Michino uses Annihilation (9240 damage)

8.5 Seconds Aria swaps back to Heart Piercer

8.5 Seconds Aria attacks with Heart Piercer on the feet (157)

9 Seconds Teke casts Storm Guider

9 Seconds Aria attacks with Heart Piercer on the feet (157)

9.5 Seconds Aria uses Trace Prjection

9.75 Seconds Katuso crits with a Chidori Control (14850 Damage)

9.99 Ren sets a Hidden Launch up

10 Seconds Seige Breaker uses Hex Breaker on the Swarm (2025 Damage)

10 Seconds Terror or the Dunes Trashes (968 Damage)

10 ??? hits Haku Rens ninja wire.

10 Seconds The Swarm attacks, Oracles interevene, the Swarm attacks itself (1025 Damage)

10.25 Seconds Riyota uses Malevolent Annihilation against the swarm (9680 damage)

10 Seconds Kaen uses Sorching Devestation (4800 Damage)

10.5 Seconds Kasen uses pristine Aura on Haku Ren and Kazu

11 Seconds Kanmuri uses Higuma combo unto itself (13,332 Damage)

13 Seconds Kaen uses Updraft (6682 Damage)

Total Damage done by Sungakure: 246,700

End - rolling for next Orders for the next round, Rangers is rolled, damage will be dealt next round.

End - Bonus for one round KO regain 35% CP

Hulk Breaker Swarm units have arrived. This is the coming of the 2nd Wave. AoE jutsus can be used.[/quote][/quote]
 
Last edited:

Takahashi Aki

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Sungakure rallied together. Through fire, lightning, blades of steel, psionic powers, fists, and Diamond Sand did our heroes smash through the ranks. As the forces of Sungakure cut into the Unbent Swarm on the ground level, they would see wounds seal up and close. They would see the unnatural process of death and rebirth occur. It was a horrorifying thing to behold. The regeneration was slow as the flesh knitted itself together, but the regeneration process would not complete in time. If a wound was opened by a sword, it was quickly enough fried and damaged deeply by lightning. If an entity was burnt by fire, it was then punched into a fine paste. That fine paste was then fried into nothingness. There was blood being washed away by the rains, the Unbent blood which was a tealish colour was being soaked up by the sands, and that sand turned into mud due to the rain. The Long Night was a miserable state of existence. People would see things that their mind could not fathom. They would see shapes of monsters be taken down. Bones cracked. Skulls fractured. Limbs were twisted in ways that they should not. Sungakure held the line for the time being.



Yet there was an unease. This was the first wave, there was more to come. The first wave was thrashed and butchered, but there was an unease that filled the air like a misama. There was an echoing cry that sounded. It sounded like thunder but the cry seemed like it was too deep. The ground shook. It quaked. The wall held. As the first wave of the swarm died and was prevented the opportunity to come back the next wave came. This wave was only made of four singular entities, but those entities were hulking and massive. They stomped on four feet and had bladed arms. This was the heavy unit of the Unbent swarm. This was the Hulk Breakers. The voice of the Steward came over the communications channels. "Seige weapons. Living and Breathing Seige Weapons. Initial analysis indicates the bulk of their size is not for defensive purposes, but is meant for offensive." He spoke calmly and cooly. The Steward did not need to tell his people that these Seige Weapons were aimed at the Wall that much was obvious. With their bladed arms they would attack the wall and put it to the test, that was if they were not destroyed before they got to the wall in the first place. "I don't think they can be suppressed. Best to take them out by the legs before they get to the Wall. You could try climbing up on them and cutting your way through them as well. Rangers are knocking their arrows and are preparing a volley. Wait for the volley, then engage. I can assure you their aim is true. Let yours be as well."
 

Kaen

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Not unlike the repetitive, yet soothing, sound of rain on a tin roof, so too did Kaen's newly donned armor echo the sounds. Had it always been raining? He couldn't tell. He had been so focused on the scene of the battlefield. Kaen craned his neck upwards to peer into the sky, little droplets of water made their way through the visor of his helmet. They were cool against his otherwise heated skin, it was refreshing. It was difficult to make out the clouds above, the moon did not peirce them this night. With a sigh Kaen would turn his attention back towards this theater of war. He was but a drop in the metaphorical bucket, it was clear to see as he gazed around. Thousands of other ninja were running about trying to rack up the kill count, that or simply trying to survive the night.

The newly appointed lord breathed in heavily through his nose before exhaling deeply. A large plume of steam exuded out of his helmet and slowly rose up into the air, gradually dissipating as it rose. The lull in the battle helped re-ground his senses and could more easily detect things n' stuff. It was already evident that moisture was in the air, but this did not stand alone in terms of smells. The rain and mixed with the sand below their feet and had seeped even further to bring up dirt to the point of resulting a slurry type of dirty sand mud. It wasn't terribly bad, yet. But much longer in this rain, not accounting for any random water jutsu being used, they would all quickly find themselves skating on a lake of muddy water.

It was at this time he heard Lord Sousuke over the radio again. His focus had faltered taking in the scene around him. Scanning the battlfield he quickly found the looming, approaching "siege weapons" he was speaking of. A guttural, thunderous noise reverberated across the desert landscape. There was a uneasy silence that followed as everyone was looking to see what the hell was coming. Gripping the oversized sword in his hand Kaen watched as they came closer and closer. "Wait for the volley, wait for the volley..." Kaen spoke aloud in an attempt to trick his mind, anything to keep himself from running ahead like an idiot. The urge kept crashing against his mind like an unending ocean. He would stay his hand for now, but they would be upon them quickly, hopefully they could take these things down before they reached the wall lest it be breached. He would not stand for it, he would continue to give it his all.




Link to profile for ease of access: https://www.ninpocho.com/threads/shinku-kaen.49985/#post-240314



I've also completed all of the phase missions up to this point, one through three. Below are the buffs associated with these missions;

Gratitude of the People
Your deeds and tasks will not be forgotten. Your deeds have filled the people of Wind County with hope and have caused them to dream of a better future.

Start an event battle with temporary HP and CP. This is a stacking buff. Gain 1000 HP and CP for each person who has completed a mission during phase 1 of the Kings and Queens at the Wall event. This buff caps out at 5000 HP/CP. This buff is only useable during the Sungakure Events which involve the Swarm and NOT PVP battles. The temporary HP and CP have their own pool, and will be drawn upon first before a player's HP and CP are used.

Prepared and Efficient!
Your deeds and tasks will not be forgotten. You have helped Sungakure to become better prepared for the coming battle. You have gained the following custom technique, this is for PvE Battles only involving the Swarm

Exploit Weakness: All Three Orders have shared with knowledge with each other. You have learned to be efficient in your strikes against the swarm. Your next technique (taijutsu/genjutsu/ninjutsu) against a swarm member will cost 0AP and 0CP. This technique has a cool down of four rounds This attack is coming from the actual player character and not a summoned entity.

The Steward's Favour
Your deeds and tasks will not be forgotten. You have helped Sungakure to become better prepared for the coming battle. You have gained the following custom technique, this is for PvE Battles only involving the Swarm

Extreme Endgame Calculations (passive): For the entirety of the fight gain an additional 2AP.


Kaen's Stats starting for round 3
AP:
12.5 (0.5 remained from previous round)
HP: 48,000 + 5,000 Temp HP (Unchanged)
CP: 29,832

Secondaries @ start of round 3
Melee Acc: 16
Melee Dodge: 28 (26 if not aware of attacker)
Ranged Acc: 16
Ranged Dodge: 28 (26 if not aware of attacker)
Nin Acc: 28
Nin Dodge: 30 (28 if not aware of attacker)
Gen DC: 23
Gen Save: 22
Awareness: 17
Stealth: 15
Crit Range/Bonus: 19-20/x2.25

Kaen's Actions


[@0.00 Seconds]
- Feral Shift is maintained
- Gains (Fire) Elemental Passive while active
- 2 sprites total now - Automatically appear as "clones" for first 3 seconds (Not sure if there is an awareness check after)
- Loses 3% max cp as temp HP
- Not sure how this stacks with event temp HP, just gonna add it even though it says it doesn't stack.
- New HP total: 48,000 HP + 5,900 Temp HP
- New CP total: 28,932
- Inuzuka Wild Soul passive is active, +15% fire damage while having temp HP
- The user is considered Spiritual.


[@0.00 Seconds]
- Kaen maintains Volcanic Sinkhole [Mastered] targeting Hulk #1
- 20% chance to be a sneak attack, rolled 38, failed
- Critical roll - 14, failed
- 2.5% max HP damage = 750 damage
- 550 CP - 10% = 495 cp cost
- New CP total: 29,437 CP
- Per Elemental Passive, Kaen generates an "Elemental Sprite"
- 3 sprites total now
- Maintaining jutsu


[@0.00 Seconds]
- Kaen maintains Scorching Devastation [Mastered] with affinity move Debilitate, in conjunction with Ability Jutsu Expansion targeting Hulk #1 and #2
- 50% chance to dispel maintained jutsu - Rolled 94, failed
- Critical roll - 16, failed
- 4,000 damage + 20% (Feral Shift + Ancient Wisdom) = 4,800 Damage dealt to both Hulk #1 and #2
- 500 CP - 40% (Jutsu Mastery + Sprite) = 300 cp cost
- New CP total: 29,137
- Per Elemental Passive, Kaen generates an "Elemental Sprite"
- Already at max sprites, total now is 3
- Maintaining jutsu


[@0.00 Seconds]
- Healing Factor has no effect, already at max HP


[@0.00 Seconds]
- Dark Displacement [Mastered] still prepped


[@0.00 Seconds]
- Sprinkle's "Ancient Wisdom" is in effect
- Everyone receives +1 Ninjutsu Acc/Dodge and +5% Ninjutsu damage
- This does not apply to caps

[@2.00 Seconds, 2.5 AP]
- Kaen uses Antlion Sinkhole [Mastered] with affinity move "Spread" targeting Hulks #1, #2, #3, and #4
- Spread: Adds +1 Target to a Jutsu attack; this move may only be used once per round.
- 910 cp cost - 10% (Jutsu Mastery) = 819
- New CP total: 28,318
- Kaen drops "Dragons Tooth" due to needing handseals


[@2.00 Seconds, 1 AP]
- Sprinkles, via Soul Regalia, re-equips "Dragon's Tooth" to Kaen


[@3.33 Seconds]
- Sprinkles' usage of Shadow Dance [Mastered] is in effect for Higuma

[@4.20 Seconds, 2.75 AP]
- Kaen uses Higuma [Mastered] targeting Hulks #1, #2, #3, and #4 via Antlion Sinkhole
- Shadow Dance makes this a sneak attack, increasing damage by 10%
- Only 4 may hit, 4,120 damage dealt to Hulks #1, #2, #3, and #4 +10% = 4,532 damage
- -2 Dodge and Accuracy. Lasts for twenty seconds.
- 2,065 CP - 25% (Jutsu Mastery + Free Flow) = 1,548 cp cost
- New CP total: 26,770


[@6.60 Seconds]
- Kaen uses Vulcan Eruption [Mastered] with affinity move "Focus" as well as Chimera Implant "Particle Disruption" targeting Hulk #1, #2, and #3. Also opting to use a "Sprite".
- Focus: Grants a Ninjutsu attack +2 Accuracy and +1 Critical Range; this move may only be used once per round.
- Particle Disruption: The affected Ninjutsu gains +2 accuracy, and negates all barriers and Damage Reduction, destroying them and dealing normal damage to the target. Cost of the Ninjutsu being used +20%
- Using a "Sprite" to reduce the cost by 30% and allow it to be used without handseals or movement.
- 36% chance of activating the 'Meltdown' effect: Rolled 75, failed
- Crit roll: 2, negative
- 4,840 damage + 20% (Feral Shift + Ancient Wisdom) = 5,808 damage dealt to Hulk #1, #2, and #3
- 3,030 CP - 40% (Jutsu Mastery + Sprite) = 1,818 cp cost
- New CP total: 24,952
- Per Elemental Passive, Kaen generates an "Elemental Sprite"
- 3 sprites total now


[@9.00 Seconds]
- Kaen uses Big Bang Flash [Mastered] with affinity move "Control" targeting Hulk #1, #2, and #3. Also opting to use a "Sprite". Using the special action to sacrifice the "Fallout" chance to increase the "Blast" effect up to a 46% chance.
- Control: The user may cast a Ninjutsu using one handed seals, with -10% Cp cost.
- Using a "Sprite" to reduce the cost by 30% and allow it to be used without handseals or movement.
- 46% chance of activating the 'Blast' effect: Rolled 9, Success!
- Blast effect, adding Hulk #4 to target list. (Hulks #1, #2, #3, and #4 are being targeted now)
- Crit roll: 16, negative
- 4,840 damage + 20% (Feral Shift + Ancient Wisdom) = 5,808 damage dealt to Hulk #1, #2, #3 and #4
- 3,300 CP - 50% (Jutsu Mastery + Sprite + Control) = 1,650 cp cost
- New CP total: 23,302
- Per Elemental Passive, Kaen generates an "Elemental Sprite"
- 3 sprites total now




Conditionals

1. If all the Hulks are KOd and no other enemy target is available, discontinue the remaining actions.

2. If conditional #1 is met/triggered, Kaen will use Energy Transfer [Mastered] targeting tsuku contract "sprinkles", opting to give CP.
Using the special action to maintain it in 1 ap increments, do this special action 4 times if time permits.



Contract's Actions N' Stuff

AP: 6 (concentration)
HP: 29,200/29,400
CP: 34,200/35,400

Base/Starting Stuff
Melee Acc: 19
Melee Dodge: 23
Ranged Acc: 19
Ranged Dodge: 23
Nin Acc: 27
Nin Dodge: 23
Gen DC: 19
Gen Save: 23
Awareness: 15
Stealth: 15

[@0.00Seconds]
- Sprinkles maintains "Soul Regalia"
- 2,400 CP cost, new total is 31,800

[@3.33 Seconds (2 AP)]
- Sprinkles uses Shadow Dance [Mastered]
- Via "Soul Regalia" this is applied to Kaen
- 420 CP cost, new total is 31,380


Totals!!!

Damage;

Hulk #1= 21,698
Hulk #2= 20,948
Hulk #3= 16,148
Hulk #4= 10,340

CP cost for Katsuo = 30% of 10,350 = 3,105
 
Last edited:

Kanmuri

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RP on the way.


Round 3 Actions
HP: 55,104

CP: 13,332 + 35%(Max CP) = 25,722 CP


Kanmuri Maintains Everything


Key Notes:

- Kanmuri and all his taijutsu attacks are now “Cursed” and will be dealing cursed damage over time due to Natural Weapon.


- Kanmuri’s weapon has +2 Accuracy and -10% damage


- ANBU Branch - Sentinel: takes -5% damage


- E-Style makes Kan take +10% damage


- Conservative Motions prevents all Chakra Increasing Effects



Net Buffs:

Damage: deals -10%, takes +5%



Costs:

- Avatar of Divinity: -4% Max HP, -4% MaxCP ~> HP: 55,104 - 2,296 = 52,808; CP: 25,722 - 1512 = 24,210


Actions:

AP Available: 11 | Used: 11 | Remaining: 0


0 AP/0 Seconds - Hyperactive activates, Kanmuri gains 3% of his Max CP back: 31,848 + 1062 = 25,272 CP


0 AP/0 Seconds - Healing Factor activates, Kanmuri gains 3% of his Max HP Back: 52,808 + 1,722 = 54,530 HP




1 AP/0.909 Seconds - Kanmuri uses Death Touch. AP remaining: 10


5.5 AP/5 Seconds - Kanmuri uses A-Rank Slashing Taijutsu Higuma [Mastered] with the special action to combo with itself targeting Hulk Breaker Swarmer #4 with Heavy-Handed Special Move - Cleave to hit the others as well. Cost. 5.5 AP, CP: (2065 + [2065 +15%]) *2 (Death Touch) = 8,880 CP. Using with Reckless Dependent Special Move Precision Blow (+2 ACC, +2 Crit, -100 Chakra). Total Damage: (1030 + [1030 - 10%]) = 1,957 for 2 hits ~> 1,957 * 4 = 7,828 * 1.9 (Death Touch and weapon) = 14,873 damage (No Crits). CP Remaining: 25,272 - 8,980 = 16,292. AP Remaining: 4.5


2.75 AP/ 2.5 Seconds - Kanmuri uses A-Rank Slashing Taijutsu Annihilation [Mastered] targeting Hulk Breaker Swarmer #4 with Heavy-Handed Special Move - Cleave to hit the others as well. Cost: 2310*2 (Death Touch) = 4,620 CP. Using with Reckless Dependent Special Move Precision Blow (+2 ACC, +2 Crit, -100 Chakra). Total Damage: 4,620 *1.9 (Death Touch - Weapon) = 8,778 damage (No Crit). CP Remaining: 16,292 - 4,620 - 100 = 11,572 CP. AP Remaining: 1.75


1.75 AP/1.5 Seconds - Kanmuri uses C-Rank Slashing Taijutsu Sword Juggle [Mastered] targeting Hulk Breaker Swarmer #4 with Heavy-Handed Special Move - Cleave to hit the others as well. Cost: 1.75 AP, CP: 435*2 = 870 CP. Using with Reckless Dependent Special Move Precision Blow (+2 ACC, +2 Crit, - 100 Chakra). Total Damage: 265 * 5 hits * 1.9 (Death Touch - Weapon) = 2,517.5 Damage (No Crit). CP Remaining: 11,572 - 870 - 100 = 10,602 CP. AP Remaining: 0


Total Damage Done: 26,168 (to all the Hulk Breaker Swarmers due to Cleave)

Total CP Spent: 14,670

30% = 4,401


Ending Stats: 54,530 HP; 10,602 CP
 

Raizo

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Will rp and add all the stats later.

Actions: Entering defensive stance, maintaining all my current maintains

OOC: if able to I will amend these slightly to be more actiony actions, but my nine month old son is in the hospital (brought him in today) and didn’t want to be a roadblock for the event progression.
 

Mienai

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Thousands. Bodies of the inhuman started to litter the battle field in throngs. From the young to the old, ever sunan out on this battlefield today was letting it be known that they would not go gently into that good night. Kasen stood, another pawn, a soldier, among a sea of her peers and friends. As the bodies of the unbent were shredded and singed and decimated left and right, Kasen saw their struggling attempt at rebirth like a phoenix from their own ashes only the be swiftly snuffed out by the oncoming onslaught. The medical ninja took a moment to breathe as she assessed the status of those around her. It was lucky that given the sheer quantity of those that were in battle that hardly anyone was injured or in need of assistance. Kasen had primarily been focusing the children on the field. So ready and so brave to protect, but also foolish enough to potentially be surprised by an attack that they might not be able to withstand.

A moment later, a loud booming thunder echoed in her ear. Kasen looked towards the sky as she finally took notice of the rain. It's.....raining.... Rain in the desert was such a rare occasion, but to her it felt so welcoming. Despite her liquid form, Kasen could feel the rain as if it was still touching her skin, and enjoyed the cool touch as it became part of her. She closed her eyes, and allowed herself a moment of respite. Unlike the others, the sand turning to a muddy state did not bother her. A thunder echoed in her ears as the heavens seemed to crackle with the power that surged from those around her. Kasen exhaled, a sort of calm clarity washing over her.

When next she opened her eyes, several hulking forms would be seen moving towards the Sunans. Their forms were absolutely massive and they moved with booming thuds as their massive legs pounded into the sands as they walked. Even at the distance they were, Kasen could feel the grounds shake beneath her. From her headset, Lord Sousuke could be heard giving information to assist the troops. Siege Weapons? They're going to try to break the wall...Same...we can't let them pass. So really let them have it when they get into range. From beside her, Kasen could see Same's eye lock with hers. Her large tail fin swatted quickly to one side in understanding. If these brutes thought they were going to have an easy time, the ocean had another thing to say about it.

Starting HP: 50,000
Starting CP: 38,000 (back to max)
Inner Reservoir: 9,500
Water Buffs:
+5% (Liquid Efficiency)
+10% after 5 seconds (Endless Tide)
+10% (stage 2)
Chakra Reduction:
-15% (liquid state)
-10% (jutsu mastery)
-5% (Liquid Efficiency)
__________________________________________________________-

Round 3 Actions:
Maintains:
- Liquid State (245/round, Katsuo gets 74)
- Obsidian Dragon [Mastered] (1064/round, Katsuo Gets 319)
- Pristine Aura [Mastered] (966/round, Katsuo Gets 290)

1. Drop Water-Chakra Style (defensive) Reservoir (0AP)
2. Activate Water-Chakra Style (offensive) Wild Waters (1AP)

  • Water-based Attacks has 15% chance to attack an additional target.
    • This increases by 5% whenever the user performs another Water-based Action.
    • Resets at the end of the round and caps at 40%.
    • User must specify the additional target. Failure to do so will result in a random target being attacked.

3. Cast Mystical Pond [Mastered] (2.5AP, 972 CP to initiate, Katsuo Gets 292) with Special Action to target Hulks 1, 2, and 3
*Rolling for additional target change: 15% chance rolling d100: 88 (85 or over hits additonal target, additional target successfully hit: Targeting Hulk 4)*
  • Master: This technique creates a lake beneath the user that causes up to two targets to fall within at -2 Accuracy. While submerged, the victims have a 14% chance of suffering the 'Suffocation' effect every action they perform. Additionally, all targets have a 21% chance to lose 1 Ap each round.
    Special Action: The user may increase the CP cost of this jutsu by +20%. Doing so allows them to target one additional target, however, it gives this jutsu an additional -2 Accuracy against all targets.
  • Notes:
    - This jutsu may be maintained up to thirty seconds.
    - All must make a Ninjutsu check against the user at the start of each round to determine whether they can surface above the water or are still affected. Additional escape attempts may be made for 1.5 Ap.
    - Ap lost by this jutsu is treated as suppression. (Hulks cannot be suppressed, no roll needed)
    - The 'Suffocation' effect increases a jutsu's Cp cost by +20% and lowers its accuracy by -2. Each time suffocation takes effect after the first during the same round, the victim take 1% Max Hp damage. (Hulks have no CP, no roll needed)
    - If the user uses more that 15% of their max Cp during a round, this jutsu is dispelled. (15% of my chakra is: 5,700 CP of main CP, not IR)
Rolls for 1 AP Loss this Round (not sure if this was possible so doing it anyway):
  • AP Loss(Hulk numbers listed)
    1. d100: 28 (79 or higher is success, not successful)
    2. d100: 56 (79 or higher is success, not successful)
    3. d100: 80 (79or higher is success, successful)
    4. d100: 99 (79 or higher is success, successful)
4. Cast Torrential Vortex [Mastered] (2.5AP, 3290 base damage each, 902 CP , Katsuo Gets 271) with Special Action Torrential Whirlpool with Affinity move Overcharge and Applying CA move Pressurize (taking chakra from Inner Reservoir) to Target all 4 Hulks
*Rolling for additional target change: 20% chance rolling d100: 23 (80 or over hits additonal target, no additional target hit)*
  • Master:Creates a swirling typhoon that deals 2350 damage at +1 accuracy. This has a 28% chance of causing bleeding.

    Special Action - Torrential Whirlpool: If cast while Mystical Pond is active, this jutsu may target all within Mystical Pond. This may only be done once per round, and doing so gives the victims a free attempt to escape.
  • Overcharge - Increases a Jutsu's damage by +15% and cost by +20% Cp.
  • Pressurize - Effect: The user may charge a Water attack for +20% CP to have it ignore enemy damage reduction. If this attack hits a barrier of equal or lower jutsu rank, that barrier is destroyed; if this attack hits a barrier of higher jutsu rank, it deals +20% damage.

Rolls for Bleed/Crit:
  • Bleed (Hulk numbers listed)
    1. d100: 85 (72 or higher is success, successful)
    2. d100: 50 (72 or higher is success, not successful)
    3. d100: 23 (72 or higher is success, not successful)
    4. d100: 67 (72 or higher is success, not successful)
  • Crit (Hulk numbers listed)
    1. d20: 16 (no crit: 3290)
    2. d20: 2 (no crit: 3290)
    3. d20: 13 (no crit: 3290)
    4. d20: 7 (no crit: 3290)


5. Cast Scorn of Aquarius [Mastered] (3AP, 4950 base damage each, 1980 CP , Katsuo Gets 594) (CP Taken from Inner Reservoir) with Affinity move Spread and Applying CA move Pressurize to target all 4 Hulks
*Rolling for additional target change: 25% chance rolling d100: 23 (75 or over hits additonal target, no additional target hit)*
  • Rank 2: The user creates a giant tidal wave, crushing three targets for 3960 damage at +2 accuracy. This has a 36% chance of causing the 'Crush' effect.
  • Notes:
    - Special Action Hp may be increased with water buffs.
    - The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
    - If used with either special action, the 'Crush' effect has a chance of activating upon any melee contact with the barrier (Melee Accuracy used against it).
  • Spread - Adds +1 Target to a Jutsu attack; this move may only be used once per round. (Cannot be used on techniques attacks which are not offensive, such as binds.)
  • Pressurize - Effect: The user may charge a Water attack for +20% CP to have it ignore enemy damage reduction. If this attack hits a barrier of equal or lower jutsu rank, that barrier is destroyed; if this attack hits a barrier of higher jutsu rank, it deals +20% damage.

Rolls for Crush, Crit:
  • Crush (Hulk numbers listed)
    1. d100: 3 (64 or higher for success, not succesful)
    2. d100: 46(64 or higher for success, not succesful)
    3. d100: 97 (64 or higher for success, succesful)
    4. d100: 61 (64 or higher for success, not succesful)
  • Crit (Hulk numbers listed)
    1. d20: 8 (no crit: 4950)
    2. d20: 12 (no crit: 4950)
    3. d20: 5 (no crit: 4950)
    4. d20: 20 (crit: 9,900)
6. Cast Hailstorm [Mastered] (3AP, 3235 base damage each, 3333 CP , Katsuo Gets 1000)(CP taken from Inner Reservoir) with Affinity move Overcharge and Applying CA move Pressurize to target all Hulks 1, 2, and 3
*Rolling for additional target change: 30% chance rolling d100: 81 (70 or over hits additonal target, additional target hit, Targeting Hulk 4)*
  • Rank 2: Creates a blizzard that deals 2310 damage to up to three targets with a 28% chance of causing Bleeding, 'Chill' and 'Hypothermia'. Each has a separate check.
  • Notes:
    - Lasts up to 30 seconds, and requires a Nin check at the start of each round active.
    - The 'Chill' effect causes the target to take +10% damage for 10 seconds.
    - The 'Hypothermia' effect lowers the victim`s dodge cap by -1. This lasts 10 seconds, and stacks twice with later effects resetting the timer. This debuff cannot be increased through any other method. (Hulks don't dodge so doesn't matter)
  • Overcharge - Increases a Jutsu's damage by +15% and cost by +20% Cp.
  • Pressurize - Effect: The user may charge a Water attack for +20% CP to have it ignore enemy damage reduction. If this attack hits a barrier of equal or lower jutsu rank, that barrier is destroyed; if this attack hits a barrier of higher jutsu rank, it deals +20% damage.
Rolls for Bleed, Chill, Crit:
  • Bleed (Hulk numbers listed)
    1. d100: 3 (72 or higher is success, not successful)
    2. d100: 55 (72 or higher is success, not successful)
    3. d100: 90 (72 or higher is success, successful)
    4. d100: 17 (72 or higher is success, not successful)
  • Chill (Hulk numbers listed)
    1. d100: 89 (72 or higher is success, successful)
    2. d100: 27 (72 or higher is success, successful)
    3. d100: 36 (72 or higher is success, not successful)
    4. d100: 100 (72 or higher is success, successful)
  • Crit (Hulk numbers listed)
    1. d20: 11 (no crit: 3235)
    2. d20: 20 (crit: 6,470)
    3. d20: 19 (no crit: 3235)
    4. d20: 2 (no crit: 3235)

Total Damage Done:
Hulk 1: 11,475
Hulk 2: 14,710
Hulk 3: 11,475
Hulk 4: 16,425

Round 4 Starting HP: tbd
Round 4 Starting CP: 33,851 CP
Inner Reservoir Chakra Pool: 4,187
CP Katsuo got from this round: 2,840
Round 3 Actions:
Starting HP:
35,400‬
Starting CP: 29,400
AP Total: 5


1. Enraging Strike (2.25 AP, 655 CP, Katsuo gets 197) Targeting Hulk 3
  • Master Rank: The user strikes at a single target dealing 1,800 Damage at +1 Accuracy. This strike has a 28% chance to inflict the Aggravated Assault effect.
  • Notes:
    - This may only be performed successfully, Aggravated Effect being inflicted, once per round.
    - Aggravated Assault gives each single target action made by the foe a 18% chance to go berserk, causing them to attack a random target. This may only occur once per round.
    - This lasts twenty seconds.
    - This does not stack on the same target in any shape or form.

Roll for Crit on Hulk 3: d20: 5 (no crit: 1800)


2. Trashin (2.75 AP, 4,125 each target, 2,065 CP, Katsuo gets 620) Targeting Hulk 3 and Hulk 4
  • Master Rank: The user strikes at a single target, 4,125 Damage. This strike has a 44% chance to inflict Perforated.
  • Notes:
    - This may by used once per round.
    - This technique/jutsu may automatically target up to 2 targets.
    - Perforated lowers the target's Melee Dodge by -2 for ten seconds. Bleeding Damage taken at the start of the next round is increased by +15%. This does not stack. The bleeding effect may only be inflicted on the same target once per battle.

Roll for Crit:
Hulk 3: d20: 19 (crit: 8,250)
Hulk 4: d20: 4 (no crit: 4,125)


Total Damage Done:
Hulk 1: 0
Hulk 2: 0
Hulk 3: 10,050
Hulk 4: 4,125

Round 4 Starting HP: tbd
Round 4 Starting CP: 26,680 CP
CP Katsuo got from this round: 817
Round 3 Actions:
Starting HP:
9075 ‬
AP Total: 3


1. Strike (1AP, 1470 damage) Targeting Hulk 1
2. Strike (1AP, 1470 damage) Targeting Hulk 2
3. Strike (1AP, 1470 damage) Targeting Hulk 3


Total Damage Done:
Hulk 1: 1470
Hulk 2: 1470
Hulk 3: 1470


Round 4 Starting HP: tbd
 
Last edited:

Ryu Hime

Well-Known Member
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Date.A.Live.600.1536429.jpg


The first wave was… well to say taken care of would be an understatement. Ren forgot everything she was supposed to be doing on the wall and watches the fireworks going on down below. Ren often comes off as a timid scared little girl with her inability to speak and utter reliance to her hand puppet. Ren has been through trauma that took her all the way to the breaking point and beyond. She has grown numb to pain and abuse. This war was different and she was tempted to run, but then she felt something warm and comforting surround her and embraces her. Ren felt protected which in turn gave her the will to continue fighting.

Then suddenly one of her traps were triggered. It was the ninja wire trap which mean something was already at the wall. Without any hesitation she gets on the headset. “Calling to any shinobi. We have enemy at wall. I repeat we have enemy at the wall.” Ren could see the thing trapped in her spools of wire and it was massive. Ren was only a student, so there was nothing she could do to even put a dent on that monstrosity. Instead she pulls out a recorder and begins to play a melody. The tune was likely not fitting for the current events going on right now but her goal it to somehow put the immense creature to sleep. She has heard that music sooths the savage beast so she plays her pleasant song for the monster trapped by the banner.

Haku Ren

HP: 2000/2000
CP: 2000/2000
AP: 2 - 1 = 1 (3 next round)

Uses Living Artifact to replicate effects of Lullaby Powder: Tsukumogami
(Targeting the one that triggered trap)

Usagi,

HP: 1025/1025
CP: 1025/1025

AP: 3.5
 

Teke

Member
Joined
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B
RP! Will return soon in Marvels The Avengers coming soon.

AP = 10 [+ 1 - 3 - 3 - 4 = 1 AP Carried Over]
HP = Start of Round 44,000 / 44,000 [+ 1,980 + 2,338 + 2,088 = 44,000]
CP = Start of Round 34,858 / 47,000 [+ 16450 + 1260 + 840 - 756 - 990 - 3,300 - 2,976 - 4950 = 36,128]

Chakra for Katsuo: 3,891.6 CP Donated

Maintained Effects & Jutsu;
- Lightning Cowl: Grants +2 Accuracy. While active, the user ignores the first effect each round which would reduce the accuracy of their Lightning attacks. This is Chakra Armor. [Active Until Turned Off, 756 CP per Round]
- Chakra Style - Surge: User gains +0.5 Dodge per Lightning Action up to +3, anything beyond +3 becomes +3% Auto-dodge. [Active Indefinetly]
- Elemental Manifestation - Stage 2: Blocks the first 750 non-illusionary damage of the round, refreshes each round. Gain +10% Lightning Damage, +2 Accuracy and +2 Dodge. [Active until Round 3 at 10.0 Seconds]
- Storm Guider: the user may cast Storm and Lightning Ninjutsu attacks from these storm clouds with one of the Special Actions below, with -15% Cp costs. [Active until Round 5 at 9.0 Seconds, 990 CP per Round]

Start of Round Effects;
Hyperactive: +3% Max CP at the start of the round [1260 CP per round]
Re-Energize: +2% Max CP at the start of the round [840 CP Per Round Equipped]



[3.0 AP / -0.5 Seconds] Casting Raijins Vengence with Initiative through the "Storm Guider" on Hulk Breaker 1, 2 and 3 [d20 = 12]
- Special Action: By paying +20% CP, the user may choose to have this jutsu modded in the timing of 1 AP. If this is used, this jutsu has a 30% chance of being redirected towards the last person to perform an action involving a weapon. This may only be done once per round.
- Affinity Move: Spread - Add +1 target to a Jutsu, can be used once per round.
- Electromagnetic Pulse: Add +1 target to a Jutsu for +10% CP
- 6,600 Damage to each target after +10% from Elemental Manifestation, +10% from Voltaic Charge.
- 3,300 CP after +10% CP from Special Action [-50% from Jutsu Mastery], +10% from Affinity Move, +10% from Dire Thunder, -10% from Jutsu Mastery.
- Lightning Flash: 24% Chance after +10% from Elemental Aura. [63 = FAIL!]
- Lightning Flash: The user may choose to cast a Jutsu at high speed; modding it in half the timing as usual with a 8%/16% chance of being a `Sneak Attack`. This may only be done once per round.
- Photon Flash: 50% Chance after +10% from Elemental Aura. [29 = SUCCESS!]
- The 'Photon Flash' effect prevents the jutsu from being auto-dodged, and gives it a 20% chance to auto-hit; this chance is checked separately from any other auto-hit chances the user may have.
- Voltaic Charge: +5% Lightning Damage per Lightning action up to +15% in the first round, increasing by +5% each round up to +30%. May carry over +5% per round that has passed. [Currently +15% for next Action, +10% Carried into next round]
- Aura Strike: Uses Ninjutsu Accuracy, Attack becomes Lightning Element and Holy Alignment.
- Holy Alignment: User Heals +10% of the damage dealt immediatly after the attack. Deals +10% Damge to Cursed targets and -10% to Spiritual targets.
- 1,980 HP recovered from Holy Alignment.

- Chakra Style - Surge: Currently +0.5 Dodge.

[3.0 AP / 3.5 Seconds] Casting Infinity Rain on Hulk Breaker 1, 2, 3 and 4 [d20 = 10, 9, 6, 16, 15]
- Electromagnetic Pulse: Add +1 target to a Jutsu for +10% CP
- Affinity Move: Overcharge - +20% CP cost, +15% Damage.
- 5,845 (1,169 per hit) Damage to each target after +10% from Elemental Manifestation, +15% from Voltaic Charge, +15% from Overcharge.
- 2,976 CP after +20% from Affinity Move, +10% from Electromagnetic Pulse, -10% from Jutsu Mastery.
- Lightning Flash: 24% Chance after +10% from Elemental Aura. Already used this Round.
- Lightning Flash: The user may choose to cast a Jutsu at high speed; modding it in half the timing as usual with a 8%/16% chance of being a `Sneak Attack`. This may only be done once per round.
- Voltaic Charge: +5% Lightning Damage per Lightning action up to +15% in the first round, increasing by +5% each round up to +30%. May carry over +5% per round that has passed. [Currently +20% for next Action, +15% Carried into next round]
- Aura Strike: Uses Ninjutsu Accuracy, Attack becomes Lightning Element and Holy Alignment.
- Holy Alignment: User Heals +10% of the damage dealt immediatly after the attack. Deals +10% Damge to Cursed targets and -10% to Spiritual targets.
- 2,338 HP recovered from Holy Alignment.

- Chakra Style - Surge: Currently +1.0 Dodge.

[4.0 AP / 10.0 Seconds] Waiting till last possible second before Casting Vanishing World on Hulk Breaker 3 [d20 = 20]
- Elemental Powerup: After the attack, the user is placed into Elemental Manifestation - Stage 3 for one full round.
- Affinity Move: Overcharge - +20% CP cost, +15% Damage.
- 20,880 (x2 from Crit) Damage to each target after +10% from Elemental Manifestation, +20% from Voltaic Charge, +15% from Overcharge.
- 4950 CP after +20% from Affinity Move, -10% from Jutsu Mastery.
- Voltaic Charge: +5% Lightning Damage per Lightning action up to +15% in the first round, increasing by +5% each round up to +30%. May carry over +5% per round that has passed. [Currently +25% for next Action, +15% Carried into next round]
- Aura Strike: Uses Ninjutsu Accuracy, Attack becomes Lightning Element and Holy Alignment.
- Holy Alignment: User Heals +10% of the damage dealt immediatly after the attack. Deals +10% Damge to Cursed targets and -10% to Spiritual targets.
- 2,088 HP recovered from Holy Alignment.

- Chakra Style - Surge: Currently +1.5 Dodge.

Teke enters stage 3 >:)

HP: 39,000
CP: 42,000
AP: 10[/SIZE][/TD]
[TD]Goddess of Lightning [Veteran]
HP: (50+lvl) x stamina
CP: (55+lvl) x chakra control
Class Bonus: +1 Accuracy, Kinjutsu Option
High: Ninjutsu Acc
Average: Evasion, Gen Save
Low: Melee Acc, Ranged Acc, Genjutsu DC

BL/CA: Volt Touched
Kinjutsu: Jinchuriki: Lightning/Holy

Inventory:
- Headset
- Respirator
- Light Armor
- Poison: Serpent's Blood : 2 Uses
- Pouch : Tools

Relevant Effects:
Custom Class & Misc. Passives;
Custom Class: +1 Accuracy

Ability Passives;
- Shinobi 101 - Kinetic Gen w/ Nin Acc: Can use Kinetic Genjutsu with Ninjutsu Accuracy.
- Alignment Focus - Holy: Holy attacks now heal the user for each individual target hit by the attack instead of based on the great individual amount of damage dealt.
- Elementalist: The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element. Cannot stack either Channeling ability.
- Elemental Aura: Chakra Armour cost -0.5ap to cast, Last for +1 round and Secondary effects of the armors type get +/-10% in the user's favor.
- Hyperactive: Recover +3% Max CP at the start of every round.
- Initiative: The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.
- Jutsu Mastery: All Jutsu -10% CP Cost, Special Actions CP costs halved.
- Will Power: The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it affecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway.


Core Ability Passives; [Volt Touched]
- Shocking Current: All Lightning attacks stun the target, giving them -2 dodge for the remainder of the round. This may only affect a target once per round.
- Voltaic Charge: Each time the user makes a Lightning action, they gain +5% Lightning damage bonus. The cap for this starts at 15% in the first round and increases by 5% each round. The user may carry over 5% from each round for each round that has passed (for example, in the fourth round the user starts out with +15% if they had at least that much during the third round) but no more than that. The user cannot gain more than +30% Lightning damage bonus from this at any time.
- Static: When the user makes any kind of melee contact with an enemy, that enemy is suppressed for 1 AP. May occur once per enemy per round.


Kinjutsu Passives; [Jinchuriki - Lightning/Holy]
- Jinchuriki: All Jinchuriki techniques are treated as Lightning and Holy. The user is treated as Holy when Elemental Manifestation is active. Lightning Jutsu are treated as Holy when Elemental Manifestation is active. Lightning Jutsu and Jinchuriki Techniques do not require handseals.
- Aura Strike: All attacks that would use Melee accuracy instead use Ninjutsu accuracy. Attacks changed this was become Lightning/Holy and receive all those buffs.

AP: 5 [+ 0.5 - 2.75 - 2.75 = 0.0 AP Carried to next round]
HP: 27,000
CP: 33,000 [- 2,065 - 2,065 = 24,740]

[2.75 AP / 2.75 Seconds] Using Destruction Power Shot through "Divine Punishment" on Hulk Breaker 1 [d20 = 9]
- Spirit Link: 20% of damage done with weapon damages CP instead of HP.
- HP Damage: 3,300 after -20% from Spirit Link
- CP Damage: 825
- 2,065 CP
- Suppresion: 44% Chance. [20 = SUCCESS!]
- Ignores 20% of DR


[2.75 AP / 2.75 Seconds] Using Destruction Power Shot through "Divine Punishment" on Hulk Breaker 4 [d20 = 10]
- Spirit Link: 20% of damage done with weapon damages CP instead of HP.
- HP Damage: 3,300 after -20% from Spirit Link
- CP Damage: 825
- 2,065 CP
- Suppresion: 44% Chance. [72 = FAIL!]
- Ignores 20% of DR


Statistics​

Custom Class​
Abilities & Jutsu Sub-types​
Weapon​
Agility: 450
Taijutsu: 450
Ninjutsu: 450
Genjutsu: 450

Health Points: 27,000
Chakra Points: 33,000
Action Points: 5
Holy Deva
HP: (30 + Teke's Lvl) x Teke's Chakra Control
CP: (40 + Teke's Lvl) x Teke's Chakra Control
Class Bonus: +2 Accuracy
High: Ranged Accuracy
Average: Evasion, Gen Save, Genjutsu DC
Low: Melee Accuracy, Ninjutsu Accuracy
1. Sharp Sense
2. Called Shot
3. Technical Pacifist


Sub-types
1. Projectile Taijutsu
2. Will Genjutsu
3. Medical Ninjutsu
Divine Punishment
Type
: Ranged
Base Damage: S-Rank - 150
Damage: -10%
Accuracy: +2
Ability: +3% increased success chance with Called Shot attempts.
Augments;
Daze
Spirit Link
Swift
E RankD RankC RankB RankA Rank
Curve Shot [Mastered]
Unforseen Strike [Mastered]
Pierce Shot [Mastered]
Tourniquet [Mastered]
Coagulation [Mastered]
Quick Shot [Mastered]
Bounce Shot [Mastered]
Leaking Mind [Mastered]
Skeletal Fortification [Mastered]
Critical Shot [Mastered]
Scatter Shot [Mastered]
Insomnia [Mastered]
Mystical Force [Mastered]
Pierce Shot [Mastered]
Homing Shot [Mastered]
Slowed Perception [Mastered]
Resuscitate [Mastered]
Pristine Aura [Mastered]
Destructive Power Shot [Mastered]
Terra Firma Shot [Mastered]
Temple of Nirvana [Mastered]
Torment of the Physical Plane [Mastered]
 

Toraono Michino

Mayor of Flavortown
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Oct 23, 2012
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Volleys of arrows, massive amounts of energy, fire…the last of the Swarm was struck down, cut apart, and burnt to ashes. A loud and mighty cry of victory rose up from the ranks of the shinobi who all fought together against the tyranny that threatened their village. That cry of victory, along with drips of rain, broke Michino out of his self-trance as he finally began to breath again, coughing as fresh oxygen entered his lungs. His head hurt from holding his breath and controlling the demonic blood that ran rampant inside of him. The Toraono youth looked up, weary from combat already, and looked around with a few stumbles. The horde had been decimated. Owari skipped up towards Michino, a ruby grin revealing yellow-tinted fangs and tapped on his leg,
See, that wasn’t so bad! You should be good and warmed up enough now!
Warmed up? We just destroyed their entire force, surely they couldn’t ha-
The young Toraono’s sentence was cut off by the sounds of rapid heavy pounding. His head turned towards the set of creatures heading their way and let out a small squeak of fear. They were monstrous. He couldn’t even begin to fathom their actual size, but just from what he could tell on the horizon, they were really, really, big things. The voice of the Steward echoed into his head once more, information raining down from above. As a unit, the Sunan military made moves together to attack once more; Michino swallowed hard. It was then he felt a painful kick on his shin from his sister, and he looked back down to see her with painfully serious eyes, a rare sight.
Brother, I’m serious. Get. It. Together. You are the strongest member of our clan fighting out here today, if you keep dawdling, someone is going to die - and it will be on your head. Act like the man you want to be, because you’re already there. You just need to believe in yourself already, dammit.
The imp gave him another kick and rushed off towards the gigantic creatures stomping their way towards the wall. Her skip became a run, and soon Youkai magic began to shift from her fingers and into the ground. With a flick upwards of her fingers, a boulder buried below them ejected itself from the sands and rush down towards one of the Hulks.

Michino dropped his arms to his sides and smiled at his advancing kin with a sad smile. The annoying little creature was correct, he knew full well the power dwelling inside of him was under his control, and that all he needed to do was call on it. It scared him though, all the strength that he was blessed with by the Toraono Demon Blood.
Michino raised his weapon above his head and breathed in deep before calling out loud Toraono war-cry, a loud yell that sounded akin to a tiger’s roar. The cry was returned with tiger roars exploding across the field. His family was out there, fighting, and so should he. Crushing his hand through the hilt of the elemental weapon he touched the seal on his chest with his left index finger. Focusing a little chakra into the edge, so as not activate the curse inside the other one, he flicked his finger down causing Kuro’s seals’ outer edge to spin and lift away from his body. It had once been a gift to control Owari, but not that she had her own body, he didn’t need it anymore. With the seal lifted from his body, purple flames suddenly raised up around his body and engulfed him completely until he exhaled a deep breath. The purple inferno exploded away from Michino to reveal branching horns from his temple and a large feline’s tail, made from the same fire that made his leg and arm. His flesh had paled, black ichor overtook the sclera of his eyes and shifted the color of his iris from purple to gold. The demonic blood pulled the fangs and claws of his kin into his form. He could only stare at the power he was holding onto for a moment. It was dangerous but enticing, like a chainsaw sword.
Another war cry from the battlefield, an impossible distance away, reached his ears. The main bulk of the army was already heading against the Hulks. Arrows would soon be flying over their head to strike against the beasts' defenses, but demons we're not known for their patience. Turning towards the same monster Owari strove to attack, Michino dug his foot into the ground and vanished in an explosion of sand. His image reappeared next to the monster as he channeled a black flame into his hand. Arrows wouldn't be hard to dodge, and if he could stumble the beast before the volley, all the better. Grasping down onto the flame in his had, it formed into a black katana; the image flickering with the flames. Bursts of air pushed the rain away in large balls of air around the beast as Michino's image disappeared and reappeared around the mountainous monster as sudden large waves of dark energy swarmed down against the beast.

Michino the Toraono Heir
HP: 45,000/45,000 (+1980 Temp HP)
CP: 17,891/33,000 (-536)
AP: 12
-Maintains: Feral Shift (3% Max CP to maintain, turned into Temp HP)

0 AP - Marks Hulk Breaker Swarmer #4 for Duelist
Duelist
A master of card battles and dice games, the user is undefeatable so long as they believe in the heart of the cards. A duel is an age old custom, extending back to the beginnings of modern combat. Those skilled in the exchange are well suited to fighting in one on one combat.

Information
Prerequisites: C Rank

Effect:
- +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO'd, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
- The user ignores % Auto-dodge chances their chosen target may have.
- -2 Dodge/Save to any other opponents targeting the user

Notes:
- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu or Genjutsu. The type of buff remains constant as long as this ability is active.
- Clones are considered an extension of their owner and all above effects will still apply.

3 AP - Activates Form of the Demon
Form of the Demon - A-Rank Non-Elemental Ninjutsu
Restriction- A-Rank and up
This technique is the ultimate incarnation of a demonic ninja’s tie to his or her hellish ancestry. Releasing all bonds and restrictions, they unleash their true demonic nature, becoming a terrifying being of power and awe. The after affects are disastrous, however.
Rank 2: While active, the user is considered Cursed, and remains so regardless of what other techniques are used during this time. Additionally, they have +2 Secondaries and deal +10% damage. Damage taken by the user is reduced by 15%; this reduced damage is converted into CP for the user. Lasts up to 3 rounds.

Cost: 3 AP and 2,400 HP to initiate. 4% Max Hp/Rnd

Note:
- This counts as a Chakra Armor.
- The user is considered Cursed, and remains so regardless of what other techniques are used during this time.
- Can only be used twice per battle, and requires a full round of cooldown between uses.
- Holy attacks ignore the user's damage reduction.

1.75 AP - Attack with Lunar Step [Rank 2] - Special Action: Waning Crescent Moon
[Rolls:[d20 : 6]
Lunar Steps
A technique that branches off into various flows of attacks inspired by the heavenly moon.

Information
Prerequisites: C-Rank, A weapon with the Slashing Damage Type.

Rank 1: The user strikes a single target dealing 1,010 damage at Normal Accuracy.
Rank 2: The user strikes a single target dealing 1,265 damage at Normal Accuracy.

Special Action: At the cost of an additional +20% Cp, the user may choose a single effect:
Waxing Crescent Moon: Upon a Full Hit, the user gains +5% Auto-Dodge to the next damaging attack targeting them struck opponent. This does not stack.
Full Moon: Allows the user to target an additional target both hitting at -15% Base Damage.
Waning Crescent Moon: Upon a Full Hit, the users next Slashing Taijutsu Attack gains a +5% Auto Hit and +5% Damage Buff.

Rank 1 Cost: 335 Cp
Rank 2 Cost: 420 Cp

2.25 AP - Attack with Executioner [Rank 2]
[Rolls:[d20 : 4]
Executioner
A technique that attempts to behead the target or strike a vital point.

Information
Prerequisites: B-rank, A weapon with the Slashing Damage Type.

Rank 1: Strikes a single target dealing 1,500 damage at +1 Critical.
Rank 2: Strikes a single target dealing 1,875 damage at +2 Critical.

Rank 1 Cost: 570 Cp
Rank 2 Cost: 735 Cp

Notes:
- May be used as a Called Shot for Head for no additional cost.

2.25 AP - Attack with Steel Weaving [Rank 2]
2.75 AP - Special Extra Steel Weaving with Instant Timing
[Rolls:[10d20 : 7,1,2,1,3,5,9,1,12,1]
Steel Weaving
An advance technique that features constant flows of slashes, as if the wielder is weaving to the point where silver streaks would appear with each swing. With every successful slash makes the next one harder to avoid.

Information
Prerequisites: B-rank, A weapon with the Slashing Damage Type.

Rank 1: Strikes at a single target 4 times dealing 375 Damage each.
Rank 2: Strikes at a single target 5 times dealing 375 Damage each.

Special Action: If all strikes are successful, the user may follow-up immediately with another Steel Weaving at +0.5 AP. This may only be used once every other round.

Rank 1 Cost: 545 Cp
Rank 2 Cost: 680 Cp

HP: 45,000 (1980 + 536 (Feral Stance) = 2516 Temp HP) - 2400 for Form of the Demon Initation = 45,000 HP (116 Temp HP)

CP:17,891 -536 (Feral Stance), -504 (Lunar Step), -753 (Executioner), -1360 (Steel Weaving, Special Action/+20%) = 14,738 CP Remaining

Damage Dealt - 1,518 (Lunar Step/+20%), 2,343 (Executioner/+25%), 4,500 (Steel Weaving Combo) = 8361
Cursed Damage - 418
Full Damage to Hulk #4 = 8779

Owari the Uncompromised
HP: 33,000/33,000
CP: 23, 590/27,000
AP: 5

2.5 AP - Casts Inertial Control [Master] on Hulk #4
[Rolls:[d20 : 5]
Inertial ControlThis is the basic stereotype attributed to all gravity users. The ability to pick up an object in a controlled manner before throwing it with extreme force at whatever they desire. It is actually one of the more complex jutsu which requires extreme control.

Information
Prerequisites: Gravity Affinity, B-rank, 2 Mastered Gravity Jutsu

Rank 1: Deals 1900 damage at +1 Accuracy. Secondary effect chances have a 14% chance of activating.
Master: Deals 2250 damage at +2 Accuracy. Secondary effect chances have a 21% chance of activating.

Special Action: The user may grant this Jutsu either the Impale or Crush effect.

Rank 1 Cost: 660 Cp
Master Cost: 730 Cp

Notes:
- This may use Ninjutsu or Ranged Accuracy
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.
- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.

2.5 AP - Casts Density Crush [Master]
[Rolls:[d20 : 8]/[d100 : 93](For Carve Effect)
Density Crush
A technique emphasizing the strength of metal, by literally crushing the opponent with sheer force. This techniques manipulates and condenses a vast amount of earth and minerals into a large, solid cube of dense metals, used to smash and crush an opponent.

Information
Prerequisites: - Metal Affinity, B-rank, 2 Mastered Metal techniques

Rank 1: Deals 2300 damage at -3 Accuracy, with a 14% chance of activating the 'Crush' and 'Carving' effects.
Master: Deals 2880 damage at -3 Accuracy, with a 21% chance of activating the 'Crush' and 'Carving' effects.

Rank 1 Cost: 950 Cp
Master Cost: 1180 Cp

Notes:
- This jutsu may only be used once per round, three times per battle.
- The 'Carving' effect increases this jutsu's base damage by +10%.
- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.

CP Spent: 620 (Inertia Control/-15%), 1003 (Density Crush/-15%) = 21,967 CP Remaining

Damage: 2,587 (Inertia Control/+15%), 3600 (Density Crush/+25%) = 6187

Total Damage = 14,966

Relevant Buffs:
Event Buffs:
Phase 1 (Temp HP)
Phase 2: +2 AP
- Form of the Demon: +10% Damage, -15% Damage Reduction, +2 Secondaries
- +2 Accuracy/DC and +10% damage towards a single target. (Hulk #4)
-Cursed damage negates HP/CP recovery during a round equal to the amount of Cursed damage taken at the end of the previous round.
-At the start of each round, all those effected by the user's Cursed damage suffer - [X] secondary penalty for the duration of the round. [X] is equal to 1, and increases by 1 for every 30% Max HP the user is missing (up to -3). Does not affect Holy targets.
-Valmanway, my sword, all damage is Cursed
-All Independent Special Moves and Activated Passives cost -15% CP to activate and maintain. All Dependent Special Moves and Modifications to Jutsu that cost additional CP have their additional CP cost reduced by 10%. All BL/CA jutsu have their CP costs reduced by 10%.
-Contract Master : The summoned contracts receives +10% Damage, and -5% HP/CP Cost to all of their techniques. (Only reduces HP/CP Cost)
-Sorcerer (Chakra Style - Owari)
Effect:
-10% Elemental Damage Taken
-10% cost to all Jutsu.
-1 Melee Dodge, +10% Physical Damage taken.
All Ninjutsu deal +5% more Damage.
- Ancient Wisdom = +5% Melee Damage
- Regains 3% Max HP at the beginning of each round.
- All Medical Jutsu are +10% more effective on the user.
- Hidden Actions are revealed to the user through PM.
 
Last edited:
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The Swarm lay in pieces before the Shinobi of Sunagakure, mincemeat at the walls. The rain poured heavily upon the dirt and corpses, turning the ground into filthy mud. Riyota's coat began to grow heavy with the viscous black sludge, a liability that would slow him down. With a flick of his wrist, he pulled the interior cord that released the clasps holding the jacket around his arms and chest, the quick release allowing the garment to cascade to the ground, leaving the Ranger Lord in his grey undershirt. His arm of scarred flesh and his arm of black steel on full display, both brandishing a sharpened blade. The Long night continued...

On his chest he could feel his Cursed Seal pulsing, drawing on the energy of the deceased monstrosities that surrounded him restoring his own reserves of chakra so that it could continue to feast on them. Riyota felt restored and he took a moment to look upon his peers until rumbling shook the ground beneath them. Giant hulking abominations were racing towards the walls, beings that Sousuke referred to as Siegeweapons, intending to shatter the walls he had helped build. He cast a glance up at his ursine companion. His cyclopean gaze sharp and focused. "Time to do what you do best!" He instructed the Bear, whom gave off another mighty roar to focus the Shinobi once again.

There was a crackle in his ear as the voice of one of the Ranger bowmen came from on high. Informing him that they were loaded and ready to fire upon the next enemy. He watched keenly as the Beasts stood, unmoving. He pressed a finger to his ear. "Be ready, on my mark..." He instructed the Archers. "Hold...Hooooold...." The second those monstrosities took a step, the Ranger Lord would see them riddled with arrows.

  1. [0 Seconds' Regain 35% Chakra as per round bonuses
  2. [0 Seconds] Paying the cost of power, Chakra mod reduced by 4, new cap applied.
  3. [0 Seconds] Malevolent Annihilation mutates to second level (it should've done last round but I forgot.)
  4. [0 Seconds] Metamorph limb mutates to second level.
  5. [2.5 Seconds] Attacking Hulk Breaker #2, #3, #4 with Malevolent Annihilation. [3 AP] [-2'420 CP] [+242 CP from Chakra Drain] [5'756 Damage]
  6. [3 Seconds] Activating Virulence to mutate both Malevolent Annihilation and Metamorph to their final stages. [2 AP] [2'750 CP]
  7. [3 Seconds] Metamorph limb gains the benefits of Wide Edge
  8. [3.5 Seconds] Chaining Malevolent Annihilation with Virulence against Hulk Breaker #2, #3, #4. [2.5 AP] [-2'420 CP] [+242 CP from Chakra Drain] [Crit! 11,676 damage]
  9. [6 Seconds] Attacking Hulk Breaker #4 with Zantetsuken [2.75 AP] [-2065 CP] [+206 CP from Chakra Drain] [Crit! 8'712 Damage]
  10. [6 Seconds] Dropping Mors Laminae
  11. [6.5 Seconds] Creating weapon 'Dark Humerus' using Dead Bone Pulse with Augments: Dual-Weapon, Barbed Teeth, Siege, Re-Energize, Free-Flow, Vanguard. [1 AP] [-100CP]
Total Damage = 26'144
Remaining HP = 42'000/42'000
Remaining CP = 17'755/27'600
Remaining AP = 0.75
Total Physical DR = 52.5% reduced to 50% cap
Total Illusionary DR = 10% from Fearless

[Maintaining Diamond Cutter (-880 CP)]

  1. [0 Seconds] Siegebreaker passively provides all allies with +1 Tai Accuracy/+1 Tai Evasion/+5% Taijutsu Damage due to Ancient Wisdom
  2. [0 Seconds] All Battle Participants must make a DC 20 Gen Save or be inflicted with Fear as per Dread Aura
  3. [1 Second] Equips Claws of the Siegebreaker because I forgot to do it last round (I'm sorry)
  4. [6 Seconds] Uses Hailstorm on Hulk Breaker #1, #2 and #3 [3 AP] [-3030 CP] [2'310 Damage]
Total Damage = 2'310
Remaining HP = 30'000
Remaining CP = 19'555
Remaining AP = 2
 

Sunaku Harupia

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It was a bizzare display that surrounded him, both terryigin but also breathtaking in its scope. The struggle of men and women around them hacking and slashing and burning at the swarm as they struggled before he and the other higher-ranked Shinobi displayed their power. The elements melded and shaped into purely destructive forms, burning and dusting away the bodies, warriors rampaging through and ripping the bodies to shreds. The Swarm did manage to approached his barrier ever so briefly before being obliterated by the combined powers. As this happened and he felt the rain starting to drop, quite the rarity within the desert, he felt it drip onto his skin as the wild manifestation of the element he covered himself in dispated. He'd need a bit of a breather before he could pull that off again, though it seemed it wasn't a luxury he could afford to well.

As the first wave was essentially disintegrated and merged with the Desert sands and rain into Grimey mud, the next wave appeared. This time, they went for quality over quantity. 4 massive hulking beasts, the roars pricing the ears of everyone around them, their steps enough to shake the ground were encroaching on them fast. He could see some man fall back behind the barrier, some preparing to strike. He could see the massive bear heading out to charge, feeling a shiver come down his spine as he looked at its presence. Glad to have that on his side. He considered his option, knowing the volley from the rangers was coming, and already feeling the familiar crackle of energy in the air. Everyone would be going just as hard as they went against the horde, if not more...

And then he heard it. Transmission through the headset. We have an enemy at the wall. A crazy notion in itself considering the torrent of power unleashed before. What was even more insane is his mind is the voice. A familiar one. His class. That made some decisions simpler. He kept the barrier up to defend anyone who needed it, commending his clone and sandworm construct to keep on fighting. The giant sandworm would slither between the giants, waiting for a chance to strike trying to hold them up in a place with its strikes, the clone pulled its body-wide, appearing as if a blanket of sand trying to fly above them. As for him, he charged the other way, at the wall as he said via the headset "Coming to investigate target at the wall, whoever's there mark it!"
He wasn't sure how in the ever blazing hell Ren was there, but this probably took the cake in terms of academy student stunts...not that it matters. He needed to make sure she's safe...and by extension that whatever managed to pass the defenses wouldn't go any further. And as he charged there, he hoped any ranger or other Shinobi would be able to guide him through to eliminate the threat...and making sure Hakuren was safe.

MFt

Terror of the Dunes

HP: 7,920/7,920

Does 968 Damage

5 AP


Melee Accuracy = 18
Ranged Accuracy = 18
Ninjutsu Accuracy = 22
Melee Dodge = 18
Ranged Dodge = 18
Ninjutsu Dodge = 18
Genjutsu Difficulty = 14
Genjutsu Save = 10

Sand Worm Attacks 5 times with its Standard attack for 1 ap, once per every Hulk and the final attack at the on with lowest HP if left standing, the first attack on the 4th Hulk is a critical strike and procs suppression, 968 damage normal, 1936 crit strike (5 seconds Total)

Sand Clone Stats


CP: 11,400 /10,280 – 1120 = 9160

AP: 4

Melee Accuracy = 20
Ranged Accuracy = 20
Ninjutsu Accuracy = 24
Melee Dodge = 20
Ranged Dodge = 20
Ninjutsu Dodge = 20
Genjutsu Difficulty = 16
Genjutsu Save = 12

Using Sand Shower Twice, 2 ap each, 1640 CP Consumed (2 seconds, 4 seconds)
First use targets Hulk 1 and 2, no secondary effects proced, 1800 damage,
2nd attempt at Hulk 3 and 4, One Check of the Jutsu proced impale, Bleeding raised by 1 rank and critical damage proced, 3000 damage.

Harupia
Sunaku Harupia, of the Old Powers That Be
HP: 50,500/50,000 (regenerated due to healing factor)
CP: 26 773/38,000 - 3234 + 13,300 = 36, 839
AP: 11 – 5.5 = 5,5, 1 ap carry over

All Jutsu (Sandworm, Clone Natures Guard) Maintained
Elemental Manifestation Aura droped
Not designating new Duelist target.

Attempting to Strike at the ??? which was caught in Ren's Wire
Shifting Earth Style from Craggy Exteriour to Shatter (0.5 AP)
Using Aura Strike to Make the taijutsu Below Earth Spiritual Techniques
Using Iron Sand on Taijutsu below
Rank 3: The user may choose to use "Iron Sand" for their Sand Ninjutsu. Iron Sand Jutsu may inflict any level of bleeding with a +5% chance of bleeding, and they gain +10% damage, but lose -1 accuracy due to the added weight.

First attack, Fist of Sin with special Action (Greed: By paying an additional +0.5 AP, the user may have another Taijutsu follow this one up instantly at +20% Cp.) (5165 Damage, 1339CP, 2.75 AP/seconds)
Follow up Spear Hand With special effect (By paying an additional +0.25 AP and +10% Cp, the user may charge this technique gaining an additional +5% base damage. This may be done up to 4 times.) Stacked Twice (2657 Damage, 994 CP cost, 2.75 AP
Using Daunt attempting to bind ??? (910 CP, 455 CP/rnd, 2.5 AP)
Conditional - if Hakuren is attacked use Desert Deflection with Iron Sand Enabled (1976 HP, 476CP, 2 ap)

If ??? is untargetable, DIrect actions at At the First Hulk, or if it were already dead the 2nd etc)

Passive Effects:
Sand Mastery - Passive
Rank 3: +15% Sand Damage

Sand Manipulation - Passive
Rank 3: May convert Earth and Wind Jutsu into Sand at no extra cost.

Protection of the Sands - Passive
Rank 3: Sand has a 60% chance to reduce an oncoming attack by 20% damage.

Blood Diamonds - Passive
Rank 3: Jutsu Levels 1-8 can cause bleeding ranks 1-4

Iron Sand - Dependent Special Move
Rank 3: The user may choose to use "Iron Sand" for their Sand Ninjutsu. Iron Sand Jutsu may inflict any level of bleeding with a +5% chance of bleeding, and they gain +10% damage, but lose -1 accuracy due to the added weight.

Cost: All sand jutsu using Iron Sand cost +25% CP, including any Maintain costs.



Relevant Abilities:


Elemental Manifestation



Stage 1 - Elemental Cloak: User generates an "elemental cloak" of chakra that surrounds their body. The elemental cloak acts like a barrier that protects the user from the first (50 x Character Level) Non-Illusionary damage dealt to them. The user's elemental cloak returns to it's maximum HP at the end of each round even if it was destroyed.
Stage 2 - Partial Transformation: User's physical form partially transforms into that of their sealed spirit. This grants a bonus of +2 Accuracy and Dodge and


0. Shinobi 101 - Kinetic Genjutsu with Nin Accuracy

Main Branch -Journeyman
Effect:
Journeyman techniques have -5% CP costs.
Journeyman can also choose to learn up to B-Rank ANBU and Medical Ninjutsu.






Healing Factor
Effect:
- The user regains 3% Max HP at the beginning of each round.
- All Medical Jutsu are +10% more effective on the user.

Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.


Duelist
A master of card battles and dice games, the user is undefeatable so long as they believe in the heart of the cards. A duel is an age old custom, extending back to the beginnings of modern combat. Those skilled in the exchange are well suited to fighting in one on one combat.

Information
Prerequisites: C Rank

Effect:
- +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO'd, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
- The user ignores % Auto-dodge chances their chosen target may have.
- -2 Dodge/Save to any other opponents targeting the user

Notes:
- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu or Genjutsu. The type of buff remains constant as long as this ability is active.
- Clones are considered an extension of their owner and all above effects will still apply.

Jutsu Mastery
Effect:

- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.






Elementalist

Effect:

- The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element.
- Cannot stack either Channeling ability.

Jutsu Expansion:
Effect: Allows the user to increase the rank of a Jutsu and all associated effects with it. Jutsu AP cost is increased by .5AP.

The new OOC rank jutsu (ex: E to D) gain the following values in order of D/C/B/A.

Offensive Jutsu - Damage gains 630/650/2400/2950
Barrier Jutsu - Barrier health gains 565/585/2160/2655
Clone Jutsu - Hp/Cp % increase 10/5/5/10, Increased accuracy of 2/1/3/3

For all the above:
Chakra cost gains 200/280/1470/2000
Secondary Effect % chance gains 6/3/15/27

Earth Style Chakra
Craggy Exterior: Melee Contact against the user has 15% chance of inflicting Suppression against the attacker.
Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.

Weapon Attunement
Effect: +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.


Aguments:


Rough Divide-Basic Augment

Effect:Attacks with equipped weapon cause the target to lose CP equal to 10% of any damage dealt with that weapon.


Recovery-Basic Augment

Effect:While equipped user regains 2% of their maximum HP each round.


Swift Basic Augment

Effect:Whenever the user attacks with the equipped weapon they receive a +2 Dodge Bonus until the end of the turn.

Notes:
- Does not stack.
 
Last edited:

Kazu

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S-Rank
The Long Night raged on.

'How long has it been?' His thoughts seemed far away, as if spoken by someone else, reverberating slowly throughout Kazu’s mind in a droll, aimless fashion. Thoughts weren’t going to cut down the inhuman swarm all around him, though. ’Was there ever a time before the Swarm?’ Slashing this way, and hacking that way, Kazu fought on. His chest burned from heaving; his nostrils stung from exerting. Ignoring the limits of his own body, Kazu fought on. ’Will there ever be a time afterwards?’ NO! – those thoughts certainly could not help him, yet they could definitely make things worse. Pushing those thoughts away, stuffing them blindly into the furthest reaches of his psyche like all other thoughts that came before or after, Kazu planted himself firmly in the now.

’Just breathe, and fight. Don’t think. Just breathe. Just fight. Just live. Don’t feel. Don’t think. Just breathe. Just fight. Just live. Don’t think. Just…’

Kazu was beyond self-awareness. This struggle was pushing him to his limits – beyond them, even – both physically and psychologically. The Swarm never let up. The Swarm never faltered. It just kept coming. Yet here and there he missed a step, or overreached a tad, or was nearly boxed in from all sides by an unaccounted-for enemy. It was all he had, a mere boy out of place on this battlefield, simply to stand his ground and fight. He was not leading the charge, nor was he carving out glory for himself and his clan. He simply struggled to be – the sudden and out-of-place rain would not wash him away with all the other refuse and entrails of this Long Night. He had promised himself that much: that no matter how scared he was (he wasn’t!), or how overwhelmed he felt (he wasn’t!), that he would stand his ground and fight. He would protect this village – his new home, which had sheltered and aided his father, and himself, when it was needed the most – against whatever came to threaten it.

Slashing at the last Unbent within his reach, rendering it useless by detaching its head, Kazu’s eyes scanned through the falling droplets to see the most absurd and mind numbing sites around him. Everywhere, shinobi fought. Battles raged; Ninjutsu, which could have smote him where he stood, cutting giant swathes through the crowds of Unbent, made his feeble attempts to contribute towards this fight seem futile. Suddenly, a thought fought its way through his careful mental shielding: ’Am I even making a difference?’ Gazing out at the carnage around him, Kazu wasn’t sure. Was he? ’Am I?!’ He had no answers, and none came to him.

Suddenly, the ground shook terribly. The sound of thunder, louder than any he’d ever heard, boomed out from somewhere nearby. His headset came to life in his ear, supplying the young boy with information: "Seige weapons. Living and Breathing Seige Weapons. Initial analysis indicates the bulk of their size is not for defensive purposes, but is meant for offensive."

That was an understatement. The hulking figures were monstrous; walking on four legs, with inhuman bladed arms, they sported massive horns and skins that looked thicker than an Armataunk’s scales. Kazu’s breath caught in his throat. Suddenly he realized that his legs wobbled. ’I am not afra-‘ He couldn’t finish that thought. He knew it was a lie. ’I am afraid.’ Salted water ran down his cheeks. Was this rain really seawater, summoned forth by Auntie Kasen? ’I am afraid.’ He repeated that thought, staring out at the four massive figures, realizing just how far outclassed he was in this fight. And then, strangely, he laughed.

”I’m AFRAID, damn it!” The young boy roared with laughter. Had he finally gone insane, snapped from the pressure? Perhaps. The boy gripped the swords of bone in his hands tighter, and felt his legs stabilize underneath him. He was still afraid, deathly so, but for some reason his mind was clear. His worries were gone. He knew what he needed to do. ”I’M AFRAID, OR MY NAME ISN’T RYUZAKI KAZUKURA! But burn me, and burn all of you, if that’ll stop me!”

Kazu took off, faster than he ever had before, straight towards the legs of the nearest hulking figure, before he had time to think about what he was doing or second-guess himself. He would bring them down, in his own way, if not directly. He would slash at their legs, darting in and out of danger, even if he would do merely more than stub its toe. But he would make these monstrosities acknowledge him. Even if he was just some fly to buzz in their ears – a distraction until the brave men and women fighting with him could finish them off – Kazu would make sure they knew he was here.

His breath trailed behind him a thick fog of heat, an indication of his fury. Raizo was not the only Ryuzaki on this battlefield. Kazu would make it known.

HP: 10,800 / 5,800
CP: 7,540
AP: 4.75 - 0.5 - 0.5 - 0.5 - 0.5 - 0.5 - 0.5 - 0.5 - 0.5 - 0.5 = 0.25 (4.25 Next Round)

CP contributed towards Gaia's Vengeance: 0
Total Damage: 936

Effects Which Apply to the Whole Round:
  • -10% Damage Taken while in Defensive Mode [Defensive Technique]
  • -10% Damage Taken from all Damage types (includes Illusionary). -1 to Evasion and Gen Save. [Fearless]
  • +5% Damage Reduction while this weapon is equipped. While in Defensive Stance, this amount is increased to +10% Damage Reduction. [Vanguard]
  • If the user misses a Taijutsu attack with the equipped weapon then the user's next successful Taijutsu attack gains a +1 Accuracy Bonus and +5% Called Shot Chance. [Assault]
  • +1.5 Dodge, +5% damage. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +2. [Dance of the Willow; Kaguya]

Round Actions:
  • [0.00 sec] Dropping Chakra Absorption.

  • [1.05 sec] Cast Basic Strike as a Called Shot: Feet on Hulk #3.
    • [ Accuracy Roll: 15 ]
    • [ Called Shot Roll: 64 — Fail! ]
    • [ Damage: 90 + 14 ]
    • +5% Called Shot chance. Called Shots only take half the usual accuracy Penalties. User can inflict Broken rank debuffs. [Called Shot]
    • +1 Accuracy. +20% Called Shot Chance. [Custom Class]
    • +2 Accuracy, -10% Damage. [Weapon Modifiers]
    • Upon a Full Hit with the equipped weapon, a bonus attack will be made with the same accuracy dealing additional damage equal to 15% of the full hit's base damage. [Dual Weapon]

  • [2.10 sec] Cast Basic Strike as a Called Shot: Feet on Hulk #3.
    • [ Accuracy Roll: 11 ]
    • [ Called Shot Roll: 8 — Sprained! ]
    • [ Damage: 90 + 14 ]
    • +5% Called Shot chance. Called Shots only take half the usual accuracy Penalties. User can inflict Broken rank debuffs. [Called Shot]
    • +1 Accuracy. +20% Called Shot Chance. [Custom Class]
    • +2 Accuracy, -10% Damage. [Weapon Modifiers]
    • Upon a Full Hit with the equipped weapon, a bonus attack will be made with the same accuracy dealing additional damage equal to 15% of the full hit's base damage. [Dual Weapon]

  • [3.15 sec] Cast Basic Strike as a Called Shot: Feet on Hulk #3.
    • [ Accuracy Roll: 16 ]
    • [ Called Shot Roll: 35 — Fractured! ]
    • [ Damage: 90 + 14 ]
    • +5% Called Shot chance. Called Shots only take half the usual accuracy Penalties. User can inflict Broken rank debuffs. [Called Shot]
    • +1 Accuracy. +20% Called Shot Chance. [Custom Class]
    • +2 Accuracy, -10% Damage. [Weapon Modifiers]
    • Upon a Full Hit with the equipped weapon, a bonus attack will be made with the same accuracy dealing additional damage equal to 15% of the full hit's base damage. [Dual Weapon]

  • [4.20 sec] Cast Basic Strike as a Called Shot: Joint Feet on Hulk #3.
    • [ Accuracy Roll: 12 ]
    • [ Called Shot Roll: 15 — Broken! ]
    • [ Damage: 90 + 14 ]
    • +5% Called Shot chance. Called Shots only take half the usual accuracy Penalties. User can inflict Broken rank debuffs. [Called Shot]
    • +1 Accuracy. +20% Called Shot Chance. [Custom Class]
    • +2 Accuracy, -10% Damage. [Weapon Modifiers]
    • Upon a Full Hit with the equipped weapon, a bonus attack will be made with the same accuracy dealing additional damage equal to 15% of the full hit's base damage. [Dual Weapon]

  • [5.25 sec] Cast Basic Strike as a Called Shot: Hands on Hulk #3.
    • [ Accuracy Roll: 4 ]
    • [ Called Shot Roll: 68 — Fail! ]
    • [ Damage: 90 + 14 ]
    • +5% Called Shot chance. Called Shots only take half the usual accuracy Penalties. User can inflict Broken rank debuffs. [Called Shot]
    • +1 Accuracy. +20% Called Shot Chance. [Custom Class]
    • +2 Accuracy, -10% Damage. [Weapon Modifiers]
    • Upon a Full Hit with the equipped weapon, a bonus attack will be made with the same accuracy dealing additional damage equal to 15% of the full hit's base damage. [Dual Weapon]

  • [6.30 sec] Cast Basic Strike as a Called Shot: Hands on Hulk #3.
    • [ Accuracy Roll: 10 ]
    • [ Called Shot Roll: 80 — Fail! ]
    • [ Damage: 90 + 14 ]
    • +5% Called Shot chance. Called Shots only take half the usual accuracy Penalties. User can inflict Broken rank debuffs. [Called Shot]
    • +1 Accuracy. +20% Called Shot Chance. [Custom Class]
    • +2 Accuracy, -10% Damage. [Weapon Modifiers]
    • Upon a Full Hit with the equipped weapon, a bonus attack will be made with the same accuracy dealing additional damage equal to 15% of the full hit's base damage. [Dual Weapon]

  • [7.35 sec] Cast Basic Strike as a Called Shot: Hands on Hulk #3.
    • [ Accuracy Roll: 10 ]
    • [ Called Shot Roll: 87 — Fail! ]
    • [ Damage: 90 + 14 ]
    • +5% Called Shot chance. Called Shots only take half the usual accuracy Penalties. User can inflict Broken rank debuffs. [Called Shot]
    • +1 Accuracy. +20% Called Shot Chance. [Custom Class]
    • +2 Accuracy, -10% Damage. [Weapon Modifiers]
    • Upon a Full Hit with the equipped weapon, a bonus attack will be made with the same accuracy dealing additional damage equal to 15% of the full hit's base damage. [Dual Weapon]

  • [8.40 sec] Cast Basic Strike as a Called Shot: Hands on Hulk #3.
    • [ Accuracy Roll: 20 — CRIT! Bleed Rank 1 and Open Wounds! ]
    • [ Called Shot Roll: 52 — Fail! ]
    • [ Damage: 90 + 14 ]
    • 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, and may only apply once per action. [Bloody Mess]
    • Bleeding Ranks inflicted on a target with the user's Slashing weapon also inflicts a stack of Open Wounds, increasing the Bleed Damage dealt to the target by 10%. Stacks up to 5 times for a maximum of 50%. [Weapon Mastery — Slashing]
    • +5% Called Shot chance. Called Shots only take half the usual accuracy Penalties. User can inflict Broken rank debuffs. [Called Shot]
    • +1 Accuracy. +20% Called Shot Chance. [Custom Class]
    • +2 Accuracy, -10% Damage. [Weapon Modifiers]
    • Upon a Full Hit with the equipped weapon, a bonus attack will be made with the same accuracy dealing additional damage equal to 15% of the full hit's base damage. [Dual Weapon]

  • [9.45 sec] Cast Basic Strike as a Called Shot: Arms on Hulk #3.
    • [ Accuracy Roll: 3 ]
    • [ Called Shot Roll: 20 — Sprained! ]
    • [ Damage: 90 + 14 ]
    • +5% Called Shot chance. Called Shots only take half the usual accuracy Penalties. User can inflict Broken rank debuffs. [Called Shot]
    • +1 Accuracy. +20% Called Shot Chance. [Custom Class]
    • +2 Accuracy, -10% Damage. [Weapon Modifiers]
    • Upon a Full Hit with the equipped weapon, a bonus attack will be made with the same accuracy dealing additional damage equal to 15% of the full hit's base damage. [Dual Weapon]

NOTE: All the effects listed above are subject to Modder's discretion, as I have no idea whether the Hulks can be affected by these status conditions.
Weapon: Bone Sword — Slashing (Bleeding)
+2 Accuracy, -10% Damage
Assault (Free; Dead Bone Pulse)
Dual Weapon (Free; Ambidexterity)
Vanguard
Primal

Passive Buffs/Abilities:
  • All Fire Jutsu are cast using Melee Accuracy [Shinobi 101 — Fire to Melee Acc]
  • -5% CP cost [Journeyman — Main Branch]
  • Bleeding Ranks inflicted on a target with the user's Slashing weapon also inflicts a stack of Open Wounds, increasing the Bleed Damage dealt to the target by 10%. Stacks up to 5 times for a maximum of 50%. [Weapon Mastery — Slashing]
    • If the target heals or removes a Bleeding Rank, they also lose a stack of Open Wounds.
    • If the target is already at maximum Bleeding Rank, each time the user's Slashing weapon were to inflict a Bleeding Rank, it would apply a stack of Open Wounds instead.
  • -10% Damage Taken while in Defensive Mode [Defensive Technique]
  • The user regains 3% Max HP at the beginning of each round. All Medical Jutsu are +10% more effective on the user. [Healing Factor]
    • At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
  • +5% Called Shot chance. Called Shots only take half the usual accuracy Penalties. User can inflict Broken rank debuffs. [Called Shot]
  • 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, and may only apply once per action. [Bloody Mess]
  • +10% Damage Reduction to all Damage types (includes Illusionary). -1 to Evasion and Gen Save. [Fearless]
  • Hidden Actions are revealed to the user through PM. This does not apply to Genjutsu. [Insight]
  • +1 Accuracy. +20% Called Shot Chance. [Custom Class]
  • Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round. [Rapid Healing; Kaguya]
  • Called shots have a -4% chance of affecting the Kaguya. [Skeletal Density; Kaguya]
Conditional Buffs/Abilities:
  • +1.5 Dodge, +5% damage. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +2. [Dance of the Willow; Kaguya]
  • The Dual Weapon augment does not take up an augment slot. [Ambidexterity]
    • Special Action - Flurry Guard: The user may reflexively counter an opponent's damaging Ninjutsu or Taijutsu with a Taijutsu attack made with their Dual Weapon. This directly reduces the damage of the target's jutsu equal to the damage of the user's attack.
      • If the enemy's Jutsu damage is reduced by half, it suffers a -2 Accuracy.
      • If the enemy's jutsu damage is reduced to 0, the jutsu is dispelled and the Dual Weapon's bonus attack attempts to hit for any remaining damage + half the reduced damage.
      • After use, requires a full round of cooldown.
  • 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 other being in the "Relevant Buffs" section), 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.
 
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Mikaboshi

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Katsuo Status (Start of Round)
HP: 43,764
CP: 33,760
NP: 8,971‬

The roar of the battle thundered in time with the man's heartbeat as all around him the shinobi that had joined the battle unleashed their fury on what remained of the swarming horde. Creatures melted away to piles of dust and scorched flesh as waves of searing flame and torrents of crackling energy seethed through the roiling crowd of remaining creatures and brought a swift end to battle. From his vantage point above the battlefield it became clear to him that the "swarm" as they'd understood it was not the only card that their invaders had to play as the gargantuan hulks crashed into the melee sending the destroyed corpses and remains of their shattered "allies" careening through the air.

Each of them the size of a small house, the thick armor plating on each of the creature's bodies shuttered with each colossal step of their tree trunk-like legs which left small impact craters in the sand and earth as they walked. Covered from menacing head to tremendous feet in thick chitinous plates that served as a replacement for skin, the creatures similarly also lacked what a casual observer might describe as arms. Instead where the creature's body connected to it's shoulder sprouted two sets of long, wickedly curved bony protrusions that served as scything claw-arms. There were four of them in total but four were more than enough to create a fearsome counter-push for the Unbent forces as it would easily only take a single one of them to crash through the wall surrounding the city.

The now golden-haired man wore no radio gear so he couldn't hear the message that was broadcast to the shinobi on the ground but the message that was sent forth to them wasn't a conclusion that was remarkably hard to reach for those observing given the scale of the Breaker's monstrous claws and comparatively small heads. These were creatures that were exclusively bred for the task of dismantling the walls of Sunagakure and it would be no difficult feat for them if they managed to make it far enough across the field to put themselves within reach of the city walls.

"Suna's Breath..." The curse that came to his lips was out of reflx as the gargantuan creatures took command of the battlefield. They were impossible to ignore; impossible not to see.

But not impossible to fight.

Lightning crackling across his body, the man could feel the energy that was coursing through his body beginning to dry. The well wasn't empty but the human body could only take so much before it had to be given a period of respite but more importantly he could feel the current of energy that ran between each of Sunagakure's fighters. The air all around them was alight with the residual force of their attacks and from his vantage point over the battlefield that current of power seemed so obvious that it was almost hard for him to believe he hadn't noticed it before. Reaching into it, he could feel the power curled around his fingertips as it manifested into a torrent of pure blue light that suffused his form; wrapping around it and surging through him. This wasn't his power-- or at least not his alone. This was the power of everyone that was present. Their thoughts, their fears, their courage. All of their emotions and energy distilled into raw power.

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It would take a bit of time to prepare but harnessing the latent energy would be a potent move in favor of the fighters protecting Sunagakure. Raising his hand upwards towards the angry sky, the man had to have faith that the others participating in the battle would be able to hold the line long enough for him to prepare his action...


Actions - Round 3
Maintained Effects and Status Updates
Gaia's Vengeance - [6% of Maximum CP / 2,160 CP]
Elemental Shroud - [2% of Maximum CP / 720 CP]
Breath of the Wild - [1510 NP]
Sword of Oblivion - [400 CP]
Total: 3,280 CP and 1510 NP (30,480 CP and 7,461 NP remaining at start of round)

Gain Elemental Sprites (3) from Elemental Contract passive for maintaining two Storm Element techniques.
I recover 2,250 HP and 720 CP from various effects at the beginning of the round.

Breath of the Wild will protect all non-Hulk participants against a single attack this round; reducing its damage by 3,238 damage. This is an action of my Creation Jutsu and does no AP but resolves at 2 seconds into the round and then lasts until the end of the round or until consumed-- whichever comes first.

• Cast
Perfected Rasengan (Master Rank) targeting the myself [3 AP / 3,025‬ CP (27,455 remaining) / 3 Seconds] - 8,767 damage
Special Action - Shapeshift used:
- Melee Accuracy.
- +10% base damage, -2 Accuracy, +20% CP cost.

Special Action - Nature Infusion [Fire - Rasen-Nova] used: Alters Rasengan into a fiery vortex, with a chance of causing the 'Flesh Burn' effect.
I am electing to forfeit any Ninjutsu Check which involves this jutsu from the attacking side.
Minor Affinity Move Overcharge used: Increases a Jutsu's damage by +15% and cost by +20% Cp.
Consuming an Elemental Sprite to reduce casting cost by 30%.
600 damage added to attack through Santaru Passive Surging Presence.
Gain an Elemental Sprite from Elemental Contract passive for casting a Storm Jutsu B-Rank or above.

• Conditional A triggers because of Perfected Rasengan (Master Rank) causing me to use Naturalization (Master Rank) targeting it. [2.5 AP / 910 CP (26,545‬ CP remaining) / 2.5 Seconds]
The attacking side of this Ninjutsu Check has elected to forfeit the roll causing it to succeed and convert the attack into Natural Energy [8,767 NP (16,228 NP remaining) gained from this action and my Sage Mode is extended by an additional 10 seconds).

• Cast Chidori Control (Master Rank) using Special Action - Chidori Blade [3 AP / 2750 NP (13,478 NP remaining) / 3 Seconds]
Special Action - Chidori Blade causes my attacks with Sword of Oblivion to have +20% Base Damage for the next 10 seconds.

Activate Explosive Seal Augment [0.5 AP / 1,440 CP (23,400 CP remaining) / 0.5 Second(s)]
Adds 4% of my Maximum CP (1,440) to my next weapon attack as base damage.

• Conditional A: Use Naturalization (Master Rank) on my own Perfected Rasengan (Master Rank).

Total Damage: -- Damage / 10,755 CP/NP spent

OOC Notes
The Last Prime
HP: 45,000
CP: 36,000
NP: 10,800
Class Bonus: Kinjutsu Option [Archsage], +1 Accuracy
High: Melee Accuracy
Average: Evasion, Genjutsu Save
Low: Ranged Accuracy, Ninjutsu Accuracy, Genjutsu DC

BL/CA: Santaru
Kinjutsu: Archsage

Inventory:
Light Armor
Hidden Weapon
Pouch [Tool]

Relevant Effects:
• Storm Damage is increased by 15%. [Source: Santaru]
• All Hidden Actions are revealed to me. [Source: Insight]
• Any time I am hit it increases by Dodge by +1 and my DR by 5% up to a maximum of +3 Dodge and +15% DR. [Source: Main Branch Style - Roll With It]
• Any time I cast a B-Rank or higher Storm Jutsu, start the round maintaining a Storm jutsu or take Storm Damage-- I generate 1 Storm Sprite. See Elemental Contract passive for details. [Source: Elemental Spirit]
• Accuracy and Dodge are increased by +1 for each ally with the Teamwork ability. [Source: Teamwork]
• Recover 5% Maximum HP each round. [Source: Healing Factor and Recovery]
• Recover 2% Maximum CP each round. [Source: Re-Energize]
• Special Composition: Storm is applied to every action I make. [Source: Elemental Shroud]
• 30% of all CP and Natural Energy costs paid by battle participants is stored by Gaia's Vengeance. [32,691 damage total as of end of R2 as of my post-- does not count actions which are posted after mine until the next round!]
• I do not lose my Natural Energy when I leave Sage Mode. [Source: Archsage]
• Terrain and Visibility Modifiers are treated as two steps in my favor when I make Awareness checks. [Source: Tracker]
 

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