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:

Barynx [Event A-S]

Sand Council

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The dead are not truly gone, there is no such thing as getting something for nothing merely a transformation of states. Some have the power, nay the strength of intent to change the course of life and guide it in ways they see fit. That is a core tenant of the sage. To reach into the abyss and pull from it these screaming souls and to force them back inside their decayed mortal shell. The protracted epoch between demise and resurrection was nearly irrelevant, at least for a man as practiced as Nao.

A single set of footsteps traced his steps back only a mere one-hundred feet, the winds were particularly strong on his day and they washed away the steps he had taken, leaving the genesis of this journey a mystery. His flesh was pale, almost white where the ink did not draw color. Precise, intricate symbols covered a portion of his exposed flesh with a midnight hue, the language was long ago forgotten although there were likely a few that recalled the ancient script as it was the legacy of the first men who originally spoke it. It came from a time when words had power. His eyes, including his sclera had gone dark, less the red iris with the residual appearance of a tomoe. His attire looked like something a teen would wear, studded vest made from a black jean-like material bedazzled with an array of silvered spiky studs. A loud T-shirt tank beneath, a colorful splattering of red and olive hues on a deep grey backdrop. A pair of form-fitting pants, leather in this case and well worn. They displayed his thin figure in a way blue jeans never could. A stack of bangles, mostly plastic and cord adorned his wrists as well as his neck creating a curious scene for a lone traveler, specifically one uninterested or unbothered by the wilds that the desert boasts to possess. Of course that is because he had nothing to fear, not from the beasts of land, the creatures of the sky or the men who thought they were at the top of the food chain.

He stopped at the mouth of a cavern. The cave had been collapsed now for a few years. Once upon a time this cave served as a tunnel into the depths of the desert where shinobis, merchants and travelers would enter the very maw of Barynx to find refuge from the maelstrom. "Ironic," he mused to himself as he planted his hand on a long, jagged white stone. من أعماق الموت أود أن ألفت لكم مرة أخرى، Barynx الدودة القديمة. تسمع دعوتي والالتزام أمري. أود أن ألفت بعودتكم من الهاوية الخالدة وقذيفة قاتلة كنت تحمل مرة واحدة. العشب يبس ... الزهور تتلاشى ... تغير المواسم، ولكن سوف نقف وسوف يعود كما أطالب!</SIZE></B><i></i> <B>min 'aemaq almawt 'awadd 'an 'allaft lakum marratan 'ukhraa، Barynx alddawdat alqadimata. tasmae duewati walailtizam 'amri. 'awadd 'an 'allaft bieawdatikum min alhawiat alkhalidat waqadhifat qatilat kunt tahmil marrat wahida. aleshb ybs ... alzzuhur tatalashaa ... taghayar almawasim, walikun sawf naqif wasawf yaeud kama atalb!

The ground started to rumble with terrifying intent as the cavern crashed closed. The white stones at the mouth of the cavern truly were a maw. The earth quivered and the earth rolled away beneath him as the strange, devilish man continued his chant. From the once silence earth, the skeletal remains of history's most terrifying annelid burst through the ground with a resounding crash. The earth rumbled and cried, the ground started to rip away as the creature broke free of the earth that had buried it so many years earlier. Flesh started to return, beneath the stony carapace of this annelid. Rows of sharpened teeth exposed, within moment it was able to let out a shrieking roar.

Now, it was time to give it a command. تناول الطعام، ولكن ترك كل ما هو لي والألغام. <SIZE size="80">tanawal alttaeamu, walakun tarak kl ma hu li wal'algham.

With that he departed, however the worm would not be alone for long. The ceiling of Sunagakure was started to crack. Birth was rarely a silent event, the same could be said of 'rebirth.'


Nao is gone [Topic left]

However, the worm is here for a fight. Sandworms are very dangerous and this is an S class Sandworm. The worm is very scary and may cause deaths. Please keep this in mind if you enter this thread because this is exceedingly dangerous. Death and disfigurement are common consequences of sandworm fights and commonly players face sandworms 2 ranks below themselves. this one is S RANK. Keep that in mind. This is also considered to be an event thread. I anticipate 5 rounds with a full group this worm can go down but it nobody pays any mind to their own or their allies health, people will go down. This is a halloween/Cabal-Sovern event thread. Please enter with your stats ready and your actions posted. Do not PM them, place them here, I will answer this thread on Thurs, however entry will remain open for new players until next week Tues (11/8) because this thread got up 2 days late and players need to have the opportunity to join this thread. i will post a reply every Thurs in this thread. Normal defensive stance for those who fail to post. Failure to stop the worm will result in bad things happening to Sand. this is for A to S Rank players and statted appropriately for them. Rewards will also be for this level.
 

Kaen

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"Oh hey, what about this one?" Kaen pointed out a prickly sort of plant for Kasen. "Um... That's just a weed, silly." Kaen was absolutely terrible at these kinds of things, and that bothered him. He was beginning to get flustered over not being able to tell a herb from a weed... Usually he was so good with attention to detail. But other choice did a doting older brother have? When your sweet little sister asks you to come with her into the desert to help with her herb collecting, you just kinda have to say yes. The day was proving to be fruitful however. The sky was high in the sky, the temperature just as high... Not a cloud in sight, just an arid desert wasteland with the occasional cactus or small scrub or herb. They had traveled quite far from the safety of the village, far enough away that they couldn't even see the massive towers anymore. The day was actually quite boring, at least until they felt it... The quake.

"What the hell was that?" Kaen placed his arm in front of Kasen in a bold attempt to shield her from whatever might come. It was then that they spotted it... From the north it came, a massive cylindrical creature that was barreling straight towards the crimson haired duo. With no apparent appendages and a maw of razor sharp teeth, its menacing cry reverberated throughout Kaen's body structure, straight down into the core. Kaen looked around briefly, there was nowhere to hide... nowhere to run. They would have to stand their ground and fight, hopefully they would survive... "Kasen, I hope you're prepared to fight... This thing looks serious." Kaen quickly formed a string of seals and then created a mass of shadow like substance in his palm. Splitting them in two, he threw them on the ground where they quickly took shape. A pair of shadowy clones appeared with no noticeable features other than the darkness that was their being. Kaen was ready to fight, he hoped Kasen was as well. "Let's do this!" Kaen would give his sister a look, one she would be able to interpret. They red headed brother sister duo would form seals in tandem before breathing to life a massive twisting fire dragon. The massive flowing, oriental-style dragon created entirely of flames, entwined with Kasen's own jutsu would barrel straight into the maw of the massive creature. Today was a bad day to have taken a stroll in sandwyrm country... and this was was insanely huge! Kaen didnt waste any time, and with Kasen by his side, they knew how to work well together. They pair instantly comboed their dragon type attacks seamlessly into his next move. Kaen breathed to life a flame that molded and twisted into fearsome image of a large otherworldly spirit composed of flames. He would use his shadowy clones and this flaming wraith to combat this massive and ancient sandwyrm... hopefully they would survive...




[OOC topic entered, albeit fearfully...]
STATS AND STUFF
[col3]
Stats
::Agility:: 410/525
::Stamina:: 525/525
::Taijutsu:: 200/525
::Ninjutsu:: 525/525
::Genjutsu:: 425/525
::Chakra Control:: 525/525

::Stat Average:: 435
::power Level:: 2610/3150
::Character Level:: 11/15
::OOC Rank:: A

::Health Points:: 37,275
::Chakra Points:: 26,775
::Action Points:: 8
|
Custom Class
Too hot, Hot damn!
(60 + Lvl) x Stamina
(40 + Lvl) x Chakra Control
Bonus: +20% Fire damage, +5% Ninjutsu damage
High: Ninjutsu Accuracy
Average: All others
Low: Ranged Accuracy, Puppet Accuracy

Affinities
Free Major Affinity: Non-Elemental
Free Minor Affinity: Lightning
Major Affinities: Fire, Non-Elemental
Minor Affinities: Lightning
AEs: Scorch, Plasma
|
Abilities
0. Shinobi 101 - Slashing with Ninjutsu Accuracy
1. Jutsu Expansion
2. Jutsu Mastery
3. Elementalist
4. Supercharge
5. Bloody Mess
6. Teamwork
7. Stalker
8. Clarity
9. Fire - Chakra Style
10.
11.
[/col3]
[col3]
Items

Weapon Holster 1:
Weapon Holster 2:

Slot 1:
Slot 2:
Slot 3:
Slot 4:
Slot 5:
Slot 6:


Weapons


Curse Seals
|
Core Ability: Pyromaniac (20/20)

 
Explosive Chakra - Passive (3 points)

Restriction- C Rank and up

Even a pyromaniac’s chakra is unstable, making it highly volatile and extremely dangerous. While this makes their chakra a little harder to control, it makes their fire based jutsu just that much more frightening.

Effect: Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.
Explosive Chakra
Warmth - Passive (2 points)

Through their bond with fire, pyromaniacs can draw energy from the warmth of the surrounding air, constantly recharging themselves.

Effect: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
Warmth
Fire Blast - Dependent Special Move (3 points)

By fully unleashing their fiery nature, a pyromaniac can charge a fire based jutsu far beyond normal limits, creating a highly-unstable and explosive attack that is only vaguely controlled, with wild chances to go either way in creating victory or defeat.

Effect: A chosen Fire based Jutsu deals +40% more damage and deals 25% of its total damage back to the user. This jutsu has a 20% chance to increase the damage by an additional +20%, a 30% chance to increase damage by 20% with an additional +25% backlash, and a 10% chance to become unstable and explode on the user dealing full damage to them. Only one effect may happen per use. Because of the intense power, damage from this jutsu cannot be reduced by mantle of fire. This may be used only three times per battle, and does not apply to Damage Buff Limits.
Fire Blast
Wildfire - Passive (3 points)

Unstable and dangerous, a Pyromaniac's mind set is one that craves destruction in the fastest, most efficient way possible. Without regards to themselves or their surroundings, they unleash scorching flames with no attempt at self control. Their flames set fire to all they touch, and their battles leave nothing but a scarred wasteland behind.

Effect: All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Wildfire
Burning Recoil - Dependent Special Move (2 points)

Playing with fire is dangerous, and most shinobi are cautious when it comes to their flame techniques, and carefully take the time to properly channel their chakra to avoid harming themselves. However, this is not the case for the Pyromaniac. Missing an opportunity against an opponent for something as insignificant as their own safety is unthinkable, and they release their flames rapidly even if it means using their own body to absorb the recoil of an attack.

Effect: A Pyromaniac may use their own body to absorb the recoil of a Fire based jutsu, increasing the accuracy by +2, but also taking on +15% backlash damage. This can be done once per round.
Burning Recoil
Ifrit Caress - Dependent Special Move (3 points)

Restriction- Must be B-Rank

The flames of legendary fire spirits endow these specially blessed Pyromaniacs, allowing their fire to ravage their foes with reckless abandon.

Effect: The user can convert up to 5% of their current HP to damage in a fire based jutsu. This can only be done once per round and three times per battle, and does not apply to the damage buff limit. The used HP is considered 'burned' and cannot be recovered during the battle.
Ifrit Caress
Fire Boost - Boost (1 point) <--Purchased 3 times

Restriction- May only be purchased three times

A pyromaniac with this ability has brought out the destructive force of their fire based jutsu to the maximum, though they are no less reckless and chaotic in the execution.

Effect: Fire based jutsu deal 10% more damage, but 5% of the total damage is done to the user.
Fire Boost
Mantle of Fire - Jutsu (1 point)

Restriction- A-Rank and up

By wreathing themselves in flames, the pyromaniac truly becomes one with the fire, burning all around them, whether it be friend, foe, or anything in between.

Rank 1: Wreathes the user in flames that deal 100 fire damage to anyone who makes an unarmed melee attack on them or touches them in any way. While wreathed in flame, all fire damage the user would deal to themselves, including the backlash from Fire Boost, is neutralized, besides Fire Blast backlash. Fire damage from other sources is reduced by 20%. All fire damage is boosted by fire buffs, including Fire Boost, with the exception of melee damage.

Cost: 3000 CP and 3 AP to activate, 1000 CP/round to maintain

Notes: This counts as a Chakra Armor.
Mantle
X
|
Kinjutsu:
[/col3]


ACTIONS
1. Use Specter Shade (Mastered) with Jutsu expansion and affinity moves; Handseal Expert and Control.

2. Use my Teamwork ability with Kasen (when she enters the thread) to use Dragon Flame bomb (mastered), targeting the sandwyrm with affinity moves; Focus and Combo

3. Combo into Abysmal Harbinger (Mastered) with the affinity moves; Combo and Debilitate. I will also opt to use my "Fire blast" special move to buff the creation further.

Clone Actions
Clone #1: Use Fireball with the Mythical Phoenix Fire special action, targeting the sandwyrm

Clone #2: Use Fireball with the Mythical Phoenix Fire special action, targeting the sandwyrm

Creation Actions
1. Strike the Sandwyrm for 1 AP
 

Sunaku Isamu

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Isamu was outside the village checking the boundaries for new visitors. Not that he had the power to allow access to the village, but he was currently bored and has enjoyed passing his time awaiting for new arrivals coming into the village. The desert always drag int he strangest people, and there was always the rare occasion of a sand worm attack that Isamu was always happy to put a stop to. However, he was not expecting today to unfold quite like it did. Isamu's attention was grabbed from a small flurry of a sand blowing around in a circular motion when he was knocked to his back by a gigantic rumbling as the earth felt like it was split apart. Isamu pulled his self to his feet and his sight revealed a horrible sight in the distance. It was the biggest sand worm he had ever seen. In fact that was an understatement, as it was much larger than any sand worm he had ever heard of. If anything, it was on par with the size of the sand worm of Legend. Still the mere size of the thing was mesmerizing. Isamu simply stared at it until it's loud screech made him aware of the situation that was unfolding. This monster could be hurtling it's way towards Sand. He could go get help, but he would be much more useful trying to slow it down, or killing it. There's always a chance it is not as strong as it looks, a very small chance, but let's be hopeful. Isamu made his decision quickly, calling out an order to anyone who might be hiding in plain sight, as ANBU were known to do.

"I'm going to engage that thing, someone call for back up. I have a feeling I'm going to be needing a lot of it." Isamu pointed in the direction towering beast over the horizon and vanished from sight.

Isamu arrived on the scene to reveal that he was not the first to respond to this threat as he had thought. Fortunately there were two red headed shinobi there as well. Isamu spoke to the duo of Sand and then went to work on attempting to stop this monster.

"I'm Isamu Sunaku, I am hoping to have your assistance against this beast. Be careful, and don't do anything reckless. "

OOC: I am assuming you have a headband somewhere that shows you two are from Sand. (Correct me if I'm wrong)
Action and Stats
Character Class:
Sandman
HP: (53+15) x stamina
CP: (47+15) x chakra control
Class Bonus: Kinjutsu, +10% Sand Element Damage
High: Spell Accuracy
Average: Evasion, Genjutsu Save, Genjutsu DC
Low: Melee Accuracy, Ranged Accuracy
BL/CA: Sunaku
Kinjutsu: Dark Sage

Stats:
Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600
Total PL: 3600

Equipment:
Weapon's name: Hands of the Reaper
Damage type: Unarmed: may use Handseals while armed with an Unarmed Weapon.
Accuracy/Damage modifier: +2 Accuracy and -10% physical damage
Augments:
Lucky dodge
Vanguard
Ignition


Bloodline: Sunaku

<URL url="https://ninpocho.com/viewtopic.php?f=213&t=211">


IWR Abilities and Steadfast
Abilities:
[url=http://www.ninpocho.com/viewtopic.php?f=213&t=5404&view=previous]Supercharge
Healing Factor
Quick Reaction
Shattered Reality
Mind Crush
Defensive Technique
Duelist

CA - Steadfast 20 Points
Maximum Defense</U><i></i> - Modification (2 points)
Restriction- Requires Defensive Technique
Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).
Great Fortitude - Passive (3 points)
Restriction- C Rank and up
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round. Level 12*75=900 damage
Stand Fast</U><i></i> - Independent Special Move (2 points)
Restriction- C Rank and up
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.
Human Shield</U><i></i> - Independent Special Move (2 points)
Restriction- Requires Body Switch
Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.
Second Wind<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they’ve got the Steadfast one down, when they’ve hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding and Exhaustion effects. This is usable only once per combat.
Undying Warrior<i></i> - Independent Special Move (2 points)
Restriction- B Rank and up
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them, and are unaffected by exhaustion. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.
Resilience - Boost (1 point)
Restriction- Can be purchased up to three times (purchased 3 times)
Effect: +2 HP modifier.
Reciprocate<i></i> - Jutsu (1 point, 1 point to rank up) (2)
Restriction- A-Rank and up
Rank 1:Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs Cp equal to 50% of the damage Dealt
Notes:
- Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buff buffed. Uses melee accuracy.
Willfull<i></i> - Boost (1 point)
Restriction- Can only be purchased a maximum of two times (1)
Effect: +1 Genjutsu Save

Jutsu List Added:
Isamu's actions - 10 AP
1.Use Duelist against the giant Sand worm

2. Use Resurrection Technique: Corpse Soil - B-Rank Ninjutsu
Master Rank: Creates 10 Corpses at the user's Command. Each has -5 of the user's secondaries, 660 Hp and 1 Ap. Attacks deal 200 Damage per strike at .5 Ap. Only 15 strikes may hit a single target per round.

Mastered Cost: 1320 Cp, 630 Cp/rnd

3. Use Summoning: Impure World Resurrection - S-Rank Ninjutsu
Master Rank: The user is able to absorb the energy of a target, linking their soul to the user and allowing them to later summon this spirit complete with a body. This can only be done through a 1,500 word rp. This Rp must have council approval, and the user chooses the body's Jutsu, abilities, class and BL/CA at the time of creation. This Rp may only be done once every OOC month. The user may only have up to three spirit's linked to them, though may only summon one per battle. When killed, the link between the user and the soul is dispersed, and the user must reuse this technique again to either reconnect the link or bind a new spirit to themselves.

Cost: 4.5 Ap, 4320 Cp, 2160 Hp

4. Use Ebony Nightmare - B rank
Master: Creates a Black Dragon-like creature that has 3250 Hp and 3 Ap. Basic attacks made by this creation deal 600 damage at +2 Accuracy with a 11% chance of causing bleeding.

Master Cost: 1000 Cp, 500 Cp/Rnd

Maintain Corpse Soil and Ebony Nightmare

Corpse Soils actions: 10 bodies - 1 AP each. Have all bodies grab at the sand worm to hold to use special action.
Corpses cannot use any jutsu, though may attempt to grab an opponent giving the victim -2 Dodge, with an additional -1 for each corpse after the first. Up to four corpses may hold a target at once.
After four bodies grab the sand worm, make physical attacks against the sand worm until out of AP.

IWR Snowe's actions - 4 AP
1. Use Ability Duelist against Sand Worm to gain Buff.

2. Switch to Defensive stance with Defensive Technique. Use Steadfast ability Maximum Defense to switch -6 accuracy for +6 dodge.
Maximum Defense - Modification (2 points)
Restriction- Requires Defensive Technique
Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).

3. Use Human Shield whenever any allies are attacked or until out of AP. Also will switch with any ally targeting the IWR body as a target.
Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.

4. Situational. Use if Human Shield has not been used twice or more: Use Basic Attacks until 1 AP is remaining and keep for next round. Use ability quick reaction with these basic strikes when possible.
Effect: If the user dodges an attack, the user may declare a jutsu to be used as a counterattack against the attacker at +1 Accuracy/DC. The user pays all costs normally.

Notes:
- This includes Basic Strikes / Called Shots (They are a part of Taijutsu).
- This action is modded immediately after the attack they dodged, can only target the attacker, and cannot be a bind.
- This can only occur twice per round and may not be used in conjunction with the Teamwork ability.
- An Ally can not set off the effects of quick reaction.
- The user can not quick react and target multiple people, but may still use an AoE technique on a single target.

Ebony Nightmare Actions - 3 AP
1. Use Special Action - Ebony Flame on Sand Worm
For 2 Ap, the creature may attack with a burst of black fire. This may use either Ninjutsu accuracy or Ranged accuracy, and deals 1065/1330/1600 damage with a 14%/21%/28% chance of having a partial hit treated as a full hit.

2. keep 1 AP for next round.
[/quote]



Note: It's been a longtime since I have had any kind of modded battle, and all of my IWR gen is outdated so I won't be using that. However, I'm doing this off of memory if anything is wrong or needed let me know. I will add it, and look forward to this event. Wasn't sure if summoning/clones/etc. could do actions the round they were summoned and was unsure of at what time my actions would take place, so I just gave a full round of actions for all. Sorry for the inconvenience.
 

Michi

Legendary Member
Joined
Apr 25, 2013
Messages
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OC: This is a learning experience for everyone. As long as people are not using the system to wreck their friends (that is the DMs job) then I am all about letting people be the best ninja-magician they can be. Mod 1 will be up tomorrow for round 1. C'mon guys, it is just a little sandy-worm.
 

Mienai

Active Member
Joined
Oct 22, 2012
Messages
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OOC Rank
S-Rank
The day had started off like any other, Kasen needing to gather some various ingredients for one of her latest scientific concoctions. Today they were out doing some herb gathering. She had to admit, Kaen wasn't very good at it, but it was nice to have company that at least tried to assist. Sometimes gathering things on her own got rather boring and only made her feel lonely. It was a nice change of pace. Kasen would giggle every time Kaen seemed excited that he finally found an herb, only for it to be a weed or other plant that was useless to her. She would be kind though and make his favorite meal tonight, that should cheer him up from the grumpiness of pointing out the wrong things. At least he tried, that was more than most could say. Kasen was delighted when she finally found the one she had been looking for. "I found one, Onii-chan. I think I might have enough now." Just then, Kasen nearly lost her balance when a massive quake shook the ground. Had Kaen not put his arm across her front, allowing her to catch onto him, she more than likely would have fallen.

In mild alarm, Kasen looked around for the source. A giant form in the distance had her gulping. "Oh no." She didn't know what it was, but it was massive. Absolutely terrifying, which is saying something because had lived through many horrors. Her brother took charge immediately, informing her they would need to fight. Kasen looked at him like he had gone mad. "Are you insane? Look at that thing!" Still, as the beast seemed to draw closer Kasen noticed Kaen already preparing himself, flocking himself with shadows. Inside her, another ancient monster stirred her to action. "You are strong. We are strong. And we will protect ourselves at all costs."<i></i> Kasen felt a surge of power shoot through her, a light red aura growing around her, her eyes going black. Nothing else happened with her form, but she felt more in sync with Samebizu than she had before. She synced up with her brother, slowing with the steady beat of his heart, keeping her breathing steady. She moved with him, her seals only slightly different from his. As he released a blaze of fire taking the form of a dragon, Kasen released her own taking the form of blood. They directed the move towards the barreling beast wondering what it would do. Kasen hoped it didn't mean they were about to be a snack. In theory perhaps they should have thought this through more, but they couldn't outrun the thing and it didn't look like it would just be keen in leaving them alone. Another guy showed up, acknowledging himself as Isamu Sunaku. Kasen was relieved to see more help was on the way. "Maximum effort!" Kasen made another set of seals before slamming her palms into the ground. Another small tremor would be felt, one much, much less significant than the one that giant worm thing had caused. Kasen felt herself rise up on the head of a dark red crystalline beast. She pointed towards the sandwrym, the crystal dragon staring towards it. Things were going to get very rough in the next few moments of her existence. Hopefully they could keep it together. She didn't escape that lab with Kaen just to die when they'd reached somewhere they considered a safe haven.

[OOC: Truthfully, I don't know if any of this successfully passes or not, so I mean, just kind of going with it.]


Battle Things
[col3]
Stats
Stamina: 600/600
Agility: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600

Total PL: 3600
Character Level: 15
OOC Rank: S

Health Points: 45,000
Chakra Points: 33,000
AP: 10
|
Custom Class
(Get Out of the Water [Vet]
HP: (60+lvl15) x stamina (600) = 45,000
CP: (40+lvl15) x chakra control (600) = 33,000
Class Bonus: Kinjutsu, +10% water damage
High: Ninjutsu Accuracy, Genjutsu DC
Average: All Others
Low: Puppet Accuracy, Ranged Accuracy

Affinities
Free Major Affinity: Wind
Free Minor Affinity: Earth
Major Affinities: Water
Minor Affinities: Non-Elemental
AEs: Blood, Ice, Mirror, Crystal
|
Abilities
0. Shinobi 101 - Kinetic Genjutsu with Ninjutsu Accuracy
0. Combat Medic - Medical Branch
1. Bloody Mess
2. Teamwork
3. Concentrated Focus
4. Elemental Illusion
5. Human Anatomy
6. Jutsu Mastery
7. Shattered Reality
8. Combat Instinct
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu
12. Willpower
[/col3]
[col3]
Items

Slot 1: Headset (1)
Slot 2: Energy Drink (3)
Slot 3: Energy Drink (3)
Slot 4: Kawarimi Target (1)
Slot 5: Water Balloon (2)

Weapons N/A


Curse Seals N/A

Contract Shark
|Bloodline: Chigokai|Kinjutsu: Jinchuriki[/col3]


ACTIONS
1. Activate Demon Cloak Alpha [Mastered]

2. Use my Teamwork ability with Kaen to use Water Dragon Bullet [Mastered], converted to Blood via the Chigokai passive Crimson Water, targeting the sandwyrm with affinity move Focus.

3. Summon Obsidian Dragon [Mastered], converting it to blood as well via Crimson Water (I was told this was possible), also using the special action, paying .5 AP more to ride the dragon used with the affinity move debilitate.


Creation Actions
1. If possible, pay 1 AP for the obsidian dragon to attack the sandwyrm.
 
Joined
Oct 22, 2012
Messages
357
Yen
23,000
ASP
903
Deaths
0
Izura took a deep breath, sighing as his sister humorously tried her hardest to perform a genjutsu technique. She seemed to be very determined to complete it, no matter what. They had been at it for a few days already, training on the outskirts of the village, Izura teaching Ayame new ninja techniques.

“You can’t just use brute force with this technique Ayame. Try being more precise with your chakra manipulation.”

“I-I’m trying! It isn’t easy you know!” she responded, frustrated as she continued to focus.

Izura smiled, placing his hands on his hips as he continued to observe her progress. The day seemed to be completely normal. It wasn’t until the two of them felt the tremor shake the desert sands that Izura sensed that something was amiss. A frighteningly loud roar sounded off in the distance. Whatever it was, it was caused by a creature, and not by some random earthquake.

Concerned for Ayame, he looked at her, the worry evident in his face. He walked over to her, kneeling down and placing a hand on her shoulder.

“I’ll be back, alright?”

He then stood up, teleporting to an area closer to the sandworm…he could already see that shinobi had been sent to fight the monstrosity, but the enemy was…impossibly massive. It seemed like something out of a nightmare! His thoughts wandered back to Ayame’s safety. If this thing was headed for the Sand village, that meant that she was in danger.

Normally Izura would’ve thought of just leaving the Sand village before the monster arrived, but his father Sojobo, for all intents and purposes, still believed that he was a sand ninja named Nataku. Even knowing that Sojobo had memory loss, Izura knew he could never just up and leave. Ayame would never forgive Izura if he did that, and Izura himself knew he would never get over leaving Sojobo behind.

And so with these things in mind, the veteran Uchiha made the decision to join the fight.

He teleported back to Ayame, grabbing her before teleporting away with her to the Sand village entrance. It was all so sudden that she was caught off guard, swept off her feet.



“Get Nataku and flee to Soon’s Haven, alright? I’ll catch up with you. There’s a monster about to attack the village.”



“W-what?! D-don’t leave me alone! N-not again!” she cried out, obviously worried as hell.

Apologetically, Izura smiled and hugged her. “I’m sorry Ayame, I’ll be back, alright? Don’t worry too much.”

He then turned, teleporting away and suddenly appearing alongside the twins and Isamu.

Given how swiftly he appeared out of nowhere, his suddenly showing up probably startled them. He didn’t speak to the others, instead choosing to focus on the sandworm approaching, his face one of sheer determination. If they looked at Izura a bit more closely, they’d clearly see the Uchiha’s clan symbol on his back, but no village identifying clothing.

Izura’s sharingan were activated, the tomoe swirling and coalescing into the pattern of his Eternal Mangekyou sharingan.

His thoughts wandered to the safety of his sister and Sojobo...he really hoped they'd be alright...

______________________________________________

Battle Info
[col3]
Stats
Stamina: 600/600
Agility: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600

Total PL: 3600
Character Level: 15
OOC Rank: S

Health Points: 45,000
Chakra Points: 33,000
AP: 10
|
Custom Class
Revenant Shadow [Vet]
HP: (55+lvl15) x stamina (600) = 42,000
CP: (45+lvl15) x chakra control (600) = 36,000
Class Bonus: Kinjutsu, +10% fire damage
High: Ninjutsu Accuracy
Average: Melee Accuracy, Genjutsu DC, Genjutsu Save, Evasion
Low: Ranged Accuracy, Puppet Accuracy

Affinities
Major Affinities: Fire, Water
Minor Affinities: Non-Elemental, Lightning
AEs: Scorch, Shadow, Plasma, Acid
|
Abilities
Free) Shinobi 101 - Genjutsu Will DC -> Nin Acc
Free) Journeyman - Main Branch
1) Quickdraw
2) Quick Reaction
3) Called Shot
4) Conservative Motion
5) Human Anatomy
6) Jutsu Mastery
7) Insight
8) Sixth Sense
9) Initiative
10) Kinjutsu
11) Kinjutsu
12) Kinjutsu
[/col3]
Items

Slot 1: Kawarimi Target
Slot 2: Health Pills x 3
Slot 3: Chakra Suppressing Seal x 3
Belt Pouch 1: Ninja Wire x 8, Energy Drink x 3
Belt Pouch 2: Blood Pills x 3, Oil Flasks x 2

Weapon Holster: Veteran's Kusarigama

Weapons

Weapon: Veteran's Kusarigama
Type: Bludgeoning - Suppression, Slashing - Bleeding
Info: A weapon consisting of a sickle, chain, and weight. This particular one seems to have a very worn handle wrapped in bandages, but the blade appears to be well maintained. A weapon of a bygone era, made more than a decade ago.
Augmentations: Trick Weapon, Chakra Drain, Vampiric

Curse Seals Lunar Seal Rank 1

Contract<i></i> Bird
Bloodline: Uchiha

Kinjutsu: Eternal Mangekyou Sharingan

Jutsu List

Ninjutsu
E-Rank 1AP

Non Elemental

Transformation - Mastered
Body Switch - Mastered
Basic Summoning - Mastered

D-Rank 1.5AP

Non-Elemental
Combination Transformation - Mastered
Cancel - Mastered

Water
Rinse Off - Mastered
Aqua Fang - Mastered

Lightning
Electrocution - Mastered

Fire
Fireball - Mastered

Medical
Mystical Hand - Mastered
Coagulation - Mastered

Anbu
Critical Exposure - Mastered
Mask Summon - Mastered

C-Rank 2AP

Non-Elemental
Stunt Double - Mastered
Jutsu Sealing - Mastered
One Element Sealing - Mastered
Barrier - Mastered
Elemental Clone - Mastered

Water
Rain Dance - Mastered
Water Prison - Mastered

Lightning
Zeus Flash - Mastered
Volt Charge - Mastered

Acid
Acid Rain - Mastered

Plasma
Ionic Borealis - Mastered
Ionic Laser - Mastered

Shadow
Dark Displacement - Mastered
Specter Shade - Mastered
Midnight Strike - Mastered
Black Eruption - Mastered

Scorch
Dehydration - Mastered

Anbu
Active Camo - Mastered
Snapshot - Mastered
Chakra Sense - Mastered

B-Rank 2.5AP

Non-Elemental
Chakra Shield - Mastered
Shadow Shuriken Replication - Mastered
Chakra Blast - Mastered
Leech Seal - Mastered

Water
Mystical Pond - Mastered
Torrential Vortex - Mastered
Water Shark Bomb - Mastered

Lightning
Chidori - Mastered

Acid
Acid Clone - Mastered

Shadow
Black Moon Fang - Mastered
Shadow Punishment - Mastered
Underworld Prison - Mastered

A-Rank 3AP

Water
Supreme Aqua Realm - Mastered
Water Dragon Bullet - Mastered

Lightning
Raijin's Vengeance - Mastered
Chidori Control - Mastered
Kirin - Mastered
Thunderdome - Mastered

Shadow
Absolute Void - Mastered
Shadow Garb - Mastered

Plasma
Plasma Generation - Mastered

Scorch
Vaporization - Mastered
Amplifier - Mastered
Updraft - Mastered

Anbu
Body Bind - Mastered
Flock of Shadows - Mastered

Non-Elemental
Morality Sealing - Mastered

Taijutsu
C-Rank

 1.75AP

Bludgeoning
Set-Up - Mastered

Skullbuster - Mastered

Blast Rush - Mastered

Carpe Noctem
 - Mastered
Carpe Diem - Mastered

B-Rank
 2.25AP

Bludgeoning

Precise Interruption - Mastered

Slashing


Executioner - Mastered

A-Rank
 2.75AP

Bludgeoning


Rejected Assault - Mastered
Memento Mori - Mastered
White Lotus Strike - Mastered


Slashing
Higuma - Mastered

Heavenly Sword - Mastered

Unarmed


Fist of Sin - Mastered

Fist of Virtue - Mastered

Buffing
Devastating Aura - Mastered

Genjutsu
E-Rank 1AP

Will
Lethargy - Mastered
Tourniquet - Mastered
Intimidation - Mastered

D-Rank 1.5 AP

Will
Amnesia - Mastered
False Success - Mastered
Leaking Mind - Mastered
Sear of the Mind - Mastered

C-Rank 2 AP

Will
Untruth - Mastered
Paranoia - Mastered
Black Out - Mastered

B-Rank 2.5 AP

Will
Betrayal - Mastered
Havoc of the Doomed Mind - Mastered

A-Rank
 3AP

Audial


Auto-Tune - Mastered

Kinetic
Delayed Agony - Mastered

Visual

Invisibility
 - Mastered
Body Double - Mastered

Will
Mental Kombat - Mastered
Chaos of the Mental Plain - Mastered
Torment of the Physical Plain - Mastered

Uchiha
Sharingan (Rank 3)
Precognition (Rank 3)
Insidious Gaze (Rank 3)
Genjutsu Reversal (Rank 3)
Will of Fire (Rank 3)
Hypnotic Suggestion (Rank 3)
Copy Skill (Rank 3)
Mangekyo Sharingan (Rank 3)
Tsukiyomi (Rank 3)
Amaterasu (Rank 3)

Eternal Mangekyou Sharingan
Takaamahara - Master Rank
Izanagi - Master Rank
Kamui - Master Rank
Crescent Moon Mirror - Master Rank
Susanoo - Master Rank
Custom Contract Summon - Soraka the Assassination Raven
Soraka
Soraka is a large raven, her wingspan reaching an impressive 11 feet. Almost completely black in color, Soraka's feathers hold the signature faint blue tint that all ravens share. She is an illusive bird, albeit famed amongst the others for her work in aiding with the assassination of high profile targets. Known amongst the bird-nin for her almost eerily stealthy and quiet approach from the skies, her reputation earned her the title of "Silent Wing" amongst her peers . A true professional, if any summon were to be called one, Soraka has a strong sense of duty and loyalty to the mission at hand, and her summoner.

Battle Info wrote:
HP: 30,000
CP: 22,500

Stamina: 500
Agility: 550
Ninjutsu: 600
Taijutsu: 300
Genjutsu: 400
Chakra Control: 450
PL: 2800
AP: 6

Class
Bonus: +2.5 Accuracy and +10% Wind Damage
High: Ninjutsu Accuracy
Average: Melee Accuracy, Evasion, Genjutsu Save
Low: Ranged Accuracy, Genjutsu DC

Weapon Name: Beak
Weapon Type: Slashing
Range: Melee
Damage: -10%
Accuracy: +2

Moves wrote:
Relentless Persistence - Passive wrote:
It is said that Soraka has amongst the strongest wills to keep fighting. Her will is inspiring, causing her allies to fight with even more vigor than before.

Effect: Soraka recovers 5% of its Max Hp per round.

Special Action: At the cost 1 AP, Soraka negates the recovery percent and gives 5% of her Max Hp to a single ally.
Cost: None, Constant.

Gale of Ravens - Fighting Style (Chakra) wrote:
A flock of ravens made of pure chakra appear, coalescing and surrounding Soraka and her summoner in a torrent of power that amplifies and protects against wind based techniques.

Effect: All wind based techniques used by the summoner of Soraka gain +10% damage. All wind based techniques used against the summoner or Ho-Pu receive a 10% damage reduction.
Cost: .5 Ap to initiate.

Raven's Razor - B-Rank Taijutsu wrote:
Surrounding her wingtips with a torrent of wind based chakra, she hones them to a razor sharp edge before diving towards the opponent in an attempt to slice at them.

Effect: Soraka dives at a single target dealing 1725 Piercing Damage at +2 Accuracy. If this technique strikes a barrier it has a +15% chance to automatically destroy the barrier before the initial strike; however if the barrier is destroyed this attack deals half the normal amount of damage against the target upon a successful hit.
Cost: 2.25 Ap and 625 Cp to initiate.

Midnight Sky - A-Rank Ninjutsu wrote:
Famed for using this technique to aid in reconnaissance and assassinations, Soraka will fly high, cloaking herself within the clouds so she is nearly completely undetectable. This creates a great distance between the summoner and the battlefield.

Effect: Soraka allows the summoner to ride upon the back of this massive bird, the summoner gaining +3 Dodge. The summoner and Soraka receive -10% damage to earth based techniques, but suffer a +10% damage against lightning based techniques. While this is active both receive +10% damage to wind based techniques.
Cost: 3 Ap and 2,200 Cp to initiate. 1,100 Cp/Rnd

Notes:
- If the summoner is dealt 20% of their max Hp in a single round, this technique is dispelled.
- This technique may last up to three rounds.
- This technique may not stack with Hurricane.

Ravens Wrath - A-Rank Ninjutsu wrote:
Summoning a flock of dozens of wind chakra based ravens, Soraka sends them at the target, coalescing into beams of pure wind chakra to tear apart the target.

Effect: Soraka sends dozens of wind chakra based ravens at the target, targeting up to three and dealing Deal 4,050 Wind/Slashing Damage at +2 Accuracy. This technique has a 45% chance to suppress a target for 1 AP due to the kicked up debris sailing into the victim, this can only occur once a round.
Cost: 3 Ap and 2,310 Cp to initiate.

Monochrome Assassination - A-Rank Ninjutsu wrote:
Soraka disorients the target as the world briefly loses all color, becoming little more than a black and white landscape. From the depths of black color of this background, ravens appear, flying at the target and disorienting their vision. Some briefly morph into partial, monochrome apparitions of the summoner themselves, stabbing at the target with blades of jet black chakra.

Effect: Soraka calls forth 5 black birds and 5 illusionary black birds. Each non-illusionary black bird deals 1100 damage at +1 Accuracy. For each 'real' black bird that successfully strikes at an opponent, a melee check occurs between an illusionary bird; upon a successful check the target suffers a -0.5 Dodge for the remainder of the round due to the obstructed vision caused by the birds, stacking up to -2 Dodge.

Special Action: At the cost of +20% Cp Soraka and the summoner may partially blend into the monochrome background, throwing off the target's ability to aim at Soraka or the summoner and gaining +2.5 Dodge and +5% damage reduction against attacks made towards Soraka and/or the summoner for the remainder of the round. The remainder of the attack takes effect as normal but at the end of the round. This action may only occur once a battle. This may be used as reactionary/reflexive.
Cost: 3 Ap and 2,750 to initiate.

Izura's Actions
1. Activate Eternal Mangekyou (0.5 AP)
2. Summon Soraka the S-Rank Bird. (Custom S-rank reskin of Ho-Pu. 4.5AP)
3. Cast Acid Rain - Mastered on Barynx (2AP)
4. Wait Until Soraka enters Gale of Ravens Fighting Style and casts Midnight Sky, then cast Amplifier - Mastered on Barynx with Affinity Move - Focus (3AP)

Izura's Reflexive Actions

1. Use Flock of Shadows - Mastered if hit by an attack.

Soraka Actions
1. Use Midnight Sky. Izura gets on Soraka's back! (3 AP)
2. Enter Gale of Ravens Fighting Style, causing chakra ravens to coalesce around the duo! (0.5 AP).

Soraka's Reflexive Actions

1. If Izura takes damage, use Relentless Persistence special action on Izura (1AP) [/quote]
 

Takahashi Aki

Well-Known Member
Joined
Oct 10, 2012
Messages
4,307
Yen
574,349
ASP
2,303
Deaths
0
OOC Rank
S
(I've been told my actions will take effect in Round 2)

Sousuke walked to the site of where Barnyx was. His intent was to begin moving the bones with Ken to form the new gate of Sungakure. Sousuke had a cup of coffee in his hand and was eating a scone as he was making his way there. He was enjoying his snack. He was enjoying it very much. Now then Barynx's bones were quite durable. Suna had survived a number of attacks and the exoskeleton remained intact. It was time to make use of the bones as a basis of the outer walls. Sousuke would approach the work site, only there was a problem. A very big problem. The bones of Barnyx was not there. Those bones he was going to use were just not there, well not there in the barest sense of it. No. Something else was there. A living Barynx. Sousuke's head would drop as his plan had been undone. Yup. Sousuke had lots of plans, and most of them were challenged and or ruined. Someone, it wasn't hard to guess who, had the nerve to go and ruin his plan. The expression Sousuke's face had was annoyance. Yes, there was a live Barynx there. Sousuke would exhale. He gripped his coffee mug and threw it with force at the now living Barynx. A very loud explicative could be heard coming from Sousuke as he gave into his anger. It was a very rare show. It was the profanity that could perhaps be heard all the way to Soon's. Sousuke usually did not shout, nor did he scream profanities. He was a calm and cool individual, but no, some asshole had to interfere with his plans.

Sousuke sighed. "Barynx, why did you not remain in your best state of existence. Dead? Is it really that hard to stay dead? You've been dead for two hundred years. Well technically over two hundred, and you were a tremendous asset to the village. This is not being an asset. This is being a menace."<i></i> He ranted as he prepared for battle... which he was sort of. Sousuke wore his black and white mesh suit. The armour was predominately black, but it had white lightning bolts on the sides. Sousuke had fought a sandworm before, but this was Barnyx. This was the apex prime specimen of sandworms. A terror that had plagued the First Men in the old days. Sousuke would watch as people would begin to descend upon the beast. Sousuke would rub his temples. He would switch to comms, but his voice would carry regardless. "For the record, Barynx is considered an asset... with the condition being that he is dead. The exoskeleton and the bone structre are ... well for the most part indestructible. That being said ... sandworms are weak against water, and should one provide capable of prying through its plates, their inner fleshy insides are suspectible. Unfortunately ... Barynx ... being a living legend ... maybe be adherent to a different set of rules altogether."<i></i> This was now the usual Sousuke talking, not the overtly loud profane man he was a moment ago. "Observing the enemy now."<i></i> Sousuke's eyes would lock onto Barynx as he would begin to read his enemy for potential weaknesses. He lost an arm to sandworm. Barynx would probably extract something more than an arm. After his observations, it would be time to bring a friend long. A very big one, that he owed a debt to.
Actions
0AP Declare duelist on Barynx Melee Accuracy, and 10% Damage vs Barynx
-0.5AP enter a defensive stance -4 acc, +4 dodge please
-3AP Observe Barynx
- 3.5AP Summon Contract Gambunta (amount is lowered due to contract mastery)
-0P Quick Draw the Silver Edge
-2AP Activate Mystic Transmutation double the effects of Vampiric, Vanguard, and Steady
(Saving 1AP for next round)

Abilities
Duelist
Journeyman
Shinobi 101 - Kinetic Genjutsu can be cast using Melee accuracy.
Clarity
Duelist
Defensive Technique
Bull's Strength Bleeding
Insight
Quickdraw
Contract Mastery
Sixth Sense

Kinjutsu - Tsuku
Quick Learner CA
Situational Awareness (3)
Sharp Insight (2)
Offensive Insight (2) purchased twice
Observation (3)
Forewarn (3)
Adaptability (3) purchased thrice
Prediction (2)
Tactical Mind (2)

Stats
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Agility: 600
Stamina: 600
Chakra Control: 600
Bloodline: 600
Capped Points: 529

Items
-headset
-sheath - contains Silver Edge
-Kawarimi Target
-Health Pills (3)
-Energy Drink (3)


Ninjutsu

~Fire
E - Infernal Ember Master Rank
E- Thermal Maw Master Rank
D- Fireball Master Rank
D- Immolation Armor Master Rank
D- Combustive Seal Rank Master
D- Dragon Fire Master Rank
C- Searing Eruption Master Rank
C- Scalding Ash Cloud Master Rank
C- Heat Wave Master Rank
B- Infernal Hellfire Master Rank
B- Firestorm Master Rank
B- Spontaneous Combustion Master Rank
B- Ring of Fire Master Rank
A- Dragon Flame Bomb Master Rank
A- Sol Fire Tempest Master Rank
A- Abysmal Harbinger Master Rank
A- Flame Shield Master Rank

~Lightning
E- Storm Bolt Master Rank
E- Thunderfist Master Rank
D- Thunderclap Master Rank
D- Electroshock Master Rank
D- Electrocution Master Rank
C- Zeus Flash Master Rank
C- Lightning Torrent Master Rank
C- Thunderstruck Master Rank
C- Volt Charge Master Rank
B- Gigavolt Cannon Master Rank
B- Lightning Beast Master Rank
B- Chidori Master Rank
B- Amp Field Master Rank
A- Kirin Rank Master Rank
A- Raijin's Revenge Master Rank
A- Chidori control Master Rank
A- Thunderdome Master Rank

~Earth
E - Stone Bullet Master Rank
E - Gravel Shift Master Rank
D - Earth Flow Master Rank
D - Sinkhole Fist Master Rank
D - Mud Clone Master Rank
C - Inner Earth Reflection Lure Master Rank
C - Earth Flow Wave Master Rank
C - Rock Golem Master Rank
C - Earthern Coating Master Rank
B - Bedrock Coffin Master Rank
B - Weighted Rock Technique Master Rank
B - Earth Spiker Master Rank
B - Sinkhole Master Rank
A - Earthslide Wall Master Rank
A - Petrification Master Rank
A - Earthen Magnitude Master Rank
A First of Gaia Master Rank

~Wind
E - Wind Slash Master Rank
E - Pressure Burst Master Rank
D - Whirlwind Spin Master Rank
D - Air Bullet Master Rank
D - Shredding Touch Master Rank
C - Wind Scythe Master Rank
C - Tempest Rank Master Rank
C - Gale Force Master Rank
C - Wind Release Master Rank
B - Wind Scar Master Rank
B - Great Wind Scythe Master Rank
B - Vacuum Sphere Master Rank
B - Cycle Movement Master Rank
A - Tatsumaki Mank Master Rank
A - Hurricane Master Rank
A - Ambiance of the Forbidden Master Rank
A - Zephyr's Grace Master Rank


~Plasma
C - Ionic Laser Master Rank
C- Deadly Burn Master Rank
C- Plasma Lamp Master Rank
C- Ionic Borealis Master Rank
B- Hyper Beam Master Rank
B- Solar Winds Master Rank
B- Plasma Scar Master Rank
B- Plasma Blade Master Rank
A - Atmospheric Pressure Master Rank
A- Nebula Shine Master Rank
A- Supernova Master Rank
A- Plasma Generation Master Rank

~Metal
C- Steel Slam master Rank
C- Quality Break master Rank
C- Steel Clone Master Rank
C- Mercury Poisoning Master Rank
B- Alloy spiral Master Rank
B- Reinforced Wall Master Rank
B- Iron Break Out Master Rank
A- Silver Flash Rank Master Rank
A- Burdening Touch Master Rank
A- Superalloy Tempest Master Rank
A- Senbon Coating Master Rank

~Darkness
C -Black Eruption Master Rank
C -Midnight Strike Master Rank
C - Specter Shade Master Rank
C - Dark Displacement Master Rank
B - Underworld Prison Master Rank
B - Shadow Punishment Master Rank
B - Black Moon Fang Master Rank
B - Ebony Nightmare Master Rank
A - Shadow Summoning Master Rank
A - Shadow Garb Master Rank
A - Darkness Falls Master Rank
A - Absolute Void Master Rank

~Crystal Elemental
C - Topaz Tempest Master Rank
C - Fluroite Spikes Master Rank
C - Emerald Emitter Master Rank
C - Ruby Rain Master Rank
B - Goldstone Clutch Master Rank
B - Moonstone Shower Master Rank
B - Sapphire Storm Master Rank
B - Amethyst Casing Master Rank
A - Diamond Cutter Master Rank
A - Obsidian Dragon Master Rank
A - Amber Beacon Rank Master
A - Crystalline Passage Rank Master

~Non Elemental
E- Transformation Master Rank
E - Body Swap Master Rank
E - Basic Summoning Master Rank
D - Summoning Contract Master Rank
D - Combination Transformation Master Rank
D- Crystal Eye Master Rank
D- Cancel Master Rank
D- Spirit Lantern Master Rank
C- Stunt Double Master Rank
C - Jutsu Sealing Master Rank
C- One Elemental Sealing Master Rank
C- Elemental Negation Master Rank
C- Elemental Clone Master Rank
B- Leech Seal Master Rank
B- Chakra Shield Master Rank
A- Chakra Blast Master Rank

~Paper Jutsu
C - Folded Shuriken Master rank
C - Paper Clone Master rank
C - Burst of Confetti Master rank
C - Origami Shower Master rank
B - Cocoon Sheets Master Rank
B - Paper Blade Master Rank
B - Loose Leaf Wall Master Rank
B - Streaming Cloak Master Rank
A - Shredding Torrent Master Rank
A - Shredding Tsunami Master Rank
A - Torn Downpour Master Rank
A - Maelstrom Document Master Rank

Taijutsu

~Slashing
E - Slash Master Rank
E - Arcing Slash Master Rank
E - Dynamic Slash Master Rank
E - Overhead Strike Master Rank
D - Full Circle Master Rank
D - Cross Rip Master Rank
D - Crimson Flash Master Rank
D - Gasher Master Rank
D - Heavy Tow Master Rank
C - Vanishing Slash Master Rank
C - Lunar Steps Master Rank
C - Whisperer Master Rank
C - Sword Juggle Master Rank
C - Zero Slash Counter Master Rank
C - Top Spin Master Rank
C - Blade Trail Master Rank
B - Magnum Break Master Rank
B - Focal Blade Master Rank
B - Steel Weaving Master Rank
B - Flight Aerial Strike Master Rank
B - Kill Driver Master Rank
B - Executioner Master Rank
B - Lotus Flower Master Rank
A - Zanteksuken Master Rank
A - Higuma Master Rank
A - Annihilation Master Rank
A - Heavenly Sword Master Rank
A - Fatal Draw Master Rank

~Unarmed
E - the One Two Master Rank
E - Low Sweep Master Rank
E - Janken Master Rank
E - Uncalled For Shot Master Rank
D - Four Hit Combo Rank Master Rank
D - Spinning Wind Master Rank
D - Dynamic Entry Master Rank
D - Dynamic Finish Master Rank
D - Nut Buster Master Rank
C - Dragon Assault Master Rank
C - Tiger Hook Master Rank
C - Step-in Flash Master Rank
C - Tatsumaki Senpuu Kyaku Master Rank
C- Roaring Combination Master Rank
C - Grapple Master Rank
B - Suplex Master Rank
B - Primary Lotus Master Rank
B - Shadow Step in Strike Master Rank
B - Seismic Toss Master Rank
B - Submission Master Rank
B- Spear Hand Master Rank
B- 16 Hit Combo Master Rank
A- Falcon Punch Master Rank
A - Eagle Drop Master Rank
A - Dance of the Waxing Moon Master Rank
A - Fist of Sin Master Rank
A - Fist of Virtue Master Rank

~Piercing
E - Stab Master Rank
E - Thrust Master Rank
E - Multiple Impale Master Rank
E - Piercing Rain Master Rank
D - Cross Pierce Master Rank
D - Impaling Counter Master Rank
D - Dynamic Pierce Master Rank
D - Defensive Thrust Master Rank
C - Outcry Master Rank
C - Iron Point Prison Master Rank
C - Clip Downpour Master Rank
C - Spiked Shield Master Rank
C - Feint Spike Master Rank
C - Pressure Pierce Master Rank
C - Outter Rim Breaker Master Rank
B - Fake Out Master Rank
B - Enraging Strike Master Rank
B - Fillet-O-Flesh Master Rank
B - Million Stab Master Rank
B - Blood Letter Master Rank
A - Giga Star Breaker Master Rank
A - Trashin Master Rank

~Buffing
E - Charge Master Rank
E - Grip Master Rank
E - Fleeted Master Rank
E - Block Master Rank
D - Shadow Play Master Rank
D - Eagle Vision Master Rank
D - Muscle Control Master Rank
D - Brandish Master Rank
D - Basic Safeguard Master Rank
C - Chakra Absorption Master Rank
C - Dynamic Art Master Rank
C - Chakra Extension Master Rank
C - Shadow Dance Master Rank
C - Gather Master Rank
C - Barrage Master Rank
C - Expel Master Rank
C - Feint Master Rank
B - Unbound Master Rank
B - Endure Master Rank
B - Counterstike Master Rank
B - Cover Master Rank
B - Anabolic Frenzy Master Rank
B - Concealed Steps Master Rank
B - Focused Steps Master Rank
A - Insatiable Hunger Master Rank
A - Devastating Aura Master Rank
A - Awakening Master Rank
A - Limit Break Master Rank
A - Unleash Master Rank

~Bludgeoning
E - Bunt Master Rank
E - Broad Slap Master Rank
E - Bound Master Rank
E - Smash Master Rank
D - Dynamic Bash Master Rank
D - Dynamic Charge Master Rank
D - 7 Hit Combo Master Rank
D - Double Slam Rank 1
D - Concrete Blast Rank 1
C - Render Blitz Rank 1
C - Blast Rush Rank 1
C - Skull Buster Rank 1
C - Set-Up Rank 1
C - Black Jack Attack Rank 1
C - Carpe Noctem Rank 1
C - Carpe Diem Rank 1


Genjutsu

~Kinetic
E - Hot Weapon Master Rank
E - Stun Master Rank
E - 1000 Years of Pain Kai Master Rank
D - Drunken Stupor Master Rank
D - Influenza Master Rank
D - Tickling Master Rank
D - Face Palm Master Rank
C- Mist of Deceit Master Rank
C - Crippled Master Rank
C - Masochism Master Rank
C - Silly Fingers Master Rank
C - Crossed Wires Master Rank
B - Phoenix Embrace Master Rank
B - Petrification Master Rank
B - Lingering Spark Master Rank
B - Depth Crush Master Rank
B - Puppet Betrayal Master Rank
B - Pox Master Rank
A - Curse of the Leper Master Rank
A - Tree Binding
A - Delayed Agony Master Rank
A - Parasitic Infection Master Rank
A - Shared Torment Master Rank
A - Hemorrhagic Fever Master Rank

~Visual
E - Mimic Master Rank
E - False Surroundings Master Rank
E - Eye Strain Master Rank
D - Basic Clone Master Rank
D - Blur Master Rank
D - Rorsarch Eye Master Rank
D - Double Vision Master Rank
C - Distortion Master Rank
C - Occular Trama Master Rank
C - Back Flash Master Rank
C - After Image Master Rank
C - Verse of Darkness Master Rank
B - Advanced Clone Master Rank
B - Perception Filter Master Rank
B - Depth Barrier Master Rank
B - Night Mare Master Rank
B - Solar Flare Master Rank
B - Mime box Master Rank
A - Ocular assault Master Rank
A - Reaper's Gaze Master Rank
A - Body Double Master Rank
A - Night Rank Master Rank
A - Deja Vu Master Rank
A - Invisibility Master Rank

-Will
E - Lethargy Master Rank
E - Tourniquet Master Rank
E- Intimidation Master Rank
D - Amnesia Master Rank
D - False Success Master Rank
D - Leaking Mind Master Rank
D - Sear of the Mind Master Rank
C - Black Out Master Rank
C - Insomnia Master Rank
C - Paranoia Master Rank
C - Charismatic Breakdown Master Rank
C - Untruth Master Rank
B - Havoc of the Doomed Mind Master Rank
B - Slowed Perception Master Rank
B - Oblivious Rapture Master Rank
B - Betrayal Master Rank
B - Taunt master Rank
B - Thought Down Master Rank
A - Mental Kombat Master Rank
A - Temple of Nivrvana Master Rank
A - Torment of the Physical Plain Master Rank
A - Torment of the Earthly Plane Master Rank
A - Repetition Master Rank
A - Chaos of the Mental Plane Master Rank

~Anbu
D - Mask Summon Master Rank
D - Critical Exposure Master Rank
C- Snapshot Master Rank
C - Chakra Sense Master Rank
C - Active Cameo Master Rank
C- Mental Infiltration Master Rank
B - Shadow Servant Master Rank
B - Search Light Master Rank
A - Flock of Shadows Master Rank


Kinjutsu (Tsukuogami)
Myriad Strike Master Rank
Omni-Flash Master Rank
Mystic Transmutation Master Rank
Visceral Rend Master Rank
Kindred Fusion Master Rank

MkII
HP: (63+lvl15) x (600)
CP: (37+lvl15) x (600)
Class Bonus: Kinjutsu; 5% chakra cost reduction
High: Melee Accuracy
Medium: Dodge, Genjutsu Save, Ninjutsu Accuracy , Genjutsu Difficulty
Low: Puppet Accuracy, Ranged Accuracy

OOC Rank: S

Core Ability: Quick Learner

Situational Awareness (3)
Sharp Insight (2)
Offensive Insight (2) purchased twice
Observation (3)
Forewarn (3)
Adaptability (3) purchased thrice
Prediction (2)
Tactical Mind (2)
Kinjutsu: Tsukumogami

Curse Seals: n/a

Advanced Shop Battle Related Purchases:

Class Card

Abilities:
0. Journeyman
0. Shinobi 101 - Kinetic Genjutsu can be cast using Melee accuracy.
1. Clarity
2. Duelist
3. Defensive Technique
4. Bull's Strength
5. Insight
6. Quickdraw
7. Contract Mastery
8. Sixth Sense
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu

Major Affinities:
1. Fire ( all jutsu owned )
2. Lightning ( all jutsu owned )
3. Water
4. Kinetic Genjutsu
5. Visual Genjutsu
6. Plasma (All jutsu owned)
7. Shadow (All jutsu owned)
8. Crystal (All jutsu owned)
9. Wind (All jutsu owned)
10. Earth (All jutsu owned)
11. Will Genjutsu
12. Metal (All jutsu owned)

Minor Affinities:
1. Non-Elemental
2.
3.
4.
5.
6.

Advanced Elements:
1. Steel (BL)
2. Plasma
3. Shadow
4. Crystal
5. Paper

Weapons:

The Ebon Blade Silver Edge
Weapon Type: Long Sword
Weapon Damage Type: Slashing - Bleeding
Bonuses: 5% damage, and -1 acc., and 4 augment slots from Tsukumogami kinjutsu
Augment: Vampiric, Trick Weapon (unarmed), Vanguard, Steady

Skull Splitter
Weapon Type: Axe
Weapon Damage Type: Slashing
Bonuses: +5% damage; -1 accuracy
Augments: Vampiric, Pressure, Trick Weapon: Bludgeoning


Contracts:
Insect
Toad
 

Toraono Kuro

Well-Known Member
Joined
Oct 8, 2012
Messages
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285,520
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Toraono Kuro had been out scouting for more hidden Ancient storage cache's and as of yet all the places he had been to had been destroyed and the Ancients that had been housed there by rangers taken the Genbu guardians massacred or taken as well. This led Kuro to a theory about how the forces of the Daimyo had actually been created they had been raiding Ranger cache's for years without Sunagakure having any true knowledge of where they were they were collecting free weapons of war from those spared the agony of war. It was too much and then he heard something he never thought he would ever hear accept in recordings. A sound his father had told him about and replayed from a memory crystal. It was the roar of Barynx... It was impossible but there it was... Mother Suna had given her word not to attack as long as she was not attacked and Kuro had promised to protect her but this was not her doing he could almost feel the dark taint. Only one other being came to mind, one of the sovereign that had been discussed, a necromancer. So they were making another move? Well this time Kuro was far more attuned to the world and he would not allow this travesty to harm his people no matter how much some of them regarded him in ill. This time he would get something right...

Akuma Kuro and Mouko Kuro rushed towards the sound of terror preparing to unleash some of their own.

Kuro arriving in 2 rounds

Actions sent via spoiler
Stats:
Stamina: 600
Agility: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600

Devil Sage Akuma Kuro
HP: (45+5+lvl15) x 600 = 39,000
CP: (45+5+lvl15) x 600 = 39,000
Class Bonus: kinjutsu, +1 Accuracy
High: Ninjutsu Accuracy
Average: Genjutsu DC, Evasion, Melee Accuracy
Low: Puppet Accuracy, Ranged Accuracy
Shinobi 101 ninjutsu -> ranged

Akuma Kuro Weapon
Augments: Primal, Special Composition Kinesis*, trick weapon (ranged)
Type: Unique (Unarmed, ranged)
Unique Mastery Weapon Type: Unarmed
Weight: light
Range: Melee
Damage: -10% dmg canceled by by special composition augment/ +5% dmg (b. strength)
Accuracy: +2
Core Ability: Demonic Ancestry

Core Ability Choices:
Third Eye - Modification (3 points)*
Akuton - Dependent Special Move (3 points)*
Mind Ripper - Independent Special move (3 points)*
Fell Drain - Dependent Special Move (2 points)*
Daunting Presence - Boost (1 point)*
Fell Vengeance - Dependent Special Move (2 points)*
Demon Blessing - Passive (2 points)*
Death Touch - Independent Special Move (2 points)*
Form of the Demon - Jutsu (2 points) **

Devil Sage Mouko
HP: (45+5+lvl15) x 600 = 39,000
CP: (45+5+lvl15) x 600 = 39,000
Class Bonus: kinjutsu, +1 Accuracy
High: Melee Accuracy
Average: Genjutsu DC, Evasion, Ninjutsu Accuracy
Low: Puppet Accuracy, Ranged Accuracy
Shinobi 101 Melee -> Ranged (not projectile)

Mouko Kuro Weapon
Augments: Primal, Trick weapon (Ranged), Crippler
Type: Unique (Unarmed/Ranged)
Weight: light
Range: Melee
Damage: -10% dmg
Accuracy: +2


Abilities Akuma Kuro (Demonic Ancestry)
0.Journeyman
0.Shinobi 101 - Ranged Melee can be cast using Ninjutsu accuracy.
1. Sixth Sense
2. Nimble Hands
3. Quickdraw
4. Called Shot
5. Jutsu Mastery
6. Willpower
7. Bull's Strength
8. Kinjutsu
9. Kinjutsu
10. Kinjutsu
11. Healing Factor
12. Hidden Power
Kinjutsu - Rinnegan Sage

Abilities Mouko (Hyuuga)
0. Shinobi 101 Taijutsu (Unarmed-> Piercing)* Journeyman*
1. Bull's Strength
2. Human Anatomy
3. Combat Instinct
4. Healing Factor
5. Called Shot
6. Hidden Power
7. Contract mastery
8. Combo Master

Actions
-1AP Wield Shi Shi No Ken (Akuma Kuro)
-1AP Wield Specialized Weapon (Mouko Kuro)
-1AP Activate Byakugan Rank 3: 1AP; 900 chakra to initiate, 430/round to maintain
-.5AP Focus Combat Instinct on Barnyx (Both Kuro's)
-.5AP Take Jyuuken Stance Mouko Kuro
-1.75AP Mouko Kuro Activates Chakra Extension C-Rank Taijutsu http://www.ninpocho.com/viewtopic.php?p=14767#p14767
- 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active
viewtopic.php?f=205&t=253Mouko Kuro Activates Gaia Seal Rank 3
- Mouko Kuro rushes Barnyx 4 called shots to sandwyrm equivalent of ARMS for 2 AP

Conditionals:
Mouko Kuro will counterstrike any attack upon Sousuke or himself of 2.25 AP or higher from Barnyx with the following jutsu reflexively
Fist of Virtue 2.75AP, Rank 2 Cost: 1,030 Cp and Hp +5% taijutsu cost
A legendary technique utilizing the user`s soul and their chakra in a mystical combination. Results may vary pending the user`s heart.
Rank 2: 1 Strike at Normal Accuracy dealing 4,125 Damage.
Special Action: By paying an additional +20% (-15% Hyuuga Taijutsu Bonus)= +5% Cp/Hp, Kuro enacts
- Humility: This technique may be used reactionary to counter an oncoming attack. The damage from this technique reduces the oncoming damage by the same amount. If an attack is not fully canceled out, the remaining damage attempts to strike the intended target like normal.
Rank 2 Cost: 1,030 Cp and Hp

Notes:
- This technique may only be used once per round.
- - If a Special Action is chosen, this technique is considered Holy.
 

Tomomi

Well-Known Member
Joined
Oct 22, 2012
Messages
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Yen
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The dearest descendant had been busy thus far today. He had gone to the Academy to evaluate new teachers and teach them the basics of teaching in the Academy so there would be no incidents in their classrooms or lessons that would jeopardize themselves or their students. It was important to evaluate and teach them as Kyuji had been notorious for having interesting classes where students were either harmed by themselves or had a nice injury because they tried to team up on their sensei and his adrenaline had taken over. They needed to definitely stop having students getting harmed as it wasn't making the Academy look ideal.

After that long and enduring education that he provided to those new sensei, he went to the Hospital and did some paperwork for new applicants that wanted to join the branch and also looked at the performance of current employees to see if there was anyone eligible for a promotion. There was sadly nobody who was ready, but there were people approaching that time. They just needed a little more experience before they could be promoted to a more satisfying rank in the branch. At least, most of the employees were not being forced to go down to the asylum portion of the Hospital and deal with those patients who were lost causes in most cases and putting their lives on the line. However, the cycling of positions in the Hospital was putting Kyuji in that Hellhole soon enough unless he magically got a trip outside of the village that was very unlikely.

But, the real fun of the day didn't begin until he stepped outside of the Hospital and saw people running through the streets frantically away from the outskirts of the village. He wanted to stop some of them and ask them what was going on, but he didn't have time it appeared as he saw other shinobi dashing towards the outskirts of the village into the desert. Once he was near his home, he could see clearly why everyone was panicking as a gigantic sandwyrm had appeared in the desert and its appearance even from a distant was off for a traditional sandwyrm.

Fear was definitely in the system of the Byakko, but he needed to do something for his family, his village, his medics, and himself. Fighting a sandwyrm was not ideal but if he survived, it was something that he could definitely write home about. And with that, he was off to the fight. As he was approaching, he could make out some of the figures already fighting like his apprentice, Kasen, and probably her brother from the similar hair colors as she talked about him quite often with Kyuji. He also could see many creations being formed on the battlefield and the sandwyrm already thrashing around. When he finally approached, he wouldn't say nothing and would jump right into action.

_________________________________________________________________________________________________________________________________________________________________________________________
OOC: In my timeline, this is occurring before my thread with Kuro where I lost my arm. I am assuming I can enter round 2 since Sousuke is entering then and he posted after Shiori mentioned putting up the first round mod. MFT: 484 Words
_________________________________________________________________________________________________________________________________________________________________________________________
Battle Stuff said:
Stats said:
Agi:600/600
Sta:600/600
Nin:600/600
Tai:600/600
Gen:600/600
CC:600/600
Current PL: 3600
Character Level: 15
Hit Points: 39000
Chakra Points: 30000
Action Points: 10


Lightning Fists and Sweet Dreams said:
Lightning Fists and Sweet Dreams
HP: (50+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu Option, +5% Chance of causing suppression(Bought the Class Point Card)
High: Melee Accuracy, Genjutsu DC
Average: Ranged Accuracy, Ninjutsu Accuracy, Puppet Accuracy, Evasion
Low: None


Abilities said:

Equipment said:
Slot 1: Headset
Slot 2: Kawarimi Target
Slot 3: Kawarimi Target
Slot 4: Belt Pouch #1:
Belt Pouch Slot 1: Health Pill x3
Belt Pouch Slot 2: Energy Drink x3
Slot 5: Belt Pouch #2:
Belt Pouch Slot 1: Smoke Bomb x3
Belt Pouch Slot 2: Metabolic Stimulant x2
Slot 6*: Weapon Holster #1: Tiger Style Claws of Light(Gloves-Suppression)
Weapon Holster #2: Tiger Style Claws of Light(Gloves: Mix of Gen and Tai)
Weapon Holster #3: Tiger Style Claws of Light (Gloves-Called Shots)

*Purchased an Extra Inventory Slot on 12/6/15

Equipment said:
Name: Tiger Style Claws of Light (Gloves-Called Shots)
Damage Type: Unarmed
Accuracy Modifier: +2
Damage Modifier: -10% Base Damage
Weapon Effect: Can use hand-seals with this weapon.
Augments:
1. Primal
2. Crippler
3. Lucky Strike

Name: Tiger Style Claws of Light(Gloves-Suppression)
Damage Type: Unarmed
Accuracy Modifier: +2
Damage Modifier: -10% Base Damage
Weapon Effect: Can cause suppression
Augments:
1. Pressure
2. Anchor Boost
3. Lucky Strike

Name: Tiger Style Claws of Light(Gloves: Mix of Gen and Tai)
Damage Type: Unarmed
Accuracy Modifier: +2
Damage Modifier: -10% Base Damage
Weapon Effect: Can use hand-seals with this weapon.
Augments:
1. Bandages Wraps[See My Kinjutsu Spoiler]
2. Mirage
3. Daze

Name: Type 7 "Divine Judgement"(Handgun)
Damage Type: Ranged
Accuracy Modifier: +2
Damage Modifier: -10% Base Damage
Weapon Effect: May naturally inflict bleeding
Augments:
None

Name: The Liberator of Darkness(Katana)
Damage Type: Slashing
Accuracy Modifier: +2
Damage Modifier: -10% Base Damage
Weapon Effect: May naturally inflict bleeding
Augments:
None

Ninjutsu said:
Non-Elemental

Lightning

Earth

Water

Fire

Wind

Vapor

Plasma

Shadow

Kinesis

Genjutsu said:
Audial (Debuffing)

Kinetic (Debuffing)

Visual (Debuffing)

Will (Debuffing)

Taijutsu said:

Medical Jutsu said:

ANBU Jutsu said:

Kinjutsu said:
Hachimon
EG.jpg

All humans have the potential within them to call forth great and super-human power, though the majority of tend to live their lives using no more than a fraction of their capabilities. Yet, there are some that possess the will to push themselves over any limit, even beyond to what can be deemed as physically impossible. These are the few shinobi who have practiced the art of unlocking the Eight Inner Gates, the Hachimon. These gates lie upon specific points in the chakra system and limit the body's potential in order to maintain a safe and stable balance, yet through training, one can learn to remove these natural barriers for a short time. Only the most fit and in sync with their body's completely are capable of understanding and surpassing their limits, any who fall short of utter devotion to their body's maintenance have no hope up understanding the workings of the Eight Gates.

Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
- Because of their obsessive training to their bodies, all Unarmed Taijutsu costs -10% CP.
- Hachimon may only use unarmed taijutsu with all Hachimon skills. If they are equipped with a weapon other than unarmed/gloves, the Hachimon may not use those skills.
- Hachimon gates override a cursed seal and do not stack. Nor can a cursed seal be applied while in a Hachimon Gate.

Special Action - Weights
Effect 1 - Weights On: Must state at the beginning of the battle whether or not the Weights are on. Once on, the weights start weighing down the Hachimon -1 acc/dodge per round up to -4 acc/dodge, but grants +5% melee damage.
Effect 2 - Guts!: Upon removing the weights, the accuracy/dodge penalties are nullified and instantly replaced with the opposite accuracy dodge (if obtained -4 acc/dodge, it is replaced with +4 acc/dodge) and degrades by -1 per round until +0 acc/dodge. Removing the weights removes the melee damage bonuses.

Bandage Wraps - Kinjutsu Augment
A signature weapon of choice by those with extreme devotion to their body, this weapon is simple; long bandages wrapped around the wearer's hands and forearms. While seemingly nonthreatening, this distinctive armguard actually is a very viable weapon...

Effect: Requires Hachimon. The weapon equipped with this augment cannot be disarmed unless the user chooses to do so.

Special Action - Bandage Pull: After attacking with this weapon, the user may pay .5 Ap to follow up directly with another Unarmed Taijutsu at normal costs with +1 Critical to that attack. May only be done once per round.

Chakra Gates - C-Rank Taijutsu
EGFourth.jpg

The chakra gates are the limiters in the body that govern the natural processes of the body such as fatigue, metabolism, and stamina. Unleashing these gates push the users body far beyond the capabilities of normal human potential, making things such as superhuman strength and lightning speed a reality, at the cost of straining the body and burning vitality rapidly. Common traits of the gates include darkened skin, blank eyes that come from the pressure placed upon the body, and even vivid visible auras of chakra.

Information
Prerequisites: Hachimon
Effect:
First Gate - Gate of Opening: 5% auto-dodge to all sources
Second Gate - Gate of Healing: Ignores first rank of bleeding and Called Shot penalties. May heal all bleeding and called shot penalties by resting for 50% AP cost. (This does not double in Gate of Death). The healing effect can only be used once per battle. Resting while under the Gate of Healing does not stop the maintain of the Chakra Gates.
Third Gate - Gate of Life: Regains 2% max HP every round activated. This gate does not have an Hp cost.
Fourth Gate - Gate of Pain: Regains 2% max CP every round. This gate does not have a Cp cost.
Fifth Gate - Gate of Limit: +10% damage to unarmed weapons. Bolsters unarmed to 60% damage cap.
Sixth Gate - Gate of View: +2 acc/dodge, Instant clone recognition
Seventh Gate - Gate of Wonder: +1 AP This does not double in Gate of Death, +2 Gen save

Cost: 0.5 AP and 200 Cp per gate to initiate. 100 Hp/rnd per gate.

Notes:
- Any selected gate can be opened at will at any time.
- All gate effects may stack, including maintain costs.
- A user may activate up to three gates without suffering any risk.
- The user has a 20% chance to suffer Gate Backlash each round more than 3 Gates are active. This stacks for each gate active after the third, up to 100% when the Gate of Death is active.
- Gate Backlash increases the called shot level of a random limb. This applies to one limb for each gate active after the third, up to 5 limbs when Gate of Death is active.

Body Flicker - C-Rank Taijutsu
HSS.jpg

A high speed movement technique in which the user moves in the blink of an eye over a short distance. This skill enables one to utilize their enhanced speed to move at undetectable levels for a brief moment, seeming fade into the air and reappear in another position in a split second, appearing as if the user teleported instantly. This untraceable movement has both offensive and defensive properties.

Information
Prerequisites: Hachimon, Chakra Gates

Rank 1:The user avoids an attack, allowing them to instantly counter with a Basic Strike at +1 Accuracy.
Rank 2: The user avoids an attack, allowing them to instantly counter with a E-C Rank Unarmed Taijutsu at +1 Accuracy.

Rank 1 Cost: 335 Cp
Rank 2 Cost: 420 Cp + cost of Taijutsu used.

Notes:
- This jutsu is an Activated Auto-Dodge.
- This technique may be used reflexively as if it was instantaneous. The following attack costs the AP cost of the attack.
- The user's counterattack is modded directly after the body-flickered attack.
- May only use once per round.
- Must have a Gate Opened.

Bandage Slam - C-Rank Unarmed Taijutsu
Bandage.jpg

Utilizing the bandage as a medium to attack, the Hachimon may wrap its target up in the bandage and jump high into the air with the target in tow. And with a swift forward sommersault, the Hachimon swings the target around only to smash them straight into the ground.

Information
Prerequisites: Hachimon, Chakra Gates, A weapon with the Bandage Wrap Augment

Rank 1: Binds the target in bandages at -5 Accuracy dealing .
Rank 2: Binds the target in bandages at -4 Accuracy dealing .

Special Action - Bandage Slam: By paying full Cp costs, the user may slam a target they have previously bound with this Jutsu to deal 1,265 Damage. Using this action dispels this Jutsu.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd to Maintain
Rank 2 Cost: 575 Cp, 290 Cp/Rnd to Maintain

Notes:
- This Jutsu is unaffected by Weapon Accuracy Modifiers.
- When bound, the victim cannot perform handseals or move.
- For every 1.5 Ap the bound victim spends, they have a 15% chance of escaping
- This bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, this bind is dispelled.

Ura Renge - B-Rank Unarmed Taijutsu
EGSecond.jpg

A technique that utilizes the power of the eight gates to strike at inhumane speed. This technique allows the user to assault a target in a series lightning quick blows, each hit knocking them away from the user only to be hit by the next strike, the user seeming to "juggle" the victim in midair. This barrage is completed with the user striking the target with full force to the ground, all within a few brief, untraceable moments. This technique requires a setup prior to being performed, however.

Information
Prerequisites: Hachimon, Chakra Gates, Primary Lotus

Rank 1: Assaults the victim in an unavoidable barrage of strikes that deals damage equal to 10% of the previous jutsu's, then follows up with a strike that deals 1,500 Damage.
Rank 2: Assaults the victim in an unavoidable barrage of strikes that deals damage equal to 15% of the previous jutsu's, then follows up with a strike that deals 1,800 Damage at +1 Accuracy.

Rank 1 Cost: 545 Cp
Rank 2 Cost: 655 Cp

Notes:
- Requires at least Gate of Limit open.
- This technique is considered a finisher to a combo and may not be used as a springboard into a combo. Meaning that nothing can instantly follow up after this jutsu.This supersedes all directed jutsu saying otherwise.
- The follow up strike in Ura Renge is dodgeable as normal.

Aura Burst - B-Rank Unarmed Taijutsu
EGSeventh.jpg

Activating the inner gates individually is the preferred route for most as it is the "Safest". However, when multiple are activated at once the effects are enhanced; creating a massive influx of power and strength that instantly builds up and explodes outwards from the user. This sudden release of chakra creates a dramatic change in pressure around the area that can be felt by both friend and foe, and disorients all those nearby from the sudden outburst. However activating multiple gates at once dramatically increases the deterioration done to the user's body.

Information
Prerequisites: Hachimon, B-Rank

Rank 1: Upon activation, deals 1,500 Damage to up to 3 people. 5% chance of suppression.
Rank 2: Upon activation, deals 1,875 Damage to up to 3 people. 10% chance of suppression.

Special Action: Instead of causing suppression, this jutsu may, instead, there is a 15% chance to reflect the very next jutsu aimed at the user. This cannot reflect Genjutsu.

Cost: 710 Cp

Notes:
- May only be done upon opening a gate.
- Must specify one is going to do Aura Burst between opening gates.
- This adds the AP of the jutsu to the gate being opened.
- This jutsu targets foe before friend; it targets up to all possible enemies first, then starts targeting friends.

Afternoon Tiger - A-Rank Unarmed Taijutsu
HAT.jpg

The ultimate taijutsu only able to be performed by one drawing upon the full power of all eight inner gates, granting incredible flashiness to what is in actuality single, focused strike at the pinnacle of both speed and strength. This technique utilizes the intense aura of the eight gates to alter the a massive amount of air pressure into a large figure that seems to rush towards the victim rapidly, giving the impression that they are being attacked before the strike is dealt. The air pressure is condensed into a single focal point of a strike, and upon contact, the pressure is released in a large concussive explosion that can be felt throughout the region. The strength behind this technique enables it to pierce through nearly any defense, while the optical-illusive and non-chakra properties make this skill nearly untraceable, both combining to make the rumor that this attack is an unstoppable instant kill to all but the strongest shinobi.

Information
Prerequisites: Hachimon, Chakra Gates, A-Rank


Rank 1: Creates a massive amount of air pressure that takes on a specific form, condensing it into a single point that creates the image of a false attack. This false attack triggers any Auto-dodge type effects, and is then followed up with a strike that deals 3,300 Damage.
Rank 2: Creates a massive amount of air pressure that takes on a specific form, condensing it into a single point that creates the image of a false attack.This false attack triggers any Auto-dodge type effects, and is then followed up with a strike that deals 3,960 Damage at +1 Accuracy.

Rank 1 Cost: 1,650 Cp
Rank 2 Cost: 1,980 Cp

Notes:
- Requires at least Gate of Wonder open
- Damage from this technique cannot be blocked by barriers or reduced by any form.
- This technique cannot be auto-dodged. All active auto-dodge attempts are "faked out" by the feint attack, leaving them wide open for the real strike.
- If the feint is successfully passive auto-dodged, it applies a reverse penalty to the victim for the true strike. If the victim had a 15% chance of auto-dodge (passive), this jutsu negates it with the feint, then reverses it to become a 15% auto-hit.

Evening Mammoth - A-Rank Unarmed Taijutsu
em.jpg

The ultimate technique of the Hachimon is the Evening Mammoth. By utilizing the power of the gates at their disposal, the Hachimon gathers up the chakra gathered in the gates by their hands and unleashes the energy in a violent storm towards multiple targets. Some people rumor this to be ninjutsu, but this is the hachimon's will traveling from their fist to the opponents.

Information
Prerequisites: Hachimon, Chakra Gates, A-Rank

Rank 1: Creates a massive maelstrom that rushes towards the target twice dealing 1650 Damage each.
Rank 2: Creates a massive maelstrom that rushes towards the target twice dealing 2,065 Damage each.

Rank 1 Cost: 1,650 Cp
Rank 2 Cost: 2,065 Cp

Notes:
- This technique may automatically target up to to separate targets.
- May only be performed while in Gate of Wonder or higher.
- Damage from this jutsu may not be auto-dodged in any way.
- If the target tries to block with/is behind a barrier, the first strike of this technique destroys it and the second attempts to hit as normal.


Gate of Death - S-Rank Taijutsu
EGEigth.jpg

The mighty Shimon, the Eighth and final Gate of Death. All but the most Reckless would ever consider taking their training to such a degree, to the point where they are able to surpass all realms pertaining to Human finesse, and push their body's into a state of God-like power by unlocking every gate within their body. This gate is said to give the user the power comparable even to a Kage, at the cost of utterly using all the Body's energy in the time frame of a few seconds. The user's energy explodes outwards in this phase, shaking the very earth and creating funnel clouds within the sky that begin to shoot off bolts of lightning and loud roars of thunder. Even the user's body gives of a static-like appearance with bolts of raw energy jumping off each of their muscles. The extreme power given in this state can only be maintained for a few moments after achieving it, before the body's strength is completely burned up with crippling after-effects, unable to withstand the strength. But for that brief moment, the user becomes godly.

Information
Prerequisites: Hachimon, Chakra Gates, S-Rank

Master Rank: Doubles all effects from gates 1-7. While active, the user is immune to CP Damage as well. Also gains +1 Acc/dodge on top of what they already receive. Up to +3 Acc/dodge can break Acc/dodge cap. Also well as +1% HP/CP regeneration on top of what they already gain.

Cost: 2.5 AP, 2800 Cp to initiate, 1400 Hp/Rnd.

Notes:
- In order to open up the Gate of Death, must have opened all of the Primary Gates.
- This only doubles effects of the Primary Gates and not any other passive.

Core Ability: Shadow Boxer said:
Skilled at both the Fist and the Mind, Shadow Boxers not only fight with their iron fists, but their ability to manipulate the player's senses to sway in their favor. It is said that a Shadow Boxer wins most of their fights mentally and finish up with their brawn.

Hands of Power<i></i> - Passive (2 point)
Through years of difficult training and many bloodied knuckles, the Shadow Boxer learned to harden their strikes to hit like hammers.
Effect: +15% Unarmed Damage

Eye of the Mystics<i></i> - Boost (Only 1 point)
Sharpening the mind, the Shadow Boxer hone their abilities to cast illusions upon their target. By doing so, the Shadow Boxer is able to entrance their target in an illusion much easier.
Effect: +1 Gen DC

Meditation<i></i> - Independent Special Move (3 points)
Restriction - B Rank and up
Through meditation and clearing one's thoughts, they untap a portion of their brain that increases healing. However, in order to heal their injuries from the inside out, it requires them to stop what they are doing to be able to concentrate on healing themselves, ultimately leaving them vulnerable to attack.
Effect: The user does not get to make an attack for one full round. For this round, they gain +25% of their HP or CP back. This is not disrupted by AP loss effects, maintained jutsu, or any action the opponent takes on them. The only thing which disrupts this is the user attacking. Genjutsu are counted as an attack. The user is not affected by auto-fail chances at all during this time. May only be used twice per battle.

Weak of Will<i></i> - Passive (2 points)
Restriction - C Rank and up
This attack evens the playing field for those with strong wills and breaks those with weak wills. A Shadow Boxer is capable of not only crushing the bones of their target, but also crushing their spirits.
Effect: All unarmed strikes made by the user have a 30% chance of reducing the target's Genjutsu Save by -1 for the remainder of the round. This chance is increased by +10% if Hands of Power acquired. If used with multi-hitting jutsu this percentage is divided evenly, and may only take effect once per Action. This effect Stacks up to three times.

Sensory Deprivation Aura<i></i>- Passive (2 points)
Restriction - C Rank and up
Using the Shadow Boxer's fighting instinct as a catalyst, they create an enormous aura around them radiating a half-mile radius around the user. Those captured in the field have one of their senses weakened. This Aura envelops friend and foe.
Effect: Pick either the sense of (Visual, Audial, Kinetic or Will Genjutsu) at the beginning of the battle. All others on the battlefield receive -2 Gen Save to single sense Genjutsu of the chosen type. Must roll everyone's Gen Save vs the Shadow Boxer's Gen DC at the start of each round, and all Shadow Boxers are immune to this effect. The Sense that is affected remains a secret.

Painful Illusions<i></i> - Dependent Special Move (3 points)
Restriction - C Rank and up
Why cast a Genjutsu with handseals when you can channel them through your fist? Break someone's face and their mind at the same time. Nothing better than hearing your target scream in physical pain and mental anguish.
Effect: The user may channel Genjutsu through their Unarmed weapon; Using their melee Accuracy in place of their Genjutsu DC. Genjutsu used this way cost +10% chakra, increasing by an additional +10% Each time this skill is used after the first.

Notes:
- The cumulative chakra debuff created by this technique resets at the end of the round.

Replicant Step<i></i> - Passive (2 points)
Restriction - Requires After Image, Clone
Not only did you just dodge their attack, but to add to the confusion, you just replicated yourself. Now the person would have a much harder time figuring out which one is you. This should make things much easier on you.
Effect: After Image now allows the user to move up to 20 feet away and generates a standard illusionary clone in the user's place rather than it's standard effect and immediately puts the user into 'Stealth Mode'.
Note:</I><I> Opponents gain +2 Gen Save against Replicant Step each time it is used against them after the first.

Share Genjutsu<i></i> - Independent Special Move (3 points)
Restriction - Requires Clear Head, Painful Illusions, Body Switch
Why not share the pain? This is an alternative to completely shutting out a Genjutsu. However, one must realize they are under a Genjutsu to be able to share the wealth. In knowing the pain you are under, the Shadow Boxer is capable of transmitting a portion of the Genjutsu back to the caster. Some may use Body Switch out of a Ninjutsu or a Taijutsu, some may reverse the Genjutsu, but the Shadow Boxer smashes your face in and shares in the mental/sensory ruination.
Effect: If the user is aware of a Genjutsu being used upon them, they may instantly strike the caster with their Hands of Power Ability and apply the same Genjutsu at the rank that was used upon them. This may be done reflexively and only upon recognizing a Genjutsu when it is first placed upon the user. This costs 1 Ap and Cp (With the Hands of Power penalty) equal to the Genjutsu effecting them. The user must meet all requirements in order to apply this Genjutsu to the caster.
Note:<i></i> Must indicate and use similar to Body Switch Jutsu. Cannot be used if you do not have the stats necessary or if it's a bloodline/core ability Genjutsu.

Mirage Strike<i></i> - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
Not only do your fists hurt enough, but you can also have them imagine the pain of several more following behind. After the initial punches and kicks, a wave follows behind them, looking like many more arms and legs followed behind. For those that don't see through the illusion, they'd think the Shadow Boxer's speed is incredible and that their fists hit like a megaton hammer. Unfortunately for the target, most of the hurt is all in their minds.
Rank 1: Strikes the target eight times, alternating between Illusionary and Physical strikes. Physical strikes deal 485 Damage and Illusionary strikes deal 340 Damage.
Rank 2: Strikes the target eight times, alternating between Illusionary and Physical strikes. Physical strikes deal 620 Damage at +1 Accuracy and Illusionary strikes deal 415 Damage +1 Genjutsu DC.

Cost:
Rank 1: 1,650 Cp; 2.75 Ap
Rank 2: 1,980 Cp; 2.75 Ap[/b]

Notes:
- This may only be used once a round.
- Illusionary strikes are rolled using Genjutsu DC.
- Damage dealt by Illusionary Strikes cannot be reduced.
- Successful Illusionary Strikes will inflict -1 Genjutsu Save to the victim, up to a maximum of -2 for the next full round.
- Whenever two Illusionary Strikes hit, the target has a 20% chance to be unable to recognize a random Genjutsu the user has the victim currently under for an additional round. This may only occur on the same target once.

Elemental Affinity System Information and Genjutsu Special Moves: said:
Free D-Rank Minor Affinity: Lightning
Free C-Rank Minor Affinity: N/A
Free C-Rank upgraded Minor to Major (Same as D-Rank): Lightning
Major Affinities: Lightning*, Medical**
Minor Affinities***: Fire, Wind, Earth, Non-Elemental, Water
BL/CA/Kin Free Advanced Elements: N/A
Non-BL/CA/Kin Advanced Elements: N/A

*Free at C-Rank
** Have all jutsu owned and mastered
***Have over half of the jutsu and all are mastered

Note 1:All Genjutsu are all mastered and thus I have Sensory Knowledge and Sensory Mastery Special Moves

_________________________________________________________________________________________________________________________________________________________________________________________

Actions and Conditionals:
Actions:
1. Equip Tiger Style Claws of Light(Gloves-Suppression): 0 AP due to Quickdraw
2. Enter Defensive Mode(+2 dodge for -4 accuracy): 0.5 AP
3. Opening 5th Gate: 0.5 AP modded as 0 seconds due to initiative
4. Opening 6th Gate: 0.5 AP modded as 0 seconds due to initiative
5. Opening 7th Gate: 0.5 AP
6. Fist of Sin Masted w/ Special Action(Pride) targeting the Sandwyrm: 2.75 AP
7. Fist of Virtue Mastered w/ Special Action(Patience-charged twice) targeting the Sandwyrm: 3.25 AP
8. Ura Renge Mastered targeting the Sandwyrm: 2.25 AP

AP Used: 10.25/11 AP
0.75 AP would carry over if Conditional is not activated.

Conditionals:
If the Sandwyrm attempts to bite me, use Body Flickered Mastered w/ Step-In Flash Mastered targeting the Sandwyrm: 3.5 AP

Edit #1: Edited my actions
Edit #2: Noting the first edit and this one.
Edit #3: Redid actions again.
 

Ryujin Akira

Active Member
Joined
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Messages
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OOC Rank
☆☆☆☆☆
THE QUEEN OF BATTLE IS HERE
80554ba1-0fe8-439c-a24e-ebb3e500fd0a_zpss0iwdjke.jpg
Many factors led to the beaitiful warrior kunochi's presence. There was the sudden earthquake, though it was unknown to her if it were common in this region, she who was skilled in primarily earth base Ninjutsu had picked up quite the skills and understanding of its power and characteristics. Characteristics such as its source and general vencility. You could call this a sort of seismic sense as feeling the vibrations of the earth helped her better control the element... but... the gigantic figure in the distance helped if not the additional trimmers caused from the chaotic battle commencing.

Enter round 2...

Amaya stood just across from the fighting on top a Sand hill in awe. What she was looking at was indescribable. Something fabled, a destroyer... It was like before, just like the basilisk that attacked her village. So many died, almost the entire Guardian corps, men, woman, and even children were not safe. This monster was facing the direction of the Sand village with only a handful of shinobi in its presence to try to suppress it. From the looks of things, they weren't even phasing the beast. One had managed to get herself snared and was being sacked into the monster. Amaya quickly began handseals but halted before completing her jutsu. A presence was felt... Izura was here somewhere. She had been tracking him for months and for some reason he had always seemed to move large distances in seconds preventing her from coming anywhere near where ever he was. Amaya would ook to her left and then right before finally looking up to see a rather large bird zipping through the sky and to no surprise man atop it's back. Squinting but trained eyes could make out the Uchiha symbol on its back. Amaya would remain poised for a moment, her hands and fingers till interlocked in the form of the earth seal. She was wondering if it was for the best to do nothing at all. To do nothing would mean the possibility of that ridiculously large and sturdy monster rampaging through the Sand village. This option would mean that any secrets Izura may have sold or given to Suna's government through espionage, secrets that were a threat to Iwagakure's national security, could not be acted on while Suna had its own crisis to deal with. Their casualty count would be to great plus the time and expenses to rebuild. In short, Suna's tragedy meant prolonged peace and safety for Iwagakure... A fleeting thought. Amaya couldn't stomach the idea that her village's longevity be built on her choice to stand by and allow what could be considered mass genocide... no... those poor children, mothers and fathers of Sunagakure. Their blood would not be on her hands. She would keep her village safe but not by allowing the deaths of the innocent. Her hair blew from the forceful winds, her emerald green eyes stern and her head held high. With a faint smile Amaya with stood the roaring of the beast in a rather stern stance. She was dressed in a long teal colored, sleaveless garb made of both sturdy cloth and lined with reinforced carbon. Under, she wore a cut resistant black tank top and matching black shorts made of a synthetic fiber of high tensile strength. Two black arm bands on both the left and right arms was also worn by the kunochi and of the same cut resistant material. Around her waist was a shinobi style utility belt for ninja tools and the like. She wore shinobi boots of her own design as her entire attire was fashioned by her. All light grade armor for quick mobility and style. She also wore jewelry. Necklaces made of small prism stones, beads and gems decorated her neck. Earrings as well, both made of a colored stone in the shape of a fang... a gift from a past not known to others.

Amaya's dark strands rose and fell as the dust cleared. Her eyes were closed. She wanted to hone in on her other senses so that she could fully concentrate grasp the situation around her. Her hands and fingers would unlock to fold into the final hand seals, finalizing her decision.

[Mft]

Actions (Edited[/fontsize] on the account I was told I couldn't do something but could.)
Duelist to Giant Sand Worm. +2acc and +10% dgm

Use Initiative and quick draw to equip Cat's Ring -0ap

Use Initiative and quick draw to draw 8 ninja wire -0ap

Use initiative to activate Lunar Seal r3 -1ap

Enter Earth chakra stance After Quake. -0.5ap

Use Sleeping Forest r2 with EA move debilitate. -3ap

Use Piercing Timber r2 with special Action crucify to called shot wherever can be called shot preferably inside his mouth, head, or whatever may look like it effects it's acc with 4 ninja wire (if applicable) and EA feint to hit Giant Sand Worm. Maintain via After Quake. -2.5ap

Use
Conditional I
Use Frenzy Plant r2 with EA jutsu clash against sand worm 1st offensive attack, maintain via After Quake. -3ap

Conditional ll
If dodge an attack, have next attack be instant via quick reaction.

Conditional lll
Use Sand missile r2 when attacked reflexively to erect a defense Barrier. -10% base and +2 acc for the purpose of dodge buff when Barrier breaks. -2.5ap

Conditional llll
Target all of the sand worm if its size allows it to be targeted as multi targets with All AOE attacks made by me.

Battle stuff
[col]
[legend="[size=5][anchor=Stats]Class and Stats[/anchor][/size]"]
6afbbd61-9677-4739-99fa-f733dcdd417d_zpsvt2xrf5l.jpg

[url=http://www.ninpocho.com/naruto/forum/viewtopic.php?f=562&t=14062&p=105398#p105398 said:
Custom Class[/url]"]
Checkmate
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +20% Earth dmg, +10% nin dmg
High: Nin Acc
Average:Melee, Save, Evasion, Range Acc
Low: Puppet Acc, Gen Dc
[/quote]

Stamina: 600
Agility: 600
Taijutsu: 600
Ninjutsu: 600
Genjutsu: 600
Chakra Control: 600

Total PL: 3600
Asp: 285
CL: 15[/legend]​
|[legend="[size=5][anchor=Abi]Abilities[/anchor][/size]"]

  1. 00.Sentinel (Free)
    00.Shinobi 101- kenetic gen--> nin acc (Free)
  2. Earth - Chakra Style
  3. Bloody Mess
  4. Initiative
  5. Called Shot
  6. Quick draw
  7. Jutsu Mastery
  8. Stalker
  9. Quick Reaction
  10. Healing Factor
  11. Duelist
  12. Clarity
  13. Human Anatomy

Weapons
Weapon Name: Spear of Redemption
Weapon Type: Slashing/Unarmed
Weapon Mod: -2acc/ +10% base dmg
Weapon Effect: May naturally inflict Bleeding/May naturally inflict Suppression
Weapon Augmentations: Trick Weapon---Slashing/Unarmed, Unloving, Special Ninjutsu Composition.
Weapon Description: A large Spear made of special properties in include black stone and crystal Shards. Made specifically for a single thrust as the Spear head is designed to shatter upon Impact causing lethal fragmentation.

Weapon Name: Infinity Gauntlet
Weapon Type: Unarmed
Weapon Mod: -2acc/ +10% base dmg
Weapon Effect: May naturally inflict Suppression
Weapon Augmentations: Vampiric, Quick Switch, Special Ninjutsu Composition.
Weapon Description: A rather large and unorthodox Golden Gauntlet believed to be less of a weapon and more of a symbol of might. It's weight and size makes it difficult to wield effectively. It's true purpose and power has yet to be discovered.

Weapon Name: Cat's Ring
Weapon Type: Unarmed
Weapon Mod: -1acc/ +5% base dmg
Weapon Effect: may use Handseals while armed with an Unarmed Weapon
Weapon Augmentations: Lantern, Swift, Primal.
Weapon Description: A simple ring with a mysterious gem embedded into its face.
[/legend][/col]

[col][legend="[size=5][anchor=Equip]Equipment[/anchor][/size]"]
  1. Antidote
  2. Infinity Gauntlet
  3. signal flare x2
  4. ninja wire x8
  5. Blood Pill x3
  6. Energy Drink x3

    Weapons Sheath x2 -Cat's Ring, Spear of Redemption

    List of Augments
    Special Composition - Ninjutsu x2
    Vampric
    Silencer
    Unloving
    Trick Weapon x2
    Vanguard x2
    Primal
    Lantern
    Spirit Link
    Toxify
    Swift
    Binding
    Steady
[/legend]|[legend="[size=5][anchor=Train]Training Log[/anchor][/size]"]Training Log[/legend][/col]

Opportunist
Sneak Attack</U><i></i> - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step<i></i> - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Sniper<i></i> - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

Crippling Strike<i></i> - Dependent Special Move (3 points)
Don't turn your back on an Opportunist. They'll only take advantage of it and hit you hard. Very hard. They don't care about fighting fair, and this technique is one of their most surprising to be caught in.
Effect: While in Stealth, the user may allow a Taijutsu to bypass Damage Reduction and Barriers. If performed against a clone, this has a 60% chance at dispelling the clone. This may only be done once per round.

Slippery Mind<i></i> - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.

Feint<i></i> - Dependent Special Move (2 points)
Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.

Quick Step<i></i> - Boost (1 point) x3
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Flash Counter<i></i> - Jutsu (1 point, 1 to rank up) x2
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Cost: 2,500 Cp; 2.5 AP
Notes:</I><I> This may only be used once a round, and may be used as a Reactionary.[/fontsize]

Jutsu
<U>Earth

stone bullet (Mastered)
Earth Flow Wave (Mastered)
Rock Golem (Mastered)
Earthen Coating (Mastered)
Weighted Rock (Mastered)
Earth Spiker (Mastered)
Fist of Gaia (Mastered)
Earthen Magnitude (Mastered)
Earthslide Wall (Mastered)
Gravel Shift (Mastered)
Earth Flow River (Mastered)
Sinkhole Fist (Mastered)
Mud clone (Mastered)
Inner Earth Reflection Lure (Mastered)
Bedrock Coffin R2
Antlion Sinkhole R2
Peterification R2

Metal

Steel Slam (Mastered)
Quality Break (Mastered)
Mercury Poisoning (Mastered)
Steel Clone (Mastered)
Alloy Spiral (Mastered)
Reinforced Wall (Mastered)
Iron Breakout (Mastered)
Density Crush (Mastered)
Silver Flash (Mastered)
Senbon Coating (Mastered)
Burdening Touch (Mastered)
Superalloy Tempest (Mastered)

Sand

Sand Stars (Mastered)
Cluster Attack (Mastered)
Sand Clone (Mastered)
Sand Missiles r2
http://ninpocho.com/viewtopic.php?f=286&t=335 (Mastered)
Sand Shower (Mastered)
Sand Coffin (Mastered)
Desert Tendril Unleash (Mastered)
Sand Sunami (Mastered)
Desertification (Mastered)

Paper

Burst of Confetti (Mastered)
Folded Shuriken (Mastered)
Streaming Cloak (Mastered)
Loose-Leaf Wall (Mastered)
Shredding Torrent (Mastered)

Kenetic Gen

Crippled (Mastered)
Petrification (Mastered)
Facepalm (Mastered)
Puppet Betrayal (Mastered)[/right]

Buffing Tai

Block (Mastered)
Shadow Play (Mastered)
Shadow Dance (Mastered)
Cover (Mastered)
Devastating Aura (Mastered)

Projectile Tai

Volley (Mastered)
Projectile Sealing (Mastered)
Instant Fall (Mastered)
Sudden Shot (Mastered)
Gravedigger's Hole (Mastered)
Pinpoint (Mastered)

Anbu

Pristine Aura (Mastered) > Chakra Sense (Mastered)
Critical Exposure (Mastered)
Active Camo (Mastered)
Snapshot (Mastered)
Black Blockade/ A rank/ R2
Flock of Shadows/ A rank/ R2

Unarmed
Falcon Punch/ A rank
Eagle Drop/ A rank
Fist of Virtue/ A rank
Fist of Sin/ A rank
Shadow Step Strike/ B rank
Primary Lotus/ B rank
Step-In Flash/ C rank
Grapple/ C Rank
Shoryuken/ C rank

Slashing

Kill Driver (Mastered)
Executioner (Mastered)
Higuma (Mastered)

Non elemental

Transformation
Body Switch
Cancel R2
Jutsu Sealing R2
Stunt Double R2
Elemental Clone R2
Barrier R2
Shadow Shuriken Replication R2
Energy Transfer R2
Leech Seal R2


Wood
Vine Tangle r2
Armor of Thorns R2
Ingrain R2
Wood Hammer R2

Piercing Timber R2
Evergreen Thicket R2
Glow Moss R2

Frenzy Plant R2
Sleeping Forest R2

Grand Gaia Impalement/ A rank/ R2

Cursed Sealing r1

Lunar seal R3
Solar seal R3[/col]
 

Sunaku Isamu

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Edit: [MFT]

Isamu was staring at the giant ass worm, trying to decide how best to fight it when a sudden appearance caused him to jump in surprise, literally jump, Isamu managed to get several feet off the ground. A shinobi had just appeared out of thin air. Seriously, what type of person could do that? Someone with a time and space manipulation jutsu perhaps or something different entirely. At this point, it didn’t matter either way. Isamu was just happy to see reinforcements. Isamu took a second to take in this stranger, he was apparently an Uchia by the symbol on his back. As if that was not enough to confirm it, his scarlet eyes were. Those eyes also told Isamu something else, that it was time to fight. With that Isamu shoved his fist in the sand and started pumping his chakra through the sand to call on all the dead souls that were unfortunate enough to lose their life this close to the village. While Isamu’s attention was focused on summoning the dead souls to the surface, one of the red headed duo that were on site when Isamu arrived managed to get impaled by the giant worm.

Damn it, too late

Isamu pulled the dead souls to the surface as he inspected the shinobi, that was now being pulled towards the beast’s mouth. It didn’t appear to be a fatal injury, but the more pressing matter was the fact she was being pulled towards the mouth of the beast. Isamu would send his zombies to free her while he summoned two more to the battlefield. An old friend was in need of an appearance. Isamu bit his index finger and started to go through the hand seals while his chakra was fusing with the blood to finish the seal when a giant tail came crashing down upon him. He managed to react quick enough to get up his guard and be pushed away multiple feet. because of this he was able to keep his feet.

At that time the worm released a loud cry, perhaps in response to its most recent failed attack. However, if that was the case, its aggravation was about to get a lot worse as a beautiful combo was connected by the duo. Isamu was impressed that the Red Headed female didn’t allow her injury to become an obstacle. She was in fact a true shinobi, and Isamu could respect that. As Isamu look back, he finished his technique and his summoning was complete. Snowe stood menacing looking Isamu in the eye. However, intimidating the men is, he was simply waiting for orders. Still it unnerved Isamu, he had originally killed the man, his best friend, in order to master this jutsu. Still this battle may prove if it was worth Snowe's death after all.

”Go! Be our Shield”

With those simple words, Snowe knew what was required of him. He vanished with a quick movement and may become one of the turning points in this battle. Now Isamu looked to analyze the battlefield to see if he was needed anywhere. The Uchia had summoned a large bird and was riding it, while Kasen managed to summon a dragon Isamu smiled, it seemed their minds were united in that fact as he went through the hand seals to summon his Ebony Nightmare. Isamu should have been paying more attention to the worm however, as he was hit hard and flipped flopped 200 feet from where he was. Shaking his head as he pulled his self up from the sand he saw that another person decided to show up, a rather pissed off person at that. Not that Isamu could blame him, considering what they were facing. According to the angry man, this worm is Barynx, the sand worm of legend that was, before its sudden rise, dead. After tossing his cup at the worm and finished speaking he began to rub his temples in an irritation fashion. Something told Isamu that this mean was not to be trifled with. He also listed off some helpful, or not so helpful advice to kill it. Really depends on how you take it, but it wasn’t very useful to Isamu as he lack the knowledge of any water nin-jutsu and lacked the physical strength it would take to remove the scales from Barynx’s body. Seems Isamu was on his own, as far as strategy goes. Snowe was already bleeding and Isamu hadn't even managed to see what happen to him. With a sigh Isamu went into another series of hand seals to begin his assault.

OOC:
Isamu actions – 9.5 AP
1. Switch to Defensive Stance - -4 acc for +2 dodge
2. Use Scorn of Lich – Gangrene with all offensive damaging jutsu until the 4 Max stack has been reached upon a single target.
Effect: The user may pay increased CP Costs when using a Ninjutsu to replace the Secondary Effect with one of the following:
Gangrene: By paying +20% CP the user may replace their Ninjutsu's Secondary effect with Gangrene. The target takes +1% Max HP/CP Damage. This caps at +4%. This lasts up to three rounds and adding another stack of Gangrene does not reset the round timer.
Notes:
- Only one of these effects may be applied to a target at once.
- Gangrene and Necrosis may overwrite each other's effects
- When applied to a target this takes up the Injury/Consumed Poison Slots
- Injury/Consumed Poisons cannot overwrite these effects
- C-Rank and above jutsu gain +5% Chance per their rank. (C/B/A - +5% / +10% / +15%)
- May only be used on offensive ninjutsu.
- B and A Rank Medical Jutsu have a 55% chance of healing Gangrene and a 45% chance of healing Necrosis
3. Use Cluster Attack with Dark Sage special action gangrene at sandwyrm with Minor affinity move Debilitate. - 2 AP
Master: Strikes the target with a cluster of condensed sand that deals 1690 damage, with a 18% chance of activating a secondary effect.
Master Cost: 560 Cp
4. Use Desertification with MA move Control– 3 AP
Rank 2: Targets all in battle. Those effected suffer a -5% penalty to any 'escape' chances, and terrain modifiers are treated 1 level lower. Each round, the user may perform up to 4% Max Cp worth of Sand Jutsu without them costing Cp, and Sand Jutsu using this free Cp ignore up to 1/2 of the Victim's Dodge buffs.
Cost: 1760 Cp, 880 Cp/Rnd
Notes:
- Lasts up to three rounds, and requires a Nin check to determine if other targets are effected.
5. Use Desert Nimbus Levitating Sand Cloud with MA move hand seal expert - 1.5 AP
Rank 3: User gains +2 melee dodge, -1 Ninjutsu/Ranged dodge. +9% chance of activating Protection of the Sands.
Costs:
Rank 3: 540 CP/rnd
6. Sand Clone – 2.5 AP
Master: Creates a clone with -3 of the user's secondaries and Cp equal to 30% of the user's max Cp. This clone may use level Earth/Wind/Sand jutsu up to Level C at Master Rank. This Clone may also perform Level B Sand Jutsu at Rank 1.
Special Action: When destroyed, this clone may sacrifice 1/3 of its Max Cp (As opposed to 1/4th) and reform instantly with whatever Ap it had left during the round. This may be done instantaneously.
Master Cost: 1000 Cp, 500 Cp/Rnd
Notes:
- The clone has Ap equal to 1/3 of the users +1 Ap.
- Once clone is out of Chakra, it is dispersed and will not reform.
- Casting this jutsu while it is already active will remove the current Sand Clone from the field.
- This clone does not have Hp; upon a full hit it will disperse into sand (Partial Hits are treated as a Miss). It will automatically reform at the start of the next round and will lose 1/4th of its max Cp.
- When dispersed from an attack, the next attack made against the attacker has a +1 critical chance with critical hits dealing +10% Damage.
- If Body Switch is used with the Sand clone, the user suffers no dodge penalty and may use Body Switch against a Jutsu 1 level higher than usual.
- This Clone cannot create another Clone.
7. Maintain Ebony Nightmare, Corpse Soil, Desert Nimbus, sand clone, and Desertification.
8. I choose +2 ninjutsu acc and +10% damage buff for Duelist. Sorry for not choosing that in the first round, and I understand if you choose to negate these effects.

Corpse Soils actions: 10 bodies - 1 AP each.
Have all bodies attack Barynx.
Corpses cannot use any jutsu, though may attempt to grab an opponent giving the victim -2 Dodge, with an additional -1 for each corpse after the first. Up to four corpses may hold a target at once.

Ebony Nightmare actions – 3 AP
1. Use Special Action - Ebony Flame on Sand Worm using ninjutsu accuracy.
For 2 Ap, the creature may attack with a burst of black fire. This may use either Ninjutsu accuracy or Ranged accuracy, and deals 1600 damage with a 28% chance of having a partial hit treated as a full hit.
2. Basic attack against Barnyx.

IWR Snowe action – 6 AP
1. If allowed stating that I want duelist to give melee acc for the buff, I also think i get the +10% auto dodge chance. If not just the auto dodge chance is fine. Sorry for not doign this right the first time.
2. Switch to defensive mode using Maxium Defense for -6 acc for +6 dodge.
Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).
3. Use Stand Fast to reduce all incoming damage to 75%.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.
4. Use Human Shield to body switch with any shinobi being targeted by an attack. Where one or more are targeted, select a target at random.
Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.
5. Do not body switch for summons, creations, or clones.
6. Allow anyone targeting IWR body for body switch to be successful.
7. After 5 seconds, use remaining AP on basic strikes. These do not override the use of human shield to body switch.
8. After 8 seconds, use Second Wind to heal 20% Max Hp, and to get rid of all bleeding.
Effect: The user regains 20% max HP, and cancels all Bleeding and Exhaustion effects. This is usable only once per combat.
9. Use quick reaction whenever possible to deliver a basic strike.

Sand Clone actions – N/A
1. Waiting til next round.

Note: I edited this post a bit because I did not realize that the mod was incomplete when I replied to it. Now that the mod is complete, my actions have changed to reflect that. Sorry for jumping the gun.
 

Raizo

11th Kazekage
Joined
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Episode 1: 'Crawl Like a Worm from a Bird'|Nameless Arc said:
[col]What an odd sight indeed. Before him was a giant worm, much larger than any had seen before. Surrounding the worm were individuals attempting to take down the rampaging beast, some faring not as well as others. He could not say much, however. This was the first image he had seen since clawing his way out of the innards of the Earth thanks to that wrenched, crazy woman. His eyes would then lock onto a familiar presence, a man sitting off and observing the happenings.

So like that nerd...

"Sousuke! Kazekage!!!!"

The figure yelling at the Kazekage would be physically similar to the Roku prior to his getting lost in the desert, at least when it came to his physique and eyes. Upon his body, however, would be a myriad of intricate tattoos along with all his usual scars. His hair, no longer white or spiky, would be hanging down past his shoulders and a much darker color.

Oh... maybe I look a bit different.

Changing your entire physical makeup by absorbing the energy of one of the most ancient beings in the country seemed to do that. He wouldn't take that much time to dwell on it as something within him would draw him back to the worm. There was something about, something eminating from it, that was catching his attention. It was a feeling, a primal sense. Much like with the female from the desert, there was something within that worm he wanted; either to take or to kill. Either way, it was an itch he was going to need to scratch. Ripping a piece of cloth from his pants, he would tie his hair back into a ponytail to remove his new, longer hair from his eyes. Upon his body, the tattoo on his chest would begin to stretch outwards in an effort to consume his entire body.

It was time to punch something.
-------------------------------------------------------------------------------------------------------------
OOC:
Entering in Round 2
|
ezgif.com-resize_zps9rkf8w5p.gif
[legend="[img]http://i657.photobucket.com/albums/uu291/elcrazycac/Abom%20Transformations%20and%20New%20KASHA%20gifs/LOa6jKb_zpsf3foiwjr.png[/img]"]
 
Name: Roku
Epithet:
Height: 6'2"
Build: Lean and Muscular
Eyes: Red
Blood Type: O Negative
Personal Data
Profile
Dojo
[spoilername="Jutsu List"]*Fire Jutsu
- Fireball: Mastered [D]
- Dragon Fire: Mastered [C]
- Searing Eruption: Mastered [C]
- Scalding Ash Cloud: Mastered [C]
- Immolation Armor: Mastered [D]
- Heat Wave: Mastered [C]
- Firestorm: Mastered [B ]
- Infernal Ember [E] Rank 1
- Thermal Maw [E] Rank 1
- Combustive Seal [D] Rank 1
- Infernal Hellfire [ B] Rank 1
- Spontaneous Combustion [ B] Rank 1
- Ring of Fire [ B] Rank 1
- Dragon Flame Bomb [A] Rank 1
- Sol Fire Tempest [A] Rank 1
- Abysmal Harbinger [A] Rank 1
- Flame Shield [A] Rank 1

*Earth Jutsu
- Gravel Shift: Mastered [E]
- Sinkhole Fist: Mastered [D]
- Rock Golem: Mastered [C]
- Mud Clone: Mastered [D]
- Stone Bullet [E] Rank 1
- Earth Flow River [D] Rank 1
- Inner Earth Reflection Lure [C] Rank 1
- Earth Flow Wave [C] Rank 1
- Earthen Coating [C] Rank 1
- Bedrock Coffin [ B] Rank 1
- Weighted Rock Technique [ B] Rank 1
- Earth Spiker [ B] Rank 1
- Antlion Sinkhole [ B] Rank 1
- Fist of Gaia [A] Rank 1
- Earthen Magnitude [A] Rank 1
- Earthslide Wall [A] Rank 1
- Petrification [A] Rank 1

*Non-Elemental
- Transformation: Mastered [E]
- Body Switch: Mastered [E]
- Cancel: Mastered [D]
- Contract Summoning Mastered [D]
- Combination Transformation Mastered [D]
- Crystal Eye Mastered [D]
- Spirit Lantern Mastered [D]
- Jutsu Sealing Mastered [C]
- Stunt Double Mastered [C]
- One Element Sealing Mastered [C]
- Elemental Negation Mastered [C]
- Elemental Clone: Mastered [C]
- Barrier Mastered [C]
- Shadow Shuriken Replication Mastered [ B]
- Energy Transfer Mastered[ B]
- Leech Seal Mastered[ B]
- Chakra Shield Mastered[ B]
- Chakra Blast Mastered[ B]
- Rasengan Mastered[ B]
- Advanced Combination Transformation Mastered[ B]
- Perfected Rasengan Mastered[A]
- Five Element Seal Mastered[A]
- Morality Sealing Mastered[A]
- Natures Guard Mastered[A]
- Stardust Nova Mastered[A]
- Gate of Enma Mastered[A]
- Curse Sealing Mastered[A]

*Lightning
- Storm Bolt Rank 1 [E]
- Thunderfist Rank 1 [E]
- Thunderclap Rank 1 [D]
- Electroshock Rank 1 [D]
- Electrocution Rank 1 [D]
- Zeus Flash Rank 1 [C]
- Lightning Torrent Rank 1 [C]
- Thunderstruck Rank 1 [C]
- Volt Charge Rank 1 [C]
- Gigavolt Cannon Rank 1 [ B]
- Chidori Rank 1 [ B]
- Lightning Beast Rank 1 [ B]
- Amp Field Rank 1 [ B]
- Raijin's Vengeance Rank 1 [A]
- Chidori Control Rank 1 [A]
- Kirin Rank 1 [A]
- Thunderdome Rank 1 [A]

*Water
-Pressurized Mist Mastered [E]
-Water Gun Mastered [E]
-Aqua Fang Mastered [D]
-Rinse Off Mastered [D]
-Water Whip Mastered [D]
-Grand Waterfall Mastered [C]
-Rain Dance Mastered [C]
-Impaling Hydro Jet Mastered [C]
-Water Prison Mastered [C]
-Mystical Pond [ B] Mastered
-Grand Hydra Excavation [A] Mastered
-Water Dragon Bullet [A] Mastered
-Scorn of Aquarius [A] Mastered
-Supreme Aqua Realm [A] Mastered

*Wind Jutsu
-Wind Slash [E] Mastered
-Pressure Burst [E] Mastered
-Air Bullet (Mastered) [D]
- Shredding Touch (Mastered) [D]
-Whirlwind Spin [D] Mastered
-Wind Scythe [C] Mastered
-Tempest [C] Mastered
-Gale Force [C] Mastered
-Wind Release [C] Mastered
-Great Wind Scythe [ B] Mastered
-Wind Scar [ B] Mastered
-Vacuum Sphere [ B] Mastered
-Cyclone Movement [ B] Mastered
-Tatsumaki [A] Mastered
-Hurricane [A] Mastered
-Ambiance of the Forbidden [A] Mastered
-Zephyr's Grace [A] Mastered

* Ice Jutsu
-Ice Shards [C] Mastered
-Frigid Ice Blast [C] Mastered
-Hypothermic Touch [C] Mastered
-Arctic Aether [C] Mastered
-Ice Transmutation [ B] Mastered
-Snowflake Shuriken [ B] Mastered
-Crystallize [ B] Mastered
-Ice Prison [ B] Mastered
-Hailstorm [A] Mastered
-Koorikan [A] Mastered
-Falling Snow [A] Mastered
-Subzero Purge [A] Mastered

*Wood Jutsu
- Vine Tangle Mastered [C]
- Armor of Thorns Mastered [C]
- Ingrain Mastered [C]
- Wood Hammer Mastered [C]
- Wrath of Nature Mastered [A]
- Sleeping Forest Mastered [A]

*ANBU
- Snap Shot: Mastered [D]
- Active Camo: Mastered [C]
- Chakra Sense: Mastered [C]
- Critical Exposure: Mastered [D]
- Mask Summon: Mastered[D]
- Black Blockade: Mastered [A]
- Shadow Servant Mastered [ B]
- Searchlight Rank 1 [ B]
- Intangible Passage Mastered [ B]
- Body Bind Mastered [A]
- Physical Imprisonment Seal Rank 1[A]
- Flock of Shadows Mastered[A]
- Incapacitate Rank 1 [ B]


*Taijutsu
Unarmed
- Shoryuken [Mastered] [C]
- Tiger Hook Mastered [C]
- 4 Hit Combo: Mastered [D]
- Dragon Assault Mastered [C]
- The One Two Mastered [E]
- Janken Mastered [E]
- Uncalled for Shot Mastered [E]
- Low Sweep Mastered[E]
- Nut Buster Mastered [D]
- Spinning Wind Mastered [D]
- Primary Lotus Mastered [ B]
- Suplex Mastered [ B]
- 16 Hit Combo (Mastered) [ B]
- Spear Hand (Mastered) [ B]
- Submission (Mastered) [ B]
- Shadow Step Strike (Mastered) [ B]
- Falcon Punch Mastered [A]
- Fist of Virtue Mastered [A]
- Fist of Sin Mastered [A]
- Dance of the Waxing Moon Mastered [A]
- Dynamic Entry (Mastered) [D]
- Dynamic Finish (Mastered) [D]
Bludgeoning
- Render Blitz [Mastered] [C]
- 7 Hit Combo Mastered [D]
- Concrete Blast Mastered [C]
- Blackjack Attack (Rank 1) [C]
- Rigor Mortis (Rank 1) [ B]
- Pillar of Four Dragons (Rank 1) [A]
- Blast Rush (Rank 1) [C]
- Skull Buster (Rank 1) [C]
- Carpe Noctem (Rank 1) [C]
- Carpe Diem (Rank 1) [C]
- Hex Breaker (Rank 1) [ B]
- Memento Mori (Rank 1) [A]
Buffing
- Chakra Extension Mastered [C]
- Shadow Dance (Rank 1) [C]
- Gather (Rank 1) [C]
- Barrage (Rank 1) [C]
- Anabolic Frenzy (Rank 1) [ B]
- Devastating Aura (Mastered) [A]
- Awakening (Rank 1) [A]
- Unleashed (Mastered) [A]
- Limit Break (Mastered) [A]
Slashing
- Lunar Steps Mastered [C]
- Slash Mastered [E]
- Whisperer Mastered [C]
- Steel Weaving Mastered [ B]
- Kill Driver Mastered [ B]
- Zantetsuken Mastered [A]
- Fatal Draw Mastered [A]
- Magnum Break Mastered [ B]
- Zero Slash Counter Mastered [C]
- Executioner Mastered [ B]
- Lotus Flower R1 [ B]
- Higuma Mastered [A]
- Annihilation Mastered [A]
- Heavenly Sword Mastered [A]


Genjutsu
- Clone: Mastered [Level 2/Visual]
- Crippled: Mastered [Kinetic] C
- Silly Fingers: Mastered [Kinetic] C
- Mist of Deceit: Rank 1 [Kinetic] C
- Crossed Wires: Rank 1 [Kinetic] C
- Petrification: Mastered [Kinetic] B
- Lingering Spark: Rank 1 [Kinetic] B
- Pox: Rank 1 [Kinetic] B
- Pheonix Embrace: Rank 1 [Kinetic] B
- Crush Depth: Rank 1 [Kinetic] B

Abomination
- Psychotic Affliction [Kin Ability]
- Cursed Will [Kin Ability]
- Partial Transformation Mastered [C]
- Accursed Protection Mastered [C]
- Corrupted Regeneration Mastered[ B]
- Malevolent Annihilation Mastered [A]
- Vile Mutation

Augments
- Trick Weapon x 2
- Razor Strike
- Vampiric
- Steady
- Vanguard
- Lantern
- Primal x 3
- Crippler
- Pressure
- Chakra Drain
- Toxify
- Wide Edge


Inventory List

Poisons
- Lullaby Powder x2
- Serpent’s Blood x2
- Heaven’s Touch x3

Equipment
- Belt Pouch x2
- Shoulder Bag
- Sealing Scroll
- Backpack
- Weapon Holster x2
- Headset[/spoilername]</B>
[spoilername="Stats"]<B>Stamina: 50,400
Chakra: 31,200
Power Level: 3600 [CL: 15]
Stamina: 600 / 600
Agility: 600 / 600
Ninjutsu: 600 / 600
Taijutsu: 600 / 600
Genjutsu: 600 / 600
Chakra Control: 600 / 600[/spoilername][spoilername="Dojo Info"]Sinister Six
HP: [(63+15)+6(Reckless Endurance)] x (600) = 50,400
CP: (37+15) x 600 = 31,200
Class Bonus: Kinjutsu, +1 Dodge
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy, Genjutsu DC
Low: Ranged Accuracy, Puppet Accuracy

OOC Rank: S

Core Ability: Reckless
Core Ability Choices:
Bloodlust - Passive (3 points)
Mastered Offensive Stance - Passive (3 points)
Monstrous Strength - Modification 2 points
Zaraki Style (2 points)
Endurance - Boost (1 point) x3
Huge Power - Boost (1 point) x3
No Limits - Passive (2 points)
Precision Blow - Dependent Special Move (2 points)

Kinjutsu: Abomination

Curse Seals:
Heaven Rank 3
Gaia Rank 3
Solar Rank 1
Lunar Rank 1

Abilities:
0. Psychotic Affliction (Kin Ability)
0. Cursed Will (Kin Ability)
0. Sentinel - ANBU Branch
0. Shinobi 101 - Kinetic Genjutsu -> Melee Accuracy
1. Called Shot
2. Bull's Strength
3. Acrobat
4. Healing Factor
5. Elemental Illusion
6. Duelist
7. Initiative
8. Quickdraw
9. Hyperactive
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu

Major Affinities:
1. Earth
2. Fire
3. Non-Elemental
4. Wind
5. Water
6.

Minor Affinities:
1. Wind
2. Water
3. Non-Elemental
4.
5.
6.

Advanced Elements:
1. Wood
2. Ice
3.
4.


Weapons:
Muzan – Cruelty
Spoiler: show
Weapon:
Muzan was once a warhammer that has now been melted down and reforged into gauntlets. These metallic brutes might look like they would hurt, but their true power lies in the defensive side of battle
Effect:
1. Steady
2. Vanguard
3. Lantern
Damage Type:
Unarmed - Handseals
Accuracy/Damage modifier:
-2 Accuracy, +10% Base Damage.

Rokushiki - "Six('s) Styles"
When you are this strong, you have to register your entire body as a deadly weapon! [Roku's entire body]
Effect:
1. Primal
2. Crippler
3. Pressure
Damage Type:
Unarmed - Suppression
Accuracy/Damage modifier:
-2 Accuracy, +10% Base Damage

Primus Ex Machina
Spoiler: show
Activating a specialized armor that coats his whole body, which he says is imbued with not only the spirit of Primus but his wrath.
Effect:
1. Chakra Drain
2. Trick Weapon: Slashing
3. Primal
Damage Type:
Unarmed - Hand Seals
Accuracy/Damage modifier:
-2 Accuracy, +10% Base Damage

Contracts: Bird[/spoilername]
Fight Data
*Duelist: Declared on Barynx (Melee)
*Initiative to activate Rank 3 Gaia Seal (1AP)
*2.0 AP to activate Armor of Thorns Mastered with Minor Affinity Move Debilitate
*Quickdraw to equip Rokushiki (see Weapon Tab)
*0.5 AP to enter Zakari Style
*Precision Blow and 2.75 + 0.5 to use Fist of Sin Mastered: Special Action Greed
*---Immediately followed up with Precision Blow and Fist of Virtue Mastered: Special Action Patience x2 charge for 3.25 AP total

Conditional:​
Actions
Rokushiki - "Six('s) Styles"
When you are this strong, you have to register your entire body as a deadly weapon! [Roku's entire body]
Effect:
1. Primal
2. Crippler
3. Pressure
Damage Type:
Unarmed - Suppression
Accuracy/Damage modifier:
-2 Accuracy, +10% Base Damage
[spoilername="Inventory"]Weapon Holster: Rokushiki *Equipped
Weapon Holster 2: Primus Ex Machina
1. Headset
2. Belt Pouch: A) Energy Drinks x3 B) Smoke Bombs x3
3. Belt Pouch 2: A) Explosive Notes x5 B) Kawarimi Target
4. Blood Pills x3
5. Muzan[/spoilername]
Inventory and Weapons
Seemed FittingMood Music
X
[/legend]
[/col]
 

Gotō Daiji

Member
Joined
Nov 1, 2012
Messages
574
Yen
23,775
ASP
471
Deaths
0
"...Be careful, and don't do anything reckless."
"...don't do anything reckless."
"...</I><I>reckless."<i></i>

"Achoo!" a sneeze sounded out of nowhere, breaking the relative silence of the desert. It's owner? A young man of about seventeen years of age with a head of vibrant rose-colored hair. He was garbed in a red Hawaiian floral shirt that hung open on his torso, exposing his lean frame. Blue shorts covered his legs and only simple straw sandals offered any protection to the bottoms of his feet. He sniffled. That was weird...maybe someone had been talking about him somewhere? Though the boy was never the superstitious type (or even smart enough to understand what "superstition" was...), so he just kept right on walking, going about his usual business. And if anyone knew this particular young man even a little bit...they'd know that his "usual business" was getting lost...

"Where am I?" His voice carried a ways across the sand, but nobody seemed to be around to hear it. A hand came up to scratch the back of his head as the foreigner stared around with a puzzled look on his face. It seemed like ever since he arrived in Suna all he'd been doing was getting lost in the desert. For most people just one time of getting lost out here would be a death sentence...so maybe the fact that he'd wandered out into the sands half a dozen times and come back relatively okay says something about his will to live. Or just his dumb luck. Either way, he was completely turned around. He was gonna need some sort of miracle to get back this time. If only he had a sign...some sort of beacon to follow or someth- "WOAH!~" all worries seemed to fly out the window once the boy turned around and his sights fell on to the distance. Some sort of massive creature with a gaping maw stretched high above horizon. It was undoubtedly visible for miles around, and from the looks of all the explosions, jutsu were being flung about in a wild fashion in an attempt to bring it down. It was easily big enough to dwarf regular sandworms...and he'd never even seen a full grown one! "That's WAY bigger than those other guys..." he thought aloud, his words drifting off as he became seemingly lost in thought. It was strange but...slowly but surely the hint of a grin was beginning to form on his fac-

...oh. Oh no.

A word was uttered and in an instant he was gone, a plume of sand launching upwards from where he'd previously stood. His movements were irregularly fast, the only hint of his presence being a geyser of sand shooting up every so often from where he was leaping off of the dunes. If anyone were watching they'd be able to see the line of plumes fast approaching the battlefield. He might've been late to the party...but that didn't mean he still couldn't catch up! As he raced towards the battle his face maintained that mischievous smirk. Gun would probably say he was, "too stupid to be afraid", and in all likelihood that was probably true. But what most people didn't know wast that this wasn't his first rodeo with something like this. As unlikely as it might seem, he'd gone toe-to-toe with a few gigantic man-eating beasts in his time. Before Mist fell, the lad managed to take out some sort of Behemoth with the help of two of his comrades. It wasn't an easy fight by any means...but it did give him some experience when it came to taking down towering monsters. He was also at ground zero when that...Thing froze Kirigakure, and subsequently Water Country solid. So by all accounts he was pretty well-versed in the subject. But enough about the past, it was time for the present!

The god-awful, horrifying present. It took quite a while to traverse such a distance across the sands, even with his speed-increasing Trigger active. But eventually? He made it. A loud BOOM! sounded out as a huge cloud of sand shot up near the outskirts of the battlefield. Visibility within the cloud was nil, but there was an unmistakable, "Hehehe...~" that came from it. When the dust finally settled? There he was. Standing, staring up at the beast with a confident glint in his eye. Steam rolled off his body in waves, a byproduct of his increased body temperature. Some key inner organs had been enlarged temporarily, allowing them to perform better than usual. His bodily functions were all working overtime, causing an increase in both his speed and power. Normally he saved this technique until it was needed, but starting the fight with it activated showed just how serious he was taking this threat. And besides...knowing him, he probably still had a few other surprises hidden up his sleeve! To many, the sheer chaos of the fight might be a little overwhelming. Some guy was flying atop a large raven, acidic rain was pouring down all around them, and high-powered Ninjutsu were being thrown every which way. Hell, the very earth on which they all stood seemed to shake with every movement the sandworm made. But wild engagements like these were where the foreigner thrived. He was used to fighting against ridiculous odds...and now he'd really be able to cut loose!

His target wasn't exactly small. He had PLENTY of surface area to aim attacks at. So after shooting the sandworm a smirk, he was gone in a flash, spraying sand behind where he previously stood from the force of his jump. When he whirred back into sight he was midair, his arm bent back in preparation for one hell of a punch. With an, "UWOH!!!" his limb was loosed like a cannon, splicing through the air on a direct crash course with it's body. The power behind his punch was incredible. It probably wouldn't be able to stagger the beast due to its sheer size, but the thunderous impact it would cause if it hit was sure to sting like hell.

This was it...the fight was on!

Battle Stuff:
[col3]
Stats
Stamina: 600 / 600
Agility: 600 / 600
Taijutsu: 600 / 600
Ninjutsu: 600 / 600
Genjutsu: 600 / 600
Chakra Control: 600 / 600
Power Level: 3600

HP: 49200
CP: 33000
Character Level: 15
OOC Rank: S
Action Points: 10
|
Custom Class
Lionheart [V]
HP: (60+lvl) x stamina
CP: (40+lvl) x chakra control
Class Feature: Kinjutsu
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Spell Accuracy
Low: Ranged Accuracy, Genjutsu DC

Affinities
Free Major Affinity: Fire
Free Minor Affinity: Non-Elemental
Major Affinities: Fire, Metal
Minor Affinities: Non-Elemental
BL/CA/Kin Free AE's: Metal
|
[/col3]
[col3]
Equipment:
Slot 1: Belt Pouch
- Pouch Slot: Blood Pill
- Pouch Slot: Health Pill x3
Slot 2: Belt Pouch
- Pouch Slot: Explosive Note x5
- Pouch Slot: Smoke Bomb x3
Slot 3: Kawarimi Target
Slot 4: Kawarimi Target
Slot 5: Kawarimi Target

Weapon Holster: Bare Hands
- Augment #1: Chain Link
- Augment #2: Swift
- Augment #3: Overflow
|
Core Ability: Reckless
Bloodlust - 3 points
Unbalancing Strike - 2 points
Zaraki Style - 2 points
Double Edge - 3 points
Endurance(x3) - 3 points
Huge Power(x3) - 3 points
No Limits - 2 points
Brink of Insanity(x2) - 2 points

Bloodline: Akimichi

Kinjutsu: Chimera
|
Actions:
- Starting fight with Akimichi BL active
- Equip Bare Hands (0.5 AP)
- Draw and ingest Green Houren Pill (0.5 AP)
- Use Falcon Punch charged twice with its Special Action and once with Overflow Weapon Augment for +25% damage on Sandworm (3.75 AP)
- Use 16-Hit Combo on Sandworm (2.25 AP)
- Use Eagle Drop on Sandworm (2.75 AP)
= 9.75 AP

Reflexives:
- If hit by an attack, use Body Switch to dodge
[/col3]
[Topic Entered]
[Battle Entering Round 2]
 

Michi

Legendary Member
Joined
Apr 25, 2013
Messages
8,956
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Barynx the Ancient

Sandworm
HP: 1,000,000 [-38171] 961829
CP: Irrelevant
AP: 10 [-10] 0

Notes:
You'll have to learn about what effects the worm and what does not. Make note of it CLEARLY in your IC post or heck point it out in your actions if you really want me to notice and I might add a "fact." No cheating!
  • Nothing seems to miss the sandworm. (She is REALLY big.)
  • All her actions cost 1 AP
  • She has harpooned Kasen and will consume her in 3 rounds unless she is separated from the tendril. The tendril has 10,000 HP and can be targeted as a separate target.

Acc: 30
Evasion: Nadda





[col3]Kasen
HP: 45,000 [-900 (demon cloak)][-5000][-315 Bleed I] 38785
CP: 33,000 [+990 (demon cloak)] [-5565] 28335
AP: 10 [-8.5] 1.5

[spoilername="Stats"]Ninjutsu Accuracy 27 + 2 [Teamwork] + 2 [Demon Cloak]
Genjutsu DC 27
Evasion 23 + 2 [Teamwork] + 2 [Demon Cloak]
Gen Resistance 23
Melee Accuracy 23 + 2 [Teamwork] + 2 [Demon Cloak]
Puppet Accuracy 19 + 2 [Teamwork] + 2 [Demon Cloak]
Ranged Accuracy 19 + 2 [Teamwork] + 2 [Demon Cloak][/spoilername]

[spoilername="Buffs and Debuffs"]+20% water damage; +35% blood jutsu damage
--Class Bonus: Kinjutsu, +10% water damage
--Demon Cloak: +10% Chosen Element damage [2% max HP/round to maintain]
Obsidian Dragon: 42% chance that attacks directed as Kasen hit the dragon instead.
Chigokai: +15% blood jutsu damage
Demon Cloak: gains +3% Max CP at the start of every round.
Shinobi 101: Kinetic Genjutsu with Ninjutsu Accuracy
Teamwork: +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
Concentrated Focus: binds have a -5% chance of being escaped from and binds which break upon the user losing a portion of their Max HP or CP are now increased to 20% Max HP/CP.
Human Anatomy: The user gains +1 Critical Range to all attacks. All critical hits deal 2.25x Damage.
Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Shattered Reality: Targets effected with the user's Genjutsu take +10% damage from all damage types. This added damage is considered Illusionary, and cannot be reduced.
Bloodlust: +2 Accuracy and Dodge in combat.
Release: All Bleeding Damage applied to the Chigokai is reduced by -30%
Crimson Water: May convert Water and Non-Elemental Jutsu into Blood at no additional cost and all Blood Jutsu cost -5% Chakra.
When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user. Water
They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
Jinchuuriki skills do not require handseals.
All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.
85% chance of Bezerk control: Must be rolled (out of 100 where an 86-100 roll counts as a berserked attack) before each action to determine if the Jinchuuriki has gone berserk and a random target. Each Berserk attack lasts for only that one attack.
Bleed I (at 30% less damage).[/spoilername]

[spoilername="Inventory"]Slot 1: Headset (1)
Slot 2: Energy Drink (3)
Slot 3: Energy Drink (3)
Slot 4: Kawarimi Target (1)
Slot 5: Water Balloon (2)[/spoilername]|Obsidian Dragon
HP: 8712 [-3000][-174 Bleed II] 5538
AP: 3 (takes 3.33 seconds per AP)

[spoilername="Information"]- This is a Creation Jutsu.
- This creation has secondaries equal to -4 of the user's, and 3 Ap.
- Creation Hp and damage may be increased with Crystal buffs.
- The 'Crystalline' effect causes +5% base damage and gives the victim a 15% chance to auto-fail their next attack. This auto-fail only applies if the attack was targeting the user.
- Strikes from this creation cost 1 AP to perform.
- Strikes deal 1470 damage with a 21% chance to cause bleeding and activate the 'Crystalline' effect.[/spoilername]|
Uchiha Izura
HP: 45,000 [+2250] [-13750] 33500
CP: 33,000 [-6035] 26,965
AP: 10 [-10] 0

[spoilername="Stats"]Ninjutsu Accuracy 27 + 4 (sharingan)
Melee Accuracy 23 + 4 (sharingan)
Genjutsu DC 23
Genjutsu Save 23
Evasion 23 + 4 (sharingan)
Ranged Accuracy 19 + 4 (sharingan)
Puppet Accuracy 19 + 4 (sharingan)[/spoilername]

[spoilername="Buffs and Debuffs"]+25% Fire ninjutsu damage done
--Will of Fire: Fire Jutsu damage is increased by 15%.
--Class: 10% fire damage
Shinobi 101: Genjutsu Will DC -> Nin Acc
Journeyman: Jutsus cost -5% CP
Quickdraw
Quick Reaction
Called Shot: +5% called shot chance; can inflict broken penalties.
Conservative Motion: Jutsu effects that would increase Chakra Costs are negated. All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.
Human Anatomy: +1 crit range. Crits do 2.25 x damage.
Jutsu Mastery: - All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Insight: Hidden Actions are revealed to the user through PM. This does not apply to Genjutsu.
Sixth Sense: - When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations. Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus. ((do you really think sandworms the size of malls are sneaky??))
Initiative
Insidious Gaze: Genjutsu may be cast through the Sharingan, requiring no handseals and gaining +2 DC
Precognition: +10% Auto Hit to all attacks.
Eternal Mangekou Sharingan:
- The Uchiha's new Sharingan is now constantly active, and does not require CP to maintain.
- Their Mangekyou Sharingan has now become the Eternal Mangekyou Sharingan, and grants +4 Accuracy and Dodge [500 Cp per round to maintain].
- Their new Sharingan is able to withstand up to 4 points of 'Eye Trauma', this is upgraded to 6 points when in the Eternal Mangekyou State.
- Once the user has surpassed their Eye Trauma limit, all Doujutsu and Sharingan Implant Techniques cost x1.5 Cp, and the user takes additional unreduceable Hp damage equal to half the cp cost. In addition, they begin to suffer -1 Accuracy/Dodge for every Eye trauma point surpassed, lasting for the remainder of the battle.
- If this Eye Trauma penalty surpasses their Sharingan buff, the user is treated as blind for the remainder of the battle, their Sharingan deactivates (meaning that they lose the buff from it and cannot use techniques associated with it), and their Sharingan cannot be reactivated.
- Becoming blind in this manner results in the user being unable to differentiate between targets, picking a random target for every action taken that targets someone other than the user. For clarification, the user enters this state upon reaching a -4 Acc/Dodge penalty from Eye Trauma, and this penalty lasts even after the Sharingan is permanently deactivated (which can cause some serious problems, when a +4 Acc/Dodge buff is suddenly turned into a -4).[/spoilername]

[spoilername="Inventory"]Slot 1: Kawarimi Target
Slot 2: Health Pills x 3
Slot 3: Chakra Suppressing Seal x 3
Belt Pouch 1: Ninja Wire x 8, Energy Drink x 3
Belt Pouch 2: Blood Pills x 3, Oil Flasks x 2
Weapon Holster: Veteran's Kusarigama[/spoilername][/col3]



[col3]Soraka - Contract Bird
HP: 30,000 [-7000][-600 Bleed II] 22400
CP: 22,500
AP: 6

[spoilername="Stats"]Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] 300 x 0.7 + 550 x 0.3 = 375
12 + 6 + 2.5 (class)
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] 300 x 0.6 + 550 x 0.4 = 400
12 + 3 + 2.5 (class)
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] 600 x 0.7 + 450 x 0.3 = 555
14 + 9 + 2.5 (class)
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] 300 x 0.3 + 550 x 0.7 = 475
13 + 6 + 2.5 (class)
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )] 300 x 0.2 + 550 x 0.8 = 500
13 + 6 + 2.5 (class)
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] 600 x 0.3 + 550 x 0.7 = 565
13 + 6 + 2.5 (class)
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] 450 x 0.3 + 400 x 0.7 = 415
12 + 3 + 2.5 (class)
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] 450 x 0.6 + 400 x 0.4 = 430
12 + 6 + 2.5 (class)[/spoilername]

[spoilername="Inventory"]Weapon Name: Beak
Weapon Type: Slashing
Range: Melee
Damage: -10%
Accuracy: +2[/spoilername]

[spoilername="Buffs and Debuffs"]Class: +10% Wind Damage[/spoilername]|Sunaku Isamu
HP: 40800 [-4160] [+ 1224 Healing Factor] 37864
CP: 37200 [-5976] [+ 1116 Hyperactive] 32340
AP: 10 [-9.5] 0.5 ((Was thrown back so starting next round at a -1 deficit. Total 9.5 AP.))

[spoilername="Stats"]Ninjutsu Accuracy 27 + 2 (Dark Sage)
Evasion 23
Genjutsu Save 23
Genjutsu DC 23
Melee Accuracy 19
Ranged Accuracy 19[/spoilername]

[spoilername="Buffs and Debuffs"]Duelist: + 10% damage done to Barynx
Corpse Soil: 10 zombies on the loose [630 CP/round]
Sand Mastery: +15% Sand Damage
Sand Manipulation: May convert Earth and Wind Jutsu into Sand at no extra cost. Sand jutsu require no handseals.
Protection of the Sands: Sand has a 60% chance to reduce an oncoming attack by 20% damage.
Blood Diamonds: Jutsu Levels 1-8 can cause bleeding ranks 1-4
Shinobi 101 nin - unarmed to spell accuracy
Hyperactive
Stalker
Jutsu Mastery: -10% cost
Healing Factor
Journeyman - Main Branch
Summoner: A Creation's HP and CP are +5% Higher. Can have 2 summons active at the same time.
Super Charge
Ebony Nightmare [-500 CP/round][/spoilername]

[spoilername="Inventory"]Equipment:
Weapon's name: Hands of the Reaper
Damage type: Unarmed: may use Handseals while armed with an Unarmed Weapon.
Accuracy/Damage modifier: +2 Accuracy and -10% physical damage
Augments:
Lucky dodge
Vanguard
Ignition[/spoilername]|
Isamu's Zombies
HP: 660 *all poofed*
AP: 1 Ap Will return next round if maintained.
D1eySXZ.jpg
[spoilername="Notes"]-5 of the user's secondaries
Attacks deal 200 Damage per strike at .5 Ap.
Only 15 strikes may hit a single target per round.[/spoilername][/col3]



[col3]Isamu's Inner World Resurrection
HP: 25515 (+ 765 Healing Factor) [-1000 (ignored due to fortitude)][-3000 (125 ignored due to fortitude)][-510 Bleed II] 22130
CP: 15120
AP: 6

[spoilername="Stats"]Genjutsu DC 21
Evasion 18
Genjutsu Save 18
Melee Accuracy 18
Spell Accuracy 16
Ranged Accuracy 16[/spoilername]

[spoilername="Buffs and Debuffs"]Maximum Defense: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).
Great Fortitude: Ignores 1125 damage each round.
Resilience: +6 HP modifier.
Willfull: +1 Genjutsu Save
Quick Reaction
Shattered Reality
Mind Crush
Defensive Technique[/spoilername]|Isamu's Ebony Nightmare
HP: 3413
AP: 3
[spoilername="Buffs and Debuffs"]Basic attacks made by this creation deal 600 damage at +2 Accuracy with a 11% chance of causing bleeding.
Secondaries equal to -3 of the user.
This creation is considered 'Evil'.
Basic attacks cost 1 Ap and use melee accuracy.[/spoilername]|Kaen
HP: 37,275 [-8815] 28460
CP: 26,775 [+ 536] [-3489] 23822
AP: 8 [-5.5] 2.5 ==> 1

[spoilername="Stats"]Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] 200 x 0.7 + 410 x 0.3 = 263 == > 9 + 6
15 + 2 [Teamwork]
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] 200 x 0.6 + 410 x 0.4 = 284 ==> 10 + 6
16 + 2 [Teamwork]
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] 525 x 0.7 + 525 x 0.3 = 525 ==> 14 + 9
23 + 2 [Teamwork]
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] 200 x 0.3 + 410 x 0.7 = 347 ==> 11 + 6
17 + 2 [Teamwork]
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )] 200 x 0.2 + 410 x 0.8 = 368 ==> 11 + 3
14 + 2 [Teamwork]
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] 525 x 0.3 + 410 x 0.7 = 445 ==> 13 + 6
19 + 2 [Teamwork]
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] 425 x 0.3 + 525 x 0.7 = 495 ==> 14 + 6
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] 425 x 0.6 + 525 x 0.4 = 465 ==> 14 + 6
Puppet Accuracy = [(CC x .6) + Agility x .4)] 525 x 0.6 + 410 x 0.4 = 479 ==> 14 + 3
17 + 2 [Teamwork]
Puppet Dodge: [(CC x .4 + (Agility x .6)] 515 x 0.4 + 410 x 0.4 = 370 ==> 11 + 6
17 + 2 [Teamwork][/spoilername]

[spoilername="Buffs and Debuffs"]+55% Fire Damage; +5% Ninjutsu damage; recoil effect
--Class: +20% Fire damage
--Class: +5% Ninjutsu damage
--Fire based jutsu deal 30% more damage, but 15% of the total damage is done to the user.
Shinobi 101 - Slashing with Ninjutsu Accuracy
Jutsu Expansion
Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Elementalist: major and minor affinity moves can be used at the same time.
Supercharge
Bloody Mess: The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit. When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round. When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack.
Teamwork
Stalker: Once every other round, the user may perform a Sneak Attack without being dropped out of stealth. When making a stealth check, Terrain and Visibility modifiers are treated one level higher in the users favor.
Clarity: The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
Fire - Chakra Style
Explosive Chakra: Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.
Warmth: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
Wildfire: All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Specter Shade [-323 CP/round][/spoilername]

[spoilername="Inventory"][/spoilername][/col3]



[col3]Kaen's Specter Shade
HP: 8568 [-243][-500][-1000][-3000][-171 Bleed II]
CP: 8300 [-313]
AP: 2
[spoilername="Buffs and Debuffs"]-4 of the user's secondaries
Clone may use Fire and Water Ninjutsu lvl's E-D at Rank 2, and Fire/Water/Shadow Jutsu up to Lvl C's at Rank 1.
When hit with a melee attack, this clone has a 30% chance of causing the 'Shadow Trap' effect. The clone is dispersed if this effect activates.[/spoilername]||[/col3]


What Happened

0.00 seconds | Isamu declares duelist against the Sandworm.
  • You never stated which buff you wanted to receive. Should do that.
0.50 Seconds | Izura uses his Eternal Mangekyou.
1.00 Seconds | Barynx thrashes about.
  • This is an attack that targets everyone in the battle and does some damage (1000) with an expanded crit range (+2).
    Kasen Attack: 9 + 30 = 39 Evasion: 14 + 27 = 41 MISS
    Izura Attack: 20 + 30 = (CRIT) Evasion: 20 + 27 HITIsamu Attack: 12 + 30 Evasion: 14 + 23 HIT Sand has a 60% chance to reduce an oncoming attack by 20% damage. Roll: 63. Failed.
    Kaen Attack: 19 + 30 (CRIT) Evasion: 19 + 19 HIT
2.00 Seconds | Kasen casts Demon Cloak Alpha [Mastered]
2.00 Seconds | Barynx unleashes a tendril and attempts to harpoon a single target. Targets Kasen.
  • Attacks a single target. Does some damage (2500) and starts to draw in the user. The user would be consumed after 3 rounds (alive) by the worm if the harpoon is not severed.
    Attack 20 (CRIT) + 30 Evasion 12 + 27 HIT
    • Kasen is impaled. Suffering from Bleed Rank I and is slowly being pulled towards the maw of the worm. In three rounds she will be consumed (this is not auto-death but it is unpleasant to be eaten). The tendril has 10,000 HP.This prevents her from fleeing, however she is not prevented from attacking and is not the target of attacks as long as she is impaled.
2.50 Seconds | Isamu casts Resurrection Technique: Corpse Soil [Mastered] spawning 10 zombies.
  • Remember that these zombies entered during the round so they will not have their full AP.
2.50 Seconds | Kaen cast Specter Shade (Mastered) with Jutsu expansion and affinity moves; Handseal Expert and Control.
  • You should have considered the special action that allowed you to make a second clone because it looks like you wanted that because you listed two clones' worth of actions however your action did not list the intended action. This clone has 1.5 AP upon creation at this point in the round.
3.00 Seconds | Barynx rears up and attempts to crash down on Izura.
  • This attack does 5000 damage to a single target and has a 20% chance of breaking a limb on a full hit. Broken limbs here are a different system.
    Attack: Evasion
    Attack 9 + 30 Evasion 10 + 27 HIT
    20% chance to break a limb. Roll: 2 Success!
    Izura has broken his head (yes he has a concussion) and his jutsus cost 15% more. Can be healed with anything that would normally heal a level of called shot.
4.00 Seconds | Barynx swipes his tail, bringing up a large amount of earth and debris along the way and attempts to swipe Isamu and Kaen.
  • This attack does 3,000 damage to 2 targets. Has a 30% chance of causing 2 ranks of bleed on a target that is fully hit.
    Kaen Attack 19 + 30 Evasion 5 + 27 HIT
    • Bleed Chance 30%. Roll: 51 Failed
    Isamu Attack 6 + 30 Evasion 15 + 23 MISS
5.00 Seconds | Barynx lets out a piercing cry. It is disorienting and considered to be an AOE targeting everyone except Kasen.
  • This attack does 500 damage to everyone on the field but has a 20% chance of causing each target to attack a random, unintended target with their first offensive action in the next round. Gen save is the evasion stat for this.
    Kaen's Specter Shade Attack 30 + 15 Evasion 15 + 19. HIT
    Isamu's Zombies Attack 30 + 5, 8, 19, 4, 13, 12, 20 (Crit), 16, 7, 10 Evasion 18 + 1, 7, 13, 18, 19, 8, 3, 17, 9, 11 all hit except 1. All zombies less 1 are dispersed. No worries, as long as 25% of Isamu's HP is not lost they will return in 1 round!
    Izura Attack 30 + 10 Evasion 13 + 10 50% hit
    Isamu Attack 30 + 3 Evasion 23 + 14 Miss
    Kaen Attack 30 + 7 Evasion 19 + 20 Miss
5.00 Seconds | Kasen uses her Teamwork ability with Kaen to use Water Dragon Bullet [Mastered], converted to Blood via the Chigokai passive Crimson Water, targeting the sandwyrm with affinity move Focus.
  • HIT!
    44% chance of activating the 'cascade' effect. Roll: 50. Failed!
5.00 Seconds | Kaen uses his Teamwork ability with Kasen to use Dragon Flame bomb (mastered)[/url], targeting the sandwyrm with affinity moves; Focus and Combo.
  • Roll: 15 HIT
    64% chance of setting the target afire. Roll: 91 Failed
6.00 Seconds | Barynx attempts to bite Izura.
  • Barynx's bite attack does 7500 damage to a single target. Can only be used once per round but on a full hit there is a 20% chance of limb loss/maiming (randomly rolled). On a crit, limb loss happens automatically instead of double damage.
    Attack 17 + 30 Evasion 8 + 27 Hit
    20% chance to lose a limb. Roll: 46. Failed
7.00 Seconds | Isamu casts Summoning: Impure World Resurrection.
  • Remember: A summon cannot make a move the round it is summoned.
7.00 Seconds | Barynx attacks swipes its massive tail once again, taking with it a wave of sand and stone. This attack is aimed at Soraka and Isamu.
  • This attack does 3,000 damage to 2 targets. Has a 30% chance of causing 2 ranks of bleed on a target that is fully hit.
    Isamu Attack 8 + 30 Evasion 30 + 23 Miss
    Soraka Attack 14 + 30 Evasion 15 + 22 Hit
    • 30% chance to cause 2 ranks of bleed. Roll: 26 Success Bleed II
7.50 Seconds | Isamu's zombies attack the sandworm.
  • Only 1 on the field and it grabs hold of the zombie. This has no effect on its mobility.
7.50 Seconds | Izura summons Soraka the S-Rank Bird. (Custom S-rank reskin of Ho-Pu).
  • Remember that this is 7.5 seconds into the round, that means that the bird only has a portion its remaining AP left.
7.50 Seconds | Kaen's Specter Shade casts Fireball with the Mythical Phoenix Fire special action, targeting the sandwyrm.
  • Roll: 3, 16, 13, 6, 1
    HIT!
    5% chance of causing the 'sear' effect. 100, 75, 95, 64, 40
8.00 Seconds | Barynx crashes into the ground sending a wave of sand in every direction.
  • On a full hit this attack does 1000 damage to everyone hit. On a full hit there is a 20% chance that the target will be thrown back 200 feet (loss of 1 AP next round) and on a crit the target will be buried in the sand and considered bound unless the user casts IERL to escape or an ally digs them out (1 AP).
    Kaen Attack 12 + 30 Evasion 17 + 19 Hit
    • 20% chance that Kaen will be flung back. Roll: 46. Failed.
    Isamu Attack 7 + 30 Evasion 6 + 23 Hit Sand has a 60% chance to reduce an oncoming attack by 20% damage. Roll: 92 Failed
    • 20% chance that Isamu will be flung back. Roll 13. Isamu has been flung back 200 feet and lost 1 AP next round.
    Izura Attack 19 + 30 Evasion 20 + 27 Hit.
    • 20% chance that Izura will be flung back. Roll 32. Failed.
      Isamu's last Zombie Attack 10 + 30 Evasion 13 + 18 Hit. Zombie is dispersed.
    Kaen's Specter Shade Attack 14 + 30 Evasion 19 + 15 Hit
    • 20% chance that Kaen's Specter Shade will be flung back. Roll 54. Failed.
    Isamu's Impure World Resurrection Attack 11 Evasion 16 Hit.
    • 20% chance that the Impure World Resurrection would be flung back. Roll 33. Failed.
    Soraka Attack 12 + 30 Evasion 15 +22 Hit
    • 20% chance that Soraka will be flung back. Roll 78. Failed.
8.50 Seconds | Kasen summons Obsidian Dragon [Mastered] converting it to blood as well via Crimson Water (I was told this was possible) using the special action, paying .5 AP more to ride the dragon used with the affinity move debilitate.
  • You are able to convert the base elements water and NE into blood, however you cannot convert another AE into blood because you would need to be able to convert this element to a base element before doing so. Off-hand there are some convoluted ways to get there but the effort would not be worth the benefit I am afraid. I verified this with Umashi. However, the lack of bloody goodness only affects the cost (mildly) as well as the overall HP because it gains an HP buff from damage modifiers. You get some with the water element, just not the bloody ones.
    • Attacks targeting Kasen have a 28% chance of hitting the Dragon instead, increased to 42% by debilitate.
      Due to the fact that there is 1.5 seconds remaining in the round, the converted AP to seconds cost would be too great to allow this creation to attack. AP does not roll over from the previous round nor is there summoning sickness so the creation will have full AP to use at the start of the next round.
9.00 Seconds | Sandworm swipes at Kaen's Specter Shade and Kasen's Obsidian Dragon.
  • This attack does 3,000 damage to 2 targets. Has a 30% chance of causing 2 ranks of bleed on a target that is fully hit.
    Kaen's Specter Shade Attack 14 + 30 Evasion 1 + 15. Hit.
    • 30% chance to cause Bleed. Roll 29. Bleed II.
    Kasen's Obsidian Dragon Attack 4 Evasion 6
    • 30% chance to cause Bleed. Roll 21. Bleed II.
9.16 Seconds | Soraka forgoes her gains and grants her summoner Izura her boon (Relentless Persistence).
9.50 Seconds | Isamu cast Ebony Nightmare.
10.0 Seconds | Barynx swipes its massive tail at Soraka and Isamu's Impure World Resurrection.
  • This attack does 3,000 damage to 2 targets. Has a 30% chance of causing 2 ranks of bleed on a target that is fully hit.
    Soraka Attack 16 + 30 Evasion 16 + 22 Hit.
    • 30% chance to cause bleed. Roll 80. Failed.
    Isamu's Impure World Resurrection
    • 30% chance to cause bleed. Roll 2. Success. Bleed II
10.0 Seconds | Izura cast Acid Rain on the Sandworm.
  • HIT
    2% Max Hp damage each round effected.

!
Kaen did not have the time to cast Abysmal Harbinger. 2.5 AP (modded at 2 AP due to handseal expert) to cast Specter Shade then Dragon Flame Bomb (3 AP) then Abysmal Harbinger (3 AP) for a total of 8.5 AP but you have only 8. It was likely the mod timing that threw you off.

All late comers will be entering round 2. Players have until Thursday to post their actions, otherwise those in the thread will be in d stance and no new entries at all after Thurs. This includes ROE 3 round waits.

Minor edits made to Kasen -- certain things cannot target here when impaled. Never deleted her name from the roll/evasions. Message me with anything that might be missing, the group only keeps growing and I posted this from my phone. I will slowly improve the coding but I am working 14 hour days.
.
 

Kaen

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"I'm Isamu Sunaku, I am hoping to have your assistance against this beast. Be careful, and don't do anything reckless. " Kaen glanced at the newcomer, giving a nod. Introductions would have to come later, this thing meant business. "You'll have, let's take this thing do--" Kaen was interrupted by a -pop- sound as another shinobi materialized next to them. He spoke no words, only getting right down to business at hand... the sandwyrm. He bore the crest of the Uchiha, and had the eyes to match. A much appreciated ally in this fight. Everything began to happen quickly now, each person casting their own unique jutsu, each hitting their mark with ease. The worm's sheer size made it incredibly easy to hit, at least they had that going for them...

The events churned so quickly now, Kaen was shocked when it happened. "Kasen!!!" Kaen frantically called out to his sister in shock. The world seemed to slow to a near halt as he witnessed his sister being impaled by the sandwyrm's stray tendril. Everything else around him dulled to the point of silence. He was so concerned with what had happened to Kasen that he was easily hit, over and over, taking quite a bit of damage... Kaen attempted to get his shit together, pulling himself out of the void of despair. Kasen was a skilled medic, Kaen didn't need to worry about her right now, she knew how to take care of herself... he hoped. But this Sandwyrm really knew just the right buttons to push. Kaen was gonna give this bastard what it deserved, a painful death...

Kaen would refocus and form a string of seals and breath to life a flame that molded and twisted into fearsome image of a large otherworldly spirit composed of flames. This harbinger would help him burn this worm to the ground. With shadow clone and fire demon in tow, Kaen would prepare his next move. It was painfully obvious this thing was armored to the teeth... perhaps a bit of plasma energy could cut through a bit of it. Weaving some signs together, Kaen created a large mass of plasma that he then aimed towards the massive worm. That should help a little... Kaen and his clone then, in tandem, let loose tendrils of their own. Let's see how the sandwyrm likes tendrils coming at him.


[OOC, short post is short, I'm very sick, but didn't want to miss out on the time I had to write this]

Actions
1. Use Abysmal Harbinger (Mastered) with the affinity moves; Control and Debilitate. I will also opt to use my "Fire blast" special move to buff the creation further.

2. Use Deadly Burn with the affinity move spread, targeting the sandwyrm and the tendril.

3. Enter Fire Chakra style Defensive, Heat Caress

4. Use Black Eruption with Jutsu Expansion targeting the sandwyrm.

Clone Actions
1. Use Black Eruption with the special action to have it go off at the same time as my own Black Eruption, targeting the sandwyrm.

Creation Actions
Strike the Sandwyrm until expending all AP available


Conditionals
1. Use Body switch on the first attack the Sandwyrm hits me with, Switching places with my Specter shade clone
 

Shiruko Makoto

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That was a regrettably familiar roar.

The last (and only) time Makoto had encountered a sandworm, one of his teammates had had his arm bitten off, and another had nearly been swallowed whole. This one sounded...louder.

A lot louder.

Which meant probably a lot larger.

...Well, fuck.

He'd done a bit of reading on Sand's various fauna the last time he was there, and the books all seemed to agree: the only thing more dangerous than a sandworm was the thing that ate sandworms. Even then, a good number of sandworms were just too damn big to be particularly intimidated. Apparently they did not really stop growing, or something. He'd stopped reading at that point, because frankly 'gigantic armored carnivorous nightmare worm' was horrifying enough on its own. He hadn't really been afraid of the one his team had faced underground because, well, it hadn't been that big, and also Katsuo, Sousuke, and Nanami had killed it pretty much instantly while he freed the latter from getting swallowed.

This one was larger, by a significant amount. Enough for him to pause on his way back in toward Sand after jutsu practice and make a 180 toward the noise.

Why the hell is my first instinct to head toward the thing? some part of him screamed. Why am I heading toward a very large version of a thing that eats people?

There were probably people already there, and it was near a village. That...that was a good enough reason.

The phoenix was unusually silent, but in more of a way that seemed to be like a holding of breath than simple unresponsiveness, as if disturbing his train of thought in any way would make it veer in a direction it didn't want. Because it knew enough of him to know that his instincts ran this way.

An echoed memory flashed through his head from a year or more previous, back home, speaking with his brother.


"But doing the right thing is not about doing what will make things safer or easier. It's about doing the right thing because it's the right thing to do."

I think I know what that means, now.

He was in visual range, now. He could see people fighting it, the same way ninja fought anything--with a wide array of hard-hitting techniques, flashes of bright light and elements and weapons.

It wasn't going to be enough, not against something that size, that well-armored. There had to be a trick to it.

Something that doesn't care about how big the target is, maybe. You're never going to hit its vital spots peppering it with normal attacks. It would take hours to kill it that way. You have to wear it down with things that don't care about how big it is.

He reached behind himself as he neared the fight, pulling out his parasol. No time to call his teammates; he'd left his headset back at the hotel anyway.

Luckily, I know just the things...


____

Stats and Battle Profile
Battle Data<i></i>

Primary Stats
Ninjutsu: 600
Genjutsu: 600
Taijutsu: 600
Agility: 600
Stamina: 600
Chakra Control: 600

Class:

Ice Cream Daydream
HP: (50+lvl) x stamina
CP: (35+lvl) (+6) x chakra control
Class Bonus: +2 Accuracy and +10% Ninjutsu Damage
High: Ninjutsu Accuracy, Melee Accuracy
Average: Evasion, Gen Save, Ranged Accuracy, Puppet Accuracy, Genjutsu DC
Low: None

Secondary Stats
Power Level: 3600
Character Level: 15
Hit Points: 39000
Chakra Points: 33600

Core Ability: Chakra Attuned<i></i>
ChakraAttuned.jpg

The Chakra Attuned are ninja who excel at creating and molding chakra, able to summon up the power for a jutsu in a snap. It is said that those who are Chakra Attuned just plain have more chakra stored up in them than others, and this copious amount of spare power allows them to experiment and train in ways others could only dream of.
[spoilername="CA Skills"]One-Handed Seals<i></i> - Passive
A ninja who is properly Chakra Attuned is able to produce the correct amounts of chakra even with an incomplete seal. With extreme practice and their natural talent for manipulating chakra, they can learn the ability previously thought to be exclusive to a bloodline clan.
Effect: The user is able to perform all Jutsu handseals with one hand.

Conservation<i></i> - Passive
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Effect: -15% Ninjutsu cost.

Strike the Spirit<i></i> - Dependent Special Move
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.
Effect: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 80% Damage, and receives no buffs at all.

Pressure<i></i> - Passive
The Chakra Attuned can warp not only their own chakra to be efficient, but the opponent's to be much less efficient. The problem is that this can backfire, hitting allies as well.
Effect: Up to 3 targets in battle with the user take 20% extra CP to cast a jutsu. Does not work on other Chakra Attuned ninja.

Normalize<i></i> - Passive
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Effect: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +10% Damage that bypasses half of the target's damage reduction.
Note:</I><I> This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.

Spirit Boost<i></i> - Boost (purchased 2x)
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled, and is not limited to any one specific element.
Effect: +5% Ninjutsu damage.

Energy Boost<i></i> - Boost (purchased 3x)
A Chakra Attuned ninja tends to have slightly more chakra to work with than the average, being that they tend to work with it more often than others.
Effect: +2 to CP modifier.

Chakra Vacuum<i></i> - Jutsu (Rank 2)
A fearsome technique that can only be used by those with an absolute mastery over chakra molding, such as the Chakra Attuned. The Chakra Vacuum is just that, a technique which sucks chakra out of everything nearby and pulls it into the user. This attack is strongest when there are multiple targets surrounding the caster, so that they can feed off of all of them at once. Once this jutsu is activated, the user cannot move at all, needing to maintain total concentration--if the user moves, the jutsu will be disrupted.
Effect: Absorbs 1500 chakra from up to 3 targets every round. Lasts a maximum of 4 rounds.
Cost: 3 AP, 1250 CP/round[/spoilername]

Total Available CA Points: 20
Total Used CA Points: 20
Remaining CA Points: 0

Abilities<i></i>

00. Shinobi 101 (Kinetic Genjutsu with Ninjutsu Accuracy)
00. ANBU Ability - Sentinel
01. Bull's Strength
02. Jutsu Mastery
03. Acrobatics
04. Called Shot
05. Deflection
06. Human Anatomy
07. Fearless
08. Quickdraw
09. Willpower
10. Concentrated Focus
11. Sixth Sense
12. Insight

Weapons<i></i>

Main Weapon - Silver-Edge Parasol
A sky blue parasol with a retractable bladed tip. The fabric is enhanced by chakra to be resilient and the spokes are of a durable metal, and flare out. The metallic parts all have a silver sheen.
Type: Bludgeoning | Accuracy: -2 | Damage: +10% | Attribute: Suppression | Augments: Chakra Drain, Vanguard, Vampiric

Secondary Weapon - Twin Serrated Knives
Unlike Makoto's other weapons, not polished and made of a rather dark metal. The blades are serrated and designed to cut unevenly, but are quite sharp and very capable of digging deep. They are solid enough to deflect some weight from blows if handled properly.
Type: Slashing | Accuracy: +1 | Damage: -5% | Attribute: Bleeding | Augments: Vanguard, Razor Strike, Siege

Other Weapons

Silver-Edge Senbon
Ordinary senbon, polished and sharpened to perfection. There are seals inscribed on the cases for all of them that give them other special properties.
Type: Projectile | Accuracy: +2 | Damage: -10% | Attribute: Bleeding | Augments: Chakra Drain, Razor Strike, Vampiric

Silver-Lining Gloves
White gloves stitched with silver, with weights carefully embedded in the knuckles. They are stitched so as to make the fabric give off a slightly metallic sheen.
Type: Unarmed | Accuracy: +0 | Damage: +0% | Attribute: Suppression | Augments: Chakra Drain, Vampiric, Pressure

Silver-Edge Crossbow
A light hand crossbow that attaches to the wrist. Most of its components are a deep midnight blue, but all the bolts for it and stripes along each side are a pale silver.
Type: Ranged | Accuracy: -1 | Damage: +5% | Attribute: +3% chance of Called Shots | Augments: Siege, Crippler, Primal

Silver-Edge Rapier
A thin, sharp, silvery blade with a line of blue running down the side of it. The material it's made of is extremely durable despite its fragile, whippy appearance. Sheathes into the handle of the parasol.
Type: Piercing | Accuracy: -1 | Damage: +5% | Attribute: Bleeding | Augments: Siege, Razor Strike, Rough Divide

Full Inventory<i></i>

Slot 1: Silver-Edge Senbon
Slot 2: Silver-Edge Crossbow
Slot 3: Silver-Lining Gloves
Slot 4: Kawarimi Target x 1
Slot 5: Blood Pill x 3
Slot 6: Energy Drink x 3
Slot 7: Twin Serrated Knives
Sheath 1: Silver-Edge Parasol
Sheath 2: Silver-Edge Rapier

Majors and Minors<i></i>
[col]Basic Elements
Fire: Majored; All Jutsu
Water: Majored; All Jutsu
Earth: Majored; Free Minor + All Jutsu
Wind: Majored; All Jutsu
Lightning: Majored; All Jutsu
Non-Elemental: Majored; Free Major + All Jutsu
ANBU: Majored; All Jutsu
Medical: Majored; All Jutsu

Genjutsu
Kinetic: Majored; All Jutsu
Audial: Minored; Half Jutsu
Visual: Minored; Half Jutsu
Will: Minored; Half Jutsu|Advanced Elements
Photon: Majored; Unlocked + All Jutsu
Radiation: Majored; Unlocked + All Jutsu
Explosion: Majored; Unlocked + All Jutsu
Wood: Majored; Unlocked + All Jutsu
Ice: Minored; Unlocked[/col]

Jutsu List: http://pastebin.com/74LjN732 [Verification (Admin/Missing Only): From here, plus next three posts.]

Actions:

-Cast Elemental Clone with Water element applied using Affinity Move Handseal Expert [2.0 AP, timing of 1.5 AP]
-Cast Armor of Thorns using Affinity Move Handseal Expert [2.0 AP, timing of 1.5 AP]
-Use Leech Seal on the Sandworm with the Special Action to sacrifice the CP drain for more HP drain [2.5 AP] - Use Affinity Move Combo to immediately follow with Volt Charge
-Use Volt Charge Special Action Volt Touch on the Sandworm [2 AP, immediately follows Leech Seal, has Combo used on it]

Conditionals:

-If the worm jumps toward me with its mouth open before I have the Elemental Clone set up, use Body Switch with my Kawarimi Target.
-If the worm jumps toward me with its mouth open after I have the Elemental Clone set up, instead use Body Switch with my Elemental Clone.
 
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Before Izura could summon Soraka, the worm attacked, thrashing about and attempting to hit him. He managed to dodge an initial strike by reactively using his flock of shadows technique- bursting into a group of ravens, only to reappear alongside two clones of himself, each composed of chakra-based ravens. Unfortunately, luck was not on his side, as the worm attacked again, slamming into him.

“Gyaaah!” he cried out in pain as the worm slammed into him, knocking the wind out of him and causing a large bruise on his head. His skull hurt like hell and he felt jarred from the impact. And then it got worse- the worm let out a deafening roar that just made the pain even greater, catching him off guard as it surged forward, biting his arm. He gritted his teeth from the sheer pain, taking the opportunity to phase his arm free from the worm’s grasp before it was too late and it sheared off his arm completely.

Doing a series of hand seals, he summoned Soraka to his side, only for them both to be buffeted by a large blast of sand from the worm slamming into the ground. In the resultant chaos, the worm’s tail slammed into Soraka, creating a large wound in the bird as she was sent reeling before she could help Izura.

The Uchiha gritted his teeth, and prepared himself for the worst. This was going to be an intense battle…he looked around at the others- they were here for the same reasons- to protect those they loved.

And that was the only thing that’d keep him here, fighting.

Izura Actions

1. Enter Defensive Stance (+2 dodge for -4 accuracy) using Initiative. (0.5AP modded as 0 seconds)

2. Use Dark Displacement - Mastered with Special Action (2AP+0.5AP for special) to auto-dodge the next attack and go into stealth

3. Use Hypnotic Suggestion - Mastered on Barynx to try and make her remain motionless for 2AP. (2AP)

4. Use Elemental Clone - Mastered to create 3 water clones with debilitate affinity move (2AP)

Note: Don't forget to maintain Acid Rain - Mastered!

Izura Reflexive Actions

1. Use Body Switch - Mastered with Water Clone. Use Kawarimi Target if clone not available(This is only if hit after Dark Displacement is used)

2. Use Izanagi - Mastered reflexively versus Barynx's Bites, Swipes, and "crash down"s if Body Switch with Kawarimi Target has already been used

Soraka Actions

1. Use Relentless Persistence on Izura

2. Enter Gale of Ravens Fighting Style (0.5AP)

3. Use Midnight Sky (3AP)

4.If Monochrome Assassination doesn't activate, use Raven's Wrath (3AP)

Soraka Reflexive Actions

1. Use Monochrome Assassination with special action reflexively if attacked by Barynx (3AP).
 

Mienai

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Sometimes things just feel totally slow motion when staring into the face of death and trying to say no. It's just interesting that in most aspects we look at optimism and ambition with a sense of stupidity as well. Which is exactly what Kasen was reflecting on. Of course she recognized that that thing was a gigantic monster, but at this rate she was becoming seemingly used to them. Another person had shown up to aide them, the 4 of them all prepared to make efforts against this beast. Kasen didn't know what exactly to expect. It started thrashing, but lucky for her she was able to stay a little bit ahead and move out of the way, a feet not easy to do when something THAT BIG is moving around on the ground. However, the next bit, well, she wasn't prepared for that.

In the blink of an eye, well, more so the sense of pain before the act of recognition, a large tendril show out from the worm, cleanly piercing her torso. She was completely hooked. It took her a minute, the blood pounding in her ears. "GAAAAAAHHHHHH!!!!!!" She coughed up some blood, placing her hands down on the thing, struggling with all her might to get free. It wasn't budging, not without a lot of effort. She felt her shoulders sag a bit as she struggled to plant her feel on the ground, as she felt a painful tug rip through her. In her mind, there was a rage building there. "How DARE that thing hook me like some common mackerel!!! I will not STAND for this! Let me at it!"<i></i> Samebize was getting furious. Given that she was a shark beast, Kasen rationalized her anger at the predicament they found themselves in. She struggled to contain the building rage, surely Same would understand that being somewhat clearheaded at a time like this was more important than indignation over one's pride. Looking towards her brother, she saw him take blow after blow. It hurt her more than the tendril currently buried into her body. "Ka....en..." She had to aid them, she had to play this strategically. Yes, she knew what she needed to do. Step into the roles she was meant to play.




ACTIONS
  1. Maintain Demon Cloak Alpha
  2. Use Red Haze [Mastered](3AP) targeting the Sandworm, planning to maintain.
  3. Use Angelic Blessing [Mastered](3AP) targeting Izura using the Affinity move Focus.
  4. Create a Blood Clone [Mastered](2AP) using Debilitate if possible.
  5. Use Regeneration [Mastered](3AP) targeting Kaen, planning to maintain, using Special Action: Mitotic Regeneration.


Creation Actions
1. Use all AP on the sandworm.
 

Sunaku Harupia

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Hmm...as much as he suspected it, he didn’t ever quite relive just how different the sand here would feel from that elsewhere. It made sense, sand being just grinded down minerals mixed together, which entailed a lot of different combinations. Then again, he guessed he needed some more hand on experience to truly feel the difference. Feeling the scorching hot, smoothness of the desert felt...refreshing. Almost helped cover up the anxiety of being so close home...almost

To think a short trip to a neighboring village could turn out...like this. So much time...and he didn’t even try sending word. Even after he got over the more...tumultuous part of his excursion. And even now, so close to home, he was wondering just how to sneak in unnoticed...at least for now. He needed some time to adjust. He was doing a good job of being hidden at least...well, somewhat. Being garbed in a somewhat old-fashioned dune walker garb was probably not the most stealthy thing to do...but it did his job well to shield him from the heat.

406924.png


It was quite a trek to traverse the dessert completely on his own feet, not using any of the usual transport routs. But it would be a shame to the Sunaku name if he no made it...edh, meeting his family would be an interesting moment...and his friends...Sousuke, Kuro... Shiori.

A lot was on the mind of Harupia, garbed from head to toe in a Dunewalker garb which was not his...originally. He was quite close to the village. He just needed to figure out how to enter it and not cause a commotion...He really felt like taking his return slowly, at least to some extent. And that when he heard it.

He didn’t have that much experience with sandworms, to be completely honest. Most of them were in rather controlled environments, with his family, observing and learning how to combat them. His first time experience was...mixed. He didn’t lose any limbs. And yet now, it seems like there was one rampaging near the village...one which was terribly loud.

I didn’t take much time for him to get in vision of what was actually happening... and yet again his life surprised him in terms of just how the would except to see. This creature...it was abnormally large...impossible so. It was like something taking out of a mythical tale form the fireplace.. And he seemed to be coming out form a conspicuous tunnel...the one sued to enter the underground village...made from the innards of an ancient sand worm.

The possibly of a long dead mythical creature coming back to life to attack the village? Honestly, not that farfetched considering everything he's seen so far...he could only imagine what was happening when he was gone...His body hot and slightly parched from his trek...well, he was hiding form his home for long enough. Seemingly sliding through the sand he picked up speed, starting to charge at where the worm was, and the few people already engaging it were. Soon a sand-made from similar to him emerged from the ground and flew next to him, as he focused on the ground around him. It has been so long...but he could still feel the sand answering his call...even faster than before. Did he feel ready...barely. But he could see people already endangered by the massive beast...and he’d rather drop dead then let not help where he could

Mft, Wc= 565
Sand Artisan
HP: (60+lvl15) x 600 = 45,000
CP: (40+lvl15) x 600 = 33,000
Class Bonus: 10% Ninjutsu damage, -5% Cp cost
High: Ninjutsu Accuracy
Average: Taijutsu Accuracy, Genjutsu Resist, Evasion
Low: Ranged Accuracy, Genjutsu Difficulty

Curent Stats
Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600

OOC Ranks: S

Bloodline: Sunaku

Kinjutsu: n/a

Curse Seals: Lunar Seal

Advanced Shop Battle Related Purchases:

Extra Slot Card
Abilities Card
Class Point Card

Abilities:
0. Main Branch - Instructor
1. Jutsu Mastery
2. Jutsu Creator
3. Super Charged
4. Elemental Aura
5. Insight
6. Elementalist
7. Acrobatics
8. Quick Reaction
9. Initiative
10. Summoner

Major Affinities:
1. Earth
2. Fire
3.
4.
5.
6.

Minor Affinities:
1. Wind
2. Water
3.
4.
5.
6.

Advanced Elements:
1. Crystal
2.
3.
4.

Weapons:
[spoilername="Black Sand Guards"]Name: Black Sand Guards
Weapon Type: Arm and Shin Guards
Weapon Damage Type: Unarmed
Bonuses: -1 Acc/ +5% Damage
Augment: Vanguard, Lucky Dodge, Riot Shield.
While his father paid most of his attention to teaching Harupia the secrets of their clans Jutsu, he also spent time teaching his son how to properly defend in close quarter combat. Still, it took time to properly learn how to defined from such attacks, and even then parrying strikes could hurt as much as getting hit. One thing Harupia learned quickly though was to adapt and use his strengths to cover up any weakness.
As soon as he was sufficient skilled, he created something more practical than his early statues: a pair of guards for both his feet and arms, molded from the finest minerals of metal he could summon from the ground, giving it an almost pitch black color. The gauntlets were quite heavy to ensure proper protection, yet light enough for him to perform quick, twitch movements to protect himself. As Haru grew he modified the gauntlets to fit his size as well as making them more concealed. Unused they have the form two large bracelets, which he has around his biceps and tights respectfully,, or just simply has them in one of the pouches of his robe or jacket, containing the material for them. When needed he can will the iron sand within these out, forming solid, black guards which cover his arms to the shoulder and his feet to his calves. It’s the weapon he most carries with him in one way or another, as a keep way to bolster his own defense.[/spoilername]

Contracts: n/a
Equipment
Headset

Jutsu List:

Sand Jutsu
Sand Stars (Mastered)
Sandstorm Veil (Mastered)
Cluster Attack (Mastered)
Desert Deflection (Mastered)
Sand Missile (Mastered)
Sand Clone (Mastered)
Sand Shower (Mastered)
Sand Coffin (Mastered)
Desert Tendril Unleash (Mastered)
Terror of the Dunes (Mastered)
Sand Tsunami (Mastered)
Desertification (Mastered)
Earth jutsu
Stone Bullet (Mastered)
Gravel Shift (Mastered)
Earth Flow River (Mastered)
Sinkhole Fist (Mastered)
Mud Clone (Mastered)
Inner Earth Reflection Lure (Mastered)
Earth Flow Wave (Mastered)
Rock Golem (Mastered)
Earthen Coating (Mastered)
Bedrock Coffin (Mastered)
Weighted Rock Technique (Mastered)
Earth Spiker (Mastered)
Antlion Sinkhole (Mastered)
Fist of Gaia (Mastered)
Earthen Magnitude (Mastered)
Earthslide (Mastered)
Petrification (Mastered)
Wind Jutsu
Wind Slash (Mastered)
Pressure Burst (Mastered)
Whirlwind Spin (Mastered)
Air Bullet (Mastered)
Shredding Touch (Mastered)
Wind Scythe (Mastered)
Tempest (Mastered)
Gale Force (Mastered)
Wind Release (Mastered)
Fire Jutsu
Infernal Ember (Mastered)
Thermal Maw (Mastered
Fireball (Mastered)
Water Jutsu
Pressurized Mist (Mastered)
Water Gun (Mastered)
Water Whip (Mastered)
Rinse Off (Rank 1)
Grand Waterfall (Rank 1)
Impaling Hydro Jet (Rank 1)
Water Prison (Rank 1)
Rain Dance (Rank 1)
Ligthning Jutsu
Storm Bolt (Mastered)
Thunderfist (Mastered)
Thunderclap (Mastered)
None Elemental Jutsu
Transformation (Mastered)
Bodyswitch (Mastered)
Basic Summoning (Mastered)
Combination Transformation (Mastered)
Crystal Eye (Mastered)
Cancel (Mastered)
Contract Summoning (Mastered)
Spirit Lantern (Mastered)
Jutsu Sealing (Mastered)
Stunt Double (Mastered)
One Element Sealing (Mastered)
Elemental Negation
Elemental Clone (Mastered)
Barrier (Mastered)
Energy Transfer
Leech Seal (Mastered)
Chakra Shield (Mastered)
Chakra Blast
Rasengan (Mastered)
Perfected Rasengan (Mastered)
Five Element Seal (Mastered)
Morality Sealing (Mastered)
Activating the Following:
Sand Nimbus – 1.5 AP
Sand Clone – 2.5
Desertification – 3 AP
Refelxive Action:
Use Desert Deflection if atacked[/spoilername]

Not sure if best return post...but it feels nice to be back
 

Michi

Legendary Member
Joined
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Let me know if I missed something, there is a lot of variables here.
Barynx the Ancient

Sandworm
HP: 961,829 [-148838] 812991
CP: Irrelevant
AP: 10 [-9] 0.5

Notes:
You'll have to learn about what effects the worm and what does not. Make note of it CLEARLY in your IC post or heck point it out in your actions if you really want me to notice and I might add a "fact." No cheating!
  • Nothing seems to miss the sandworm. (She is REALLY big.)
  • All her actions cost 1 AP
  • She has harpooned Kasen and will consume her in 3 rounds unless she is separated from the tendril. The tendril has 10,000 HP and can be targeted as a separate target.
  • Sleeping Forest Has a 58% chance of suffering the 'lost' effect which treats the worm's action(s) as 'blind shot(s)' due to losing sight of the original target.
  • Sandworms cannot be overcome with genjutsus but they have a genjutsu score because you do certainly get their attention. The gen score is something to beat so that the worm does not target you with their next attack. But a note to tanks out there, a little gen goes a long way in getting threat up in terms of sandworms.

Tendril HP: 10,000 [-1960] 8040

Acc: 30
Evasion: Nadda
Genjutsu Resist: 35


[col3]Kasen
HP: 38,785 [-900 (demon cloak)][-315 Bleed I] 37570
CP: 28,335 [+990 (demon cloak)] [-9124] 20201
AP: 10 [-8.5] 1.5

[spoilername="Stats"]Ninjutsu Accuracy 27 + 2 [Teamwork] + 2 [Demon Cloak]
Genjutsu DC 27
Evasion 23 + 2 [Teamwork] + 2 [Demon Cloak]
Gen Resistance 23
Melee Accuracy 23 + 2 [Teamwork] + 2 [Demon Cloak]
Puppet Accuracy 19 + 2 [Teamwork] + 2 [Demon Cloak]
Ranged Accuracy 19 + 2 [Teamwork] + 2 [Demon Cloak][/spoilername]

[spoilername="Buffs and Debuffs"]ObsidianDragon (1368/round)
Blood Clone (727 CP/round)
+20% water damage; +35% blood jutsu damage
--Class Bonus: Kinjutsu, +10% water damage
--Demon Cloak: +10% Chosen Element damage [2% max HP/round to maintain]
Obsidian Dragon: 42% chance that attacks directed as Kasen hit the dragon instead.
Chigokai: +15% blood jutsu damage
Demon Cloak: gains +3% Max CP at the start of every round.
Shinobi 101: Kinetic Genjutsu with Ninjutsu Accuracy
Teamwork: +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
Concentrated Focus: binds have a -5% chance of being escaped from and binds which break upon the user losing a portion of their Max HP or CP are now increased to 20% Max HP/CP.
Human Anatomy: The user gains +1 Critical Range to all attacks. All critical hits deal 2.25x Damage.
Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Shattered Reality: Targets effected with the user's Genjutsu take +10% damage from all damage types. This added damage is considered Illusionary, and cannot be reduced.
Bloodlust: +2 Accuracy and Dodge in combat.
Release: All Bleeding Damage applied to the Chigokai is reduced by -30%
Crimson Water: May convert Water and Non-Elemental Jutsu into Blood at no additional cost and all Blood Jutsu cost -5% Chakra.
When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user. Water
They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
Jinchuuriki skills do not require handseals.
All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.
85% chance of Bezerk control: Must be rolled (out of 100 where an 86-100 roll counts as a berserked attack) before each action to determine if the Jinchuuriki has gone berserk and a random target. Each Berserk attack lasts for only that one attack.
Bleed I (at 30% less damage).[/spoilername]

[spoilername="Inventory"]Slot 1: Headset (1)
Slot 2: Energy Drink (3)
Slot 3: Energy Drink (3)
Slot 4: Kawarimi Target (1)
Slot 5: Water Balloon (2)[/spoilername]|Obsidian Dragon
HP: 5538 [-2436][-174 Bleed II] 2928
AP: 3 (takes 3.33 seconds per AP)

[spoilername="Information"]- This is a Creation Jutsu.
- This creation has secondaries equal to -4 of the user's, and 3 Ap.
- Creation Hp and damage may be increased with Crystal buffs.
- The 'Crystalline' effect causes +5% base damage and gives the victim a 15% chance to auto-fail their next attack. This auto-fail only applies if the attack was targeting the user.
- Strikes from this creation cost 1 AP to perform.
- Strikes deal 1470 damage with a 21% chance to cause bleeding and activate the 'Crystalline' effect.[/spoilername]|Kasen's Blood Clone
HP: 8910
CP: 8910
AP: 2.5

[spoilername="Notes"]-4 of the users Secondaries with Hp equal to 20% of the user's Max Cp.
The 'Life Blood' effect causes melee contact with the clone (Attacking it with Melee Accuracy or the clone attacking a target), to deal 10% backlash damage + 2% Max Hp damage. This may only affect a target twice per round, regardless of the amount of clones created.
Melee contact with the clone has a 30% chance of activating the 'Life Blood' effect.[/spoilername][/col3]



[col3]Uchiha Izura
HP: 33,500 [+1500 Soraka][+2900] [-950] 38850
CP: 25,135 [-2095] 23040
AP: 10 [-8] 2

[spoilername="Stats"]Ninjutsu Accuracy 27 + 4 (sharingan)
Melee Accuracy 23 + 4 (sharingan)
Genjutsu DC 23
Genjutsu Save 23
Evasion 23 + 4 (sharingan)
Ranged Accuracy 19 + 4 (sharingan)
Puppet Accuracy 19 + 4 (sharingan)[/spoilername]

[spoilername="Buffs and Debuffs"]All wind based techniques used by the summoner of Soraka gain +10% damage. All wind based techniques used against the summoner or Ho-Pu receive a 10% damage reduction. (Soraka's fighting style)
Elemental (water) clone
+25% Fire ninjutsu damage done
--Will of Fire: Fire Jutsu damage is increased by 15%.
--Class: 10% fire damage
Shinobi 101: Genjutsu Will DC -> Nin Acc
Journeyman: Jutsus cost -5% CP
Quickdraw
Quick Reaction
Called Shot: +5% called shot chance; can inflict broken penalties.
Conservative Motion: Jutsu effects that would increase Chakra Costs are negated. All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.
Human Anatomy: +1 crit range. Crits do 2.25 x damage.
Jutsu Mastery: - All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Insight: Hidden Actions are revealed to the user through PM. This does not apply to Genjutsu.
Sixth Sense: - When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations. Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus. ((do you really think sandworms the size of malls are sneaky??))
Initiative
Insidious Gaze: Genjutsu may be cast through the Sharingan, requiring no handseals and gaining +2 DC
Precognition: +10% Auto Hit to all attacks.
Eternal Mangekou Sharingan:
- The Uchiha's new Sharingan is now constantly active, and does not require CP to maintain.
- Their Mangekyou Sharingan has now become the Eternal Mangekyou Sharingan, and grants +4 Accuracy and Dodge [500 Cp per round to maintain].
- Their new Sharingan is able to withstand up to 4 points of 'Eye Trauma', this is upgraded to 6 points when in the Eternal Mangekyou State.
- Once the user has surpassed their Eye Trauma limit, all Doujutsu and Sharingan Implant Techniques cost x1.5 Cp, and the user takes additional unreduceable Hp damage equal to half the cp cost. In addition, they begin to suffer -1 Accuracy/Dodge for every Eye trauma point surpassed, lasting for the remainder of the battle.
- If this Eye Trauma penalty surpasses their Sharingan buff, the user is treated as blind for the remainder of the battle, their Sharingan deactivates (meaning that they lose the buff from it and cannot use techniques associated with it), and their Sharingan cannot be reactivated.
- Becoming blind in this manner results in the user being unable to differentiate between targets, picking a random target for every action taken that targets someone other than the user. For clarification, the user enters this state upon reaching a -4 Acc/Dodge penalty from Eye Trauma, and this penalty lasts even after the Sharingan is permanently deactivated (which can cause some serious problems, when a +4 Acc/Dodge buff is suddenly turned into a -4).[/spoilername]

[spoilername="Inventory"]Slot 1: Kawarimi Target
Slot 2: Health Pills x 3
Slot 3: Chakra Suppressing Seal x 3
Belt Pouch 1: Ninja Wire x 8, Energy Drink x 3
Belt Pouch 2: Blood Pills x 3, Oil Flasks x 2
Weapon Holster: Veteran's Kusarigama[/spoilername]|Izura's Elemental Clone
HP: 1870
CP: 1870
AP: 2.5

[spoilername="Notes"]clone may use up to level D Jutsu of its chosen element at Master Rank
36% chance of activating when they are destroyed the Suffocate Effect. The 'Suffocate' effect increases their next jutsu's Cp cost by +20%, lowers its accuracy by -2, and causes the victim to take 1% Max Hp damage.[/spoilername]|Izura's Elemental Clone
HP: 1870
CP: 1870
AP: 2.5

[spoilername="Notes"]clone may use up to level D Jutsu of its chosen element at Master Rank
36% chance of activating when they are destroyed the Suffocate Effect. The 'Suffocate' effect increases their next jutsu's Cp cost by +20%, lowers its accuracy by -2, and causes the victim to take 1% Max Hp damage.[/spoilername][/col3]



[col3]Izura's Elemental Clone
HP: 1870
CP: 1870
AP: 2.5

[spoilername="Notes"]clone may use up to level D Jutsu of its chosen element at Master Rank
36% chance of activating when they are destroyed the Suffocate Effect. The 'Suffocate' effect increases their next jutsu's Cp cost by +20%, lowers its accuracy by -2, and causes the victim to take 1% Max Hp damage.[/spoilername]|Izura's Contract Summon Soraka (Bird)
HP: 22,400 [-950][-600 Bleed II] 20850
CP: 22,500 [-3300] 19200
AP: 6

[spoilername="Stats"]Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] 300 x 0.7 + 550 x 0.3 = 375
12 + 6 + 2.5 (class)
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] 300 x 0.6 + 550 x 0.4 = 400
12 + 3 + 2.5 (class)
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] 600 x 0.7 + 450 x 0.3 = 555
14 + 9 + 2.5 (class)
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] 300 x 0.3 + 550 x 0.7 = 475
13 + 6 + 2.5 (class)
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )] 300 x 0.2 + 550 x 0.8 = 500
13 + 6 + 2.5 (class)
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] 600 x 0.3 + 550 x 0.7 = 565
13 + 6 + 2.5 (class)
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] 450 x 0.3 + 400 x 0.7 = 415
12 + 3 + 2.5 (class)
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] 450 x 0.6 + 400 x 0.4 = 430
12 + 6 + 2.5 (class)[/spoilername]

[spoilername="Inventory"]Weapon Name: Beak
Weapon Type: Slashing
Range: Melee
Damage: -10%
Accuracy: +2[/spoilername]

[spoilername="Buffs and Debuffs"]Class: +10% Wind Damage[/spoilername]|Sunaku Isamu
HP: 37864 [-800] [+ 1224 Healing Factor] 38288
CP: 32340 [-2734] [+ 1116 Hyperactive] 30722
Sand CP: 1488 [-1386] --- No roll over ---
For Sand jutsus only and these attacks ignore up to 1/2 of the Victim's Dodge buffs.
AP: 9.5 [-9] 0.5

[spoilername="Stats"]Ninjutsu Accuracy 27 + 2 (Dark Sage) + 2 (Duelist against Sandworm)
Evasion 23
Genjutsu Save 23
Genjutsu DC 23
Melee Accuracy 19
Ranged Accuracy 19[/spoilername]

[spoilername="Buffs and Debuffs"]Sand Clone (450 CP/round)
Ebony Nightmare (450 CP/round)
User gains +2 melee dodge, -1 Ninjutsu/Ranged dodge. +9% chance of activating Protection of the Sands. (Desert Nimbus)(486 CP/round)
For the next 3 rounds 1408 CP can be spent each round for sand ninjutsu and not be taken from the caster's pool. The rest is irrelevant to sandworms. (Desertification) (704 CP/round)
Duelist: + 10% damage done to Barynx
Corpse Soil: 10 zombies on the loose [630 CP/round]
Sand Mastery: +15% Sand Damage
Sand Manipulation: May convert Earth and Wind Jutsu into Sand at no extra cost. Sand jutsu require no handseals.
Protection of the Sands: Sand has a 60% chance to reduce an oncoming attack by 20% damage.
Blood Diamonds: Jutsu Levels 1-8 can cause bleeding ranks 1-4
Shinobi 101 nin - unarmed to spell accuracy
Hyperactive
Stalker
Jutsu Mastery: -10% cost
Healing Factor
Journeyman - Main Branch
Summoner: A Creation's HP and CP are +5% Higher. Can have 2 summons active at the same time.
Super Charge[/spoilername]

[spoilername="Inventory"]Equipment:
Weapon's name: Hands of the Reaper
Damage type: Unarmed: may use Handseals while armed with an Unarmed Weapon.
Accuracy/Damage modifier: +2 Accuracy and -10% physical damage
Augments:
Lucky dodge
Vanguard
Ignition[/spoilername][/col3]



[col3]
Isamu's Zombies
HP: 660 *all poofed*
AP: 1 Ap Will return next round if maintained.
D1eySXZ.jpg
[spoilername="Notes"]-5 of the user's secondaries
Attacks deal 200 Damage per strike at .5 Ap.
Only 15 strikes may hit a single target per round.[/spoilername]|Isamu's Inner World Resurrection
HP: 22130 (+ 765 Healing Factor) [9425][-1125 (ignored due to fortitude)][-510 Bleed II] [+5103] 18063
CP: 15120
AP: 6

[spoilername="Stats"]Genjutsu DC 21
Evasion 18 + 6 (Maximum Defense)
Genjutsu Save 18
Melee Accuracy 18 - 6 (Maximum Defense)
Spell Accuracy 16 - 6 (Maximum Defense)
Ranged Accuracy 16 - 6 (Maximum Defense)[/spoilername]

[spoilername="Buffs and Debuffs"]Maximum Defense: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).
Great Fortitude: Ignores 1125 damage each round.
Resilience: +6 HP modifier.
Willfull: +1 Genjutsu Save
Quick Reaction
Shattered Reality
Mind Crush
Defensive Technique[/spoilername]|Isamu's Ebony Nightmare
HP: 3413 [-1000] 2413
AP: 3 [-3] 0
[spoilername="Buffs and Debuffs"]Basic attacks made by this creation deal 600 damage at +2 Accuracy with a 11% chance of causing bleeding.
Secondaries equal to -3 of the user.
This creation is considered 'Evil'.
Basic attacks cost 1 Ap and use melee accuracy.[/spoilername]|[/col3]



[col3]Isamu's Sand Clone
CP: 11160
AP: 4

[spoilername="Notes"]-3 of the user's secondaries
may use level Earth/Wind/Sand jutsu up to Level C at Master Rank. This Clone may also perform Level B Sand Jutsu at Rank 1.
When destroyed, this clone may sacrifice 1/3 of its Max Cp (As opposed to 1/4th) and reform instantly with whatever Ap it had left during the round. This may be done instantaneously.
Once clone is out of Chakra, it is dispersed and will not reform.
This clone does not have Hp; upon a full hit it will disperse into sand (Partial Hits are treated as a Miss). It will automatically reform at the start of the next round and will lose 1/4th of its max Cp.
When dispersed from an attack, the next attack made against the attacker has a +1 critical chance with critical hits dealing +10% Damage.[/spoilername]|Roku
HP: 50,400 [-6343] [+1512] 45569
CP: 31,200 [-3026] [+936] 28174
AP: 10 [-10] 0

[spoilername="Stats"]Melee Accuracy 27 + 2 (Duelist)
Evasion 23 + 1 (Class)
Genjutsu Save 23
Ninjutsu Accuracy 23
Genjutsu DC 23
Ranged Accuracy 19
Puppet Accuracy 19[/spoilername]

[spoilername="Inventory"]Weapons:
Muzan – Cruelty
Spoiler: show
Weapon:
Muzan was once a warhammer that has now been melted down and reforged into gauntlets. These metallic brutes might look like they would hurt, but their true power lies in the defensive side of battle
Effect:
1. Steady
2. Vanguard
3. Lantern
Damage Type:
Unarmed - Handseals
Accuracy/Damage modifier:
-0 Accuracy, +20% Base Damage.

Rokushiki - "Six('s) Styles"
When you are this strong, you have to register your entire body as a deadly weapon! [Roku's entire body]
Effect:
1. Primal
2. Crippler
3. Pressure
Damage Type:
Unarmed - Suppression + 6%
Accuracy/Damage modifier:
-0 Accuracy, +20% Base Damage

Primus Ex Machina
Spoiler: show
Activating a specialized armor that coats his whole body, which he says is imbued with not only the spirit of Primus but his wrath.
Effect:
1. Chakra Drain
2. Trick Weapon: Slashing + 6%
3. Primal
Damage Type:
Unarmed - Hand Seals
Accuracy/Damage modifier:
-0 Accuracy, +20% Base Damage

Weapon Holster: Rokushiki *Equipped
Weapon Holster 2: Primus Ex Machina
1. Headset
2. Belt Pouch: A) Energy Drinks x3 B) Smoke Bombs x3
3. Belt Pouch 2: A) Explosive Notes x5 B) Kawarimi Target
4. Blood Pills x3[/spoilername]

[spoilername="Buffs and Debuffs"]Zaraki Style: Increases all physical damage dealt by 30% and received by 15%. The user gains +1 accuracy. All CP costs are increased by 15% while active.
Plus +15 (Gaia) and +15 (Huge Power) the total is +45% damage but takes +15% melee. This is in addition to the +20% damage done by the weapon for + 65% at the consequence of 5% recoil.
Armor of Thorns: Damage to the user is reduced by -10%. Additionally, melee contact with the user have a 24% chance of activating the 'Thorn' effect. (280 CP/round)
Gaia Seal: +20% Taijutsu and Basic Strike Damage. -15% Physical Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.
Bloodlust: Ignores up to rank 3 bleeding.
Mastered Offensive Stance: Allows user to gain +1 accuracy per -1 dodge, up to a maximum of +4 accuracy and -4 dodge.
Monstrous Strength: Doubles the Effect of Bull's Strength: +10% Weapon Damage Modifier. +6% Suppression and/or +6% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -2 to a minimum of 0.
Endurance
Huge Power: +15% melee damage
No limits: Max damage cap for melee Taijutsu is increased to 80%. However, for every 10% damage beyond the 50% cap the user adds, they take 5% recoil damage for all melee attacks made.
Called Shot
Acrobat: can perform 2 activated auto-dodges in a round
Healing Factor
Elemental Illusion
Duelist: Declared on Barynx (Melee) + 2 melee acc and +10% damage done
Initiative
Quickdraw
Hyperactive[/spoilername]

***I love you so ridiculously platonically for how you coded your stuff.***
|Keiatsu
HP: 49200 [-4260] [+1476] 46416
CP: 33000 [-4361] 28639
AP: 10 [-9.75] 0.25

[spoilername="Stats"]Melee Accuracy 27
Evasion 23 - 2 (Akimichi)
Genjutsu Save 23
Spell Accuracy 23
Ranged Accuracy 19
Genjutsu DC 19[/spoilername]

[spoilername="Inventory"]Slot 1: Belt Pouch
- Pouch Slot: Blood Pill
- Pouch Slot: Health Pill x3
Slot 2: Belt Pouch
- Pouch Slot: Explosive Note x5
- Pouch Slot: Smoke Bomb x3
Slot 3: Kawarimi Target
Slot 4: Kawarimi Target
Slot 5: Kawarimi Target

Weapon Holster: Bare Hands
You REALLY need to document your Acc. and damage modifier here. I am going to make this a +0 acc, +/- 0% damage weapon so you can actually fight but in a normal fight you need to have all your stats for a weapon otherwise it is not useable.
- Augment #1: Chain Link
- Augment #2: Swift
- Augment #3: Overflow[/spoilername]

[spoilername="Buffs and Debuffs"]Green PIll: +5% Unarmed damage and 5% Damage Reduction.
Journeyman: - 10% CP cost
Shinobi 101 - Ninjutsu (Metal)
Bull's Strength: +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.
Sixth Sense: When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations. Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus.
Combat Instinct: Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries.
Hidden Power: The user gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries.
Third Eye: +2 to all Stealth, Genjutsu Save, and Awareness checks.
Jutsu Creator Replace this ability.
Healing Factor
Acrobatics: The user is capable of performing one additional Activated Auto-Dodge per round.
Bloodlust: Ignores up to rank 2 bleeding.
No Limits: Max damage cap for melee Taijutsu is increased to 70%. However, for every 10% damage beyond the 50% cap the user adds, they take 5% recoil damage for all melee attacks made.
Big Bones: +14% Unarmed damage, -2 Dodge
Fat Absorption: -10% damage taken.[/spoilername][/col3]



[col3]Kaen
HP: 28,460 [-7378] [+8051] 29133
CP: 23,822 [+ 536] [-3679] 20679
AP: 9 [-9] 0

[spoilername="Stats"]Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] 200 x 0.7 + 410 x 0.3 = 263 == > 9 + 6
15 + 2 [Teamwork]
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] 200 x 0.6 + 410 x 0.4 = 284 ==> 10 + 6
16 + 2 [Teamwork]
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] 525 x 0.7 + 525 x 0.3 = 525 ==> 14 + 9
23 + 2 [Teamwork]
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] 200 x 0.3 + 410 x 0.7 = 347 ==> 11 + 6
17 + 2 [Teamwork]
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )] 200 x 0.2 + 410 x 0.8 = 368 ==> 11 + 3
14 + 2 [Teamwork]
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] 525 x 0.3 + 410 x 0.7 = 445 ==> 13 + 6
19 + 2 [Teamwork]
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] 425 x 0.3 + 525 x 0.7 = 495 ==> 14 + 6
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] 425 x 0.6 + 525 x 0.4 = 465 ==> 14 + 6
Puppet Accuracy = [(CC x .6) + Agility x .4)] 525 x 0.6 + 410 x 0.4 = 479 ==> 14 + 3
17 + 2 [Teamwork]
Puppet Dodge: [(CC x .4 + (Agility x .6)] 515 x 0.4 + 410 x 0.4 = 370 ==> 11 + 6
17 + 2 [Teamwork][/spoilername]

[spoilername="Buffs and Debuffs"]Fire Chakra Style -- Heat Caress: At the beginning of every round, the user gains a Barrier equal to 15% of the total damage dealt by the user's Fire-base Attacks from the previous round. Lasts until the end of the round or against a single attack. Barrier does not prevent the users movements or impede the user's actions in any way. AoE attacks only contribute to this barrier's HP once, using the highest damage dealt by the action. (519)
+55% Fire Damage; +5% Ninjutsu damage; recoil effect
--Class: +20% Fire damage
--Class: +5% Ninjutsu damage
--Fire based jutsu deal 30% more damage, but 15% of the total damage is done to the user.
Shinobi 101 - Slashing with Ninjutsu Accuracy
Jutsu Expansion
Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Elementalist: major and minor affinity moves can be used at the same time.
Supercharge
Bloody Mess: The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit. When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round. When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack.
Teamwork
Stalker: Once every other round, the user may perform a Sneak Attack without being dropped out of stealth. When making a stealth check, Terrain and Visibility modifiers are treated one level higher in the users favor.
Clarity: The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
Fire - Chakra Style
Explosive Chakra: Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.
Warmth: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
Wildfire: All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Specter Shade [-323 CP/round][/spoilername]

[spoilername="Inventory"][/spoilername]|Kaen's Abyssal Harbinger
HP: 14190
AP: 4

[spoilername="Notes"]Each strike deals 1100 damage with a 18% chance of 'searing' the target.
When 'Seared' the target has a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.[/spoilername]|Kaen's Specter Shade
HP: 3654 [-4000][-171 Bleed II] -654 *poofed*
CP: 8300
AP: 2

[spoilername="Buffs and Debuffs"]-4 of the user's secondaries
Clone may use Fire and Water Ninjutsu lvl's E-D at Rank 2, and Fire/Water/Shadow Jutsu up to Lvl C's at Rank 1.
When hit with a melee attack, this clone has a 30% chance of causing the 'Shadow Trap' effect. The clone is dispersed if this effect activates.[/spoilername][/col3]



[col3]Takahashi Sousuke III
HP: (63+lvl15) x (600) = 46,800 [-1400] 45400
CP: (37+lvl15) x (600) = 31,200 [-3958] 27242
AP: 10

[spoilername="Stats"]Melee Accuracy 27 - 2 (Defensive) + 3 (Observation)
Dodge 23 + 4 (Defensive)
Genjutsu Save 23
Ninjutsu Accuracy 23 - 2 (Defensive) + 3 (Observation)
Genjutsu Difficulty 23
Puppet Accuracy 19 - 2 (Defensive) + 3 (Observation)
Ranged Accuracy 19 - 2 (Defensive) + 3 (Observation)[/spoilername]

[spoilername="Inventory"]-headset
-sheath - contains Silver Edge
-Kawarimi Target
-Health Pills (3)
-Energy Drink (3)

The Ebon Blade Silver Edge
Weapon Type: Long Sword
Weapon Damage Type: Slashing - Bleeding
Bonuses: +10% damage, and -0 acc., and 4 augment slots from Tsukumogami kinjutsu
Augment: Vampiric, Trick Weapon (unarmed), Vanguard, Steady[/spoilername]

[spoilername="Buffs and Debuffs"]Mystic Transmutation costs 266 CP/round
5% chakra cost reduction (Class Bonus) plus Journeyman for -5% CP costs for a grand total of -10% chakra costs
Duelist: +2 Melee Accuracy and +10% damage towards Barynx. An additional +15% damage from Observation for a grand total of +25% damage done to Barynx.
+10% chance to auto-dodge Barynx's attacks
-2 Dodge/Save to any other opponents (besides Barynx) targeting the user.
Vampiric The user gains Hp equal to 20% of the total damage dealt to a target.
Vanguard +20% Damage Reduction due to defensive stance and mystic transmutation plus an additional -10% from defensive technique for a total of -30% damage reduction.
Shinobi 101 - Kinetic Genjutsu can be cast using Melee accuracy.
Clarity: The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
Defensive Technique: When in defensive mode, the player receives -1 to accuracy per +1 to dodge instead of the normal +2 dodge -4 Accuracy defense penalty. The maximum amount of dodge for accuracy they may swap is 4.
Bull's Strength: +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. Note that you do not have to list this as Bleeding only; it depends on what your weapon is capable of inflicting.
Insight: Hidden Actions are revealed to the user through PM. This does not apply to Genjutsu.
Quickdraw
Contract Mastery
Sixth Sense: When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations. Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus.
Kinjutsu - Tsuku: When separated from their weapon, their weapons attacks no longer cost Additional Cp. In addition, their range of separation is now increased to 20 feet, and returning to the users possession no longer requires Ap. Reforming a Broken Link still costs .25 Ap, however.
Quick Learner CA
Situational Awareness: +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.
Sharp Insight: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.
Offensive Insight: Adds a 10% auto-hit to the user's attacks.
Observation
Forewarn: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.
Adaptability: The user resists -2 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +2 Dodge against all Delayed attacks, traps and binds.
Prediction: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.
Tactical Mind: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack. Remember that this is considered Round 1 for you.[/spoilername]|Sousuke's Gamabunta
HP: 28,500
CP: 20,000
AP: 6

[spoilername="Stats"]Level 12
Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] 550 x 0.7 + 400 x 0.3 = 505 (13)
13 + 9 + 2
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] 550 x 0.7 + 400 x 0.4 = 545 (14)
14 + 3 + 2
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] 600 x 0.7 + 400 x 0.3 = 580 (14)
14 + 6 + 2
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] 550 x 0.3 + 400 x 0.7 = 445 (12)
14 + 6
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )] 550 x 0.2 + 400 x 0.8 = 430 (12)
12 + 6
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] 600 x 0.3 + 400 x 0.7 = 460 (13)
13 + 6
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] 400 x 0.3 + 375 x 0.7 = 383 (11)
11 + 3
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] 400 x 0.6 + 375 x 0.4 = 390 (12)
12 + 6[/spoilername]

[spoilername="Inventory"]Weapon Name: Giant Blade
Weapon Type: Slashing
Damage: +15%
Accuracy: 0[/spoilername]

[spoilername="Buffs and Debuffs"]At the start of each round Gamabunta targets a single target with a Ninjutsu Check at +1. Upon a successful check, the target suffers a -1 Accuracy and -2 Dodge due to intimidation for the remainder of the round.
-5% Damage Taken
+5% Taijutsu Damage done[/spoilername]|Shiruko Makoto
HP: 39000 [-1950] [+16875] 39000
CP 33600 [-2314] 31286
AP: 10 [-10] 0

[spoilername="Stats"]Ninjutsu Accuracy 27 + 2 (Class) - 4 (Defensive Stance)
Melee Accuracy 27 + 2 (Class) - 4 (Defensive Stance)
Evasion 23 + 2 (Defensive Stance)
Gen Save 23
Ranged Accuracy 23 + 2 (Class) - 4 (Defensive Stance)
Puppet Accuracy 23 + 2 (Class) - 4 (Defensive Stance)
Genjutsu DC 23[/spoilername]

[spoilername="Inventory"]Main Weapon - Silver-Edge Parasol
A sky blue parasol with a retractable bladed tip. The fabric is enhanced by chakra to be resilient and the spokes are of a durable metal, and flare out. The metallic parts all have a silver sheen.
Type: Bludgeoning
Accuracy: -2
Damage:
+10%
Attribute:
Suppression
Augments:
Chakra Drain, Vanguard, Vampiric

Secondary Weapon - Twin Serrated Knives
Unlike Makoto's other weapons, not polished and made of a rather dark metal. The blades are serrated and designed to cut unevenly, but are quite sharp and very capable of digging deep. They are solid enough to deflect some weight from blows if handled properly.
Type: Slashing
Accuracy:
+1
Damage: -5%
Attribute: Bleeding + 6%
Augments: Vanguard, Razor Strike, Siege

Silver-Edge Senbon
Ordinary senbon, polished and sharpened to perfection. There are seals inscribed on the cases for all of them that give them other special properties.
Type: Projectile
Accuracy: +2
Damage:
-5%
Attribute: Bleeding + 6%
Augments: Chakra Drain, Razor Strike, Vampiric

Silver-Lining Gloves
White gloves stitched with silver, with weights carefully embedded in the knuckles. They are stitched so as to make the fabric give off a slightly metallic sheen.
Type: Unarmed
Accuracy: +0
Damage: +5%
Attribute: Suppression + 6%
Augments: Chakra Drain, Vampiric, Pressure

Silver-Edge Crossbow
A light hand crossbow that attaches to the wrist. Most of its components are a deep midnight blue, but all the bolts for it and stripes along each side are a pale silver.
Type: Ranged
Accuracy: -1
Damage: +10%
Attribute: +9% chance of Called Shots
Augments: Siege, Crippler, Primal

Silver-Edge Rapier
A thin, sharp, silvery blade with a line of blue running down the side of it. The material it's made of is extremely durable despite its fragile, whippy appearance. Sheathes into the handle of the parasol.
Type: Piercing
Accuracy: -1
Damage: +10%
Attribute: Bleeding + 6%
Augments: Siege, Razor Strike, Rough Divide

Full Inventory

Slot 1: Silver-Edge Senbon
Slot 2: Silver-Edge Crossbow
Slot 3: Silver-Lining Gloves
Slot 4: Kawarimi Target x 1
Slot 5: Blood Pill x 3
Slot 6: Energy Drink x 3
Slot 7: Twin Serrated Knives
Sheath 1: Silver-Edge Parasol
Sheath 2: Silver-Edge Rapier[/spoilername]

[spoilername="Buffs and Debuffs"]Elemental Clone (188 CP/round to maintain)
Armor of Thorns ( 230 Cp/Rnd): Damage to the user is reduced by -5%. Additionally, melee contact with the user have a 18% chance of activating the 'Thorn' effect. 'Thorn' effect causes a melee attack used against the user to deal 20% backlash damage to the attacker. If this activates on the user's attack, it raises the victim's bleed level.
+10% Damage Reduction while weapon is equipped in Defensive Stance.
Class: +10% Ninjutsu Damage
Shinobi 101 (Kinetic Genjutsu with Ninjutsu Accuracy)
ANBU Ability - Sentinel
Bull's Strength: +10% Weapon Damage Modifier. +6% Suppression and/or +6% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -2 to a minimum of 0.
Jutsu Mastery All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved. Acrobatics One additional autododge per round
Called Shot Can inflict broken penalties; +5% called shot chance.
Deflection
Human Anatomy: +1 crit range. Crits do 2.25 x damage.
Fearless
Quickdraw
Willpower: 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.
Concentrated Focus: binds have a -5% chance of being escaped from and binds which break upon the user losing a portion of their Max HP or CP are now increased to 20% Max HP/CP.
Sixth Sense
Insight
One Handed Seals: The user is able to perform all Jutsu handseals with one hand.
Conservation: -15% Ninjutsu cost.
Pressure: Up to 3 targets in battle with the user take 20% extra CP to cast a jutsu. Does not work on other Chakra Attuned ninja.
Normalize: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +10% Damage that bypasses half of the target's damage reduction.
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.
Spirit Boost: +10% Ninjutsu damage.[/spoilername][/col3]



[col3]Makoto's Elemental Clone
HP: 5544
CP: 5544
AP: 2.5

[spoilername="Notes"]clone may use up to level D Jutsu of its chosen element at Rank 1
18% chance of activating when they are destroyed the Suffocate Effect. The 'Suffocate' effect increases their next jutsu's Cp cost by +20%, lowers its accuracy by -2, and causes the victim to take 1% Max Hp damage.[/spoilername]|Devil Sage Akuma Kuro
HP: (45+5+lvl15) x 600 = 39,000 [-2000] [+1170 Healing Factor] 38170
CP: (45+5+lvl15) x 600 = 39,000 [-1207] 37793
AP: 10 [-8.25] 1.75 => 1

[spoilername="Stats"]Ninjutsu Accuracy: 27 + 1
Genjutsu DC: 23
Evasion: 23
Gen Save: 23 + 2 + 2
Melee Accuracy: 23 + 1
Puppet Accuracy: 19 + 1
Ranged Accuracy: 19 + 1[/spoilername]

[spoilername="Inventory"]Akuma Kuro Weapon
Augments: Primal, Special Composition Kinesis*, trick weapon (ranged)
Type: Unique (Unarmed, ranged)
Unique Mastery Weapon Type: Unarmed
Damage: -5%
Accuracy: +2[/spoilername]

[spoilername="Buffs and Debuffs"]Journeyman -5% CP costs
Shinobi 101 - Ranged Melee can be cast using Ninjutsu accuracy.
Sixth Sense: When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations. Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus.
Nimble Hands The user may perform jutsus or handseals for +0.25 AP while a weapon is equipped.
Quickdraw
Called Shot: Can inflict broken penalties; +5% called shot chance.
Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Willpower 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.
Bull's Strength: +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. You might want to consider a -1 weapon with trick weapon and have your trick weapon give you the ability to do unarmed attacks in addition to another type so you can gain suppression/bleed or drop Nimble Hands because unarmed can do handseals with the weapon armed. This can give you an additional space to make something scarier.
Hidden Power: The user gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries.
Third Eye: +2 to all Stealth, Genjutsu Save, and Awareness checks.
Daunting Presence: Opponents take a -1 dodge penalty during rounds where they attempt to attack the user.
Demon Blessing +2 gen save[/spoilername]|Mouko Kuro
HP: (45+5+lvl15) x 600 = 39,000 [-2000] [+1170 Healing Factor] 38170
CP: (45+5+lvl15) x 600 = 39,000 [-1207] 37793
AP: 10 [-8.25] 1.75 => 1

[spoilername="Stats"]Ninjutsu Accuracy: 27 + 1 + 3
Genjutsu DC: 23
Evasion: 23 + 3
Gen Save: 23
Melee Accuracy: 23 + 1 + 3 + 4 (Seal)
Puppet Accuracy: 19 + 1 + 3
Ranged Accuracy: 19 + 1 + 3 + 4 (Seal)[/spoilername]

[spoilername="Inventory"]Mouko Kuro Weapon
Augments: Primal, Trick weapon (Ranged), Crippler
Type: Unique (Unarmed/Ranged)
Damage: -5% dmg
Accuracy: +2[/spoilername]

[spoilername="Buffs and Debuffs"]Gaia Seal: +20% Taijutsu and Basic Strike Damage. -15% Physical Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.
All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage. (Chakra Extension) 179 CP/round to maintain
+3 Accuracy/Dodge, 2000 meter visual range (Byakugan) 452 CP/round to maintain
The user's unarmed attacks only deal 80% Damage, but they gain +1 Accuracy and +1 Critical, and have a 40% chance to cause internal bleeding. Unarmed Called Shots gain a +4% Chance of success.(Jyuuken Stance)
Journeyman -5% CP costs
-15% Chakra cost on Unarmed Taijutsu (Gentle Fist)
All CP costs are increased by 10% while Jyuuken stance is active
10% Auto dodge to all attacks (360 degree vision)
Shinobi 101 Taijutsu (Unarmed-> Piercing)
Bull's Strength: +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.
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
Combat Instinct: Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries. Should consider naming an opponent.
Called Shot: Can inflict broken penalties; +5% called shot chance.
Hidden Power: The user gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries.
Combo Master: The second attack in the users Combo-attack cannot be auto-dodged, and has a 10% of auto-hitting if the first attack hit. Once per round, the user may Combo up to three attacks (Instead of the cap of two).
Contract Mastery[/spoilername][/col3]
 

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