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:

Wishful Thinking [Open/Kouin]

Sand Council

Sand Event NPC
Joined
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[col]
Mysterious Woman
HP: 100,180 [+3600 Healing Factor] [-2063] 101,717
CP: 56,448 [+1800 Hyperactive] [-5780] 52,468
AP: 10

Melee Accuracy = 15 + 12 + 2 (Duelist) + 3 (QuickStep) + 4 (Gaia Seal) - 2 (Poison) - 1 (Temporal Strike)
Ranged Accuracy = 15 + 4 + 3 (QuickStep) + 4 (Gaia Seal) - 2 (Poison) - 1 (Temporal Strike)
Ninjutsu Accuracy = 15 + 8 + 3 (QuickStep) - 2 (Poison) - 1 (Temporal Strike)
Melee Dodge = 15 + 8 - 2 (Poison) - 1 (Temporal Strike)
Ranged Dodge = 15 + 8 - 2 (Poison) - 1 (Temporal Strike)
Ninjutsu Dodge = 15 + 8 - 2 (Poison) - 1 (Temporal Strike)
Genjutsu Difficulty = 15 + 8 + 2 (Slippery Mind) - 1 (Demonic Aura)
Genjutsu Save = 15 + 8 + 2 (Slippery Mind)
Puppet Accuracy = 15 + 4 + 3 (QuickStep) - 2 (Poison) - 1 (Temporal Strike)
Puppet Dodge = 15 + 8 - 2 (Poison) - 1 (Temporal Strike)
Awareness = 15
Stealth = 15 + 2 (Active Camo)
Poison Resistance = 15
Poison Strength = 2 (Poison Mastery)

Passives and Effects:
  • Shadow jutsus use melee accuracy (Shinobi 101)
  • Quickdraw
  • Flare Touch (Style): Melee contact with the user deals (400) Fire Damage. This damage can be Buffed up to 30%.
  • Bull's Strength: weapon now +2 acc, -5% damage
  • Willpower
  • Strategist
  • Called Shot: Called Shots only take half the usual accuracy Penalties. +5% Called Shot chance. User can inflict Broken rank debuffs.
  • Duelist: +10% damage towards Ronin.
  • Duelist: +10% chance to auto-dodge Ronin's attacks.
  • Duelist: -2 Dodge/Save to any other opponents (besides Ronin) targeting the user
  • Human Anatomy: +1 Critical Range.
  • Human Anatomy: 2.25x damage on Critical hits.
  • Poison Mastery: Poisons last a round longer and cannot be purified until the second round it's in use. Poison Checks made with a successful Sneak Attack(s) must make a successful Awareness Check first before a Poison Check can be rolled.
  • Sneak Attack: All the user's attacks have a 10% chance of being a Sneak Attack.
  • 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: 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.
  • Counter Attack: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack with their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.
  • Sniper: When making called shots while in Stealth mode, The user suffers no accuracy penalty.
  • Gaia Seal: +20% Taijutsu and Basic Strike Damage (30% with duelist).
  • Gaia Seal: -15% Physical Damage Taken
  • +8% chance to cause Bleeding/Suppression.
  • Takes an additional 5% damage from Illusionary and Ninjutsu sources.
  • Active Camo: Each time the 'Mysterious Woman' makes an attack, she has a 5% chance of being placed into Stealth after her attack. (280 CP/round).
  • Immolation Armor: all melee attacks against the user to deal 10% backlash damage to the attacker. Additionally, all melee contact with the user has a 12% chance of causing the Burn effect. (170 CP/round)
  • Inflicts -3% max CP damage. (Poison)
  • Inflicts -2 Accuracy and Dodge. Each round, the target has 30% chance to lose 1 AP and take -3% max HP damage. Lasts for 4 full rounds. (Poison)
  • -10 damage done (Demonic Aura)
|
Kaze Ronin
HP: 32,052 [+1161 Healing Factor] [-13920] 19,293
CP: 14,194 [-4846] 9,348
AP: 10

Melee Accuracy = 15 + 7
Ranged Accuracy = 15 + 4
Ninjutsu Accuracy = 15 + 10 + 2 (Duelist)
Melee Dodge = 14 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Ranged Dodge = 13 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Ninjutsu Dodge = 14 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Genjutsu Difficulty = 13 + 7 - 1 (Demonic Aura)
Genjutsu Save = 13 + 7
Puppet Accuracy = 13 + 4
Puppet Dodge = 13 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Awareness = 14
Stealth = 14
Poison Resistance = 23

Passives and Effects:
  • +40% Storm Damage (+50% With Duelist)
  • ANBU Sentinel - +5% Damage Reduction from all non-illusionary sources and +1 item slot to place stackable items.
  • Surging Presence (Santaru Passive) - Unarmed strikes against the Santaru return 150 storm damage per .5AP used. Remaining in contact with the Santaru deals 100 storm damage per .5 AP spent in contact.
  • Sword of Oblivion:
    • For every Lightning Based Jutsu the user is maintaining, they gain a -2% on the maintain cost. (IE: Maintaining 3 Lightning based jutsu while equipped with this weapon gives the maintained jutsu -6% on their maintain cost.)
    • Lightning Based jutsu may be channeled through this weapon.
    • Taijutsu Damage caused by this weapon may be buffed by Lightning based buffs as well as physical buffs. (Storm does not count, lightning would count for storm but not the other way around. There was a time when it did work the other way around but it has not for some time. However you do gain the +10% from duelist.
  • Human Anatomy: +1 Critical Range
  • Human Anatomy: Critical Hits deal x2.25 damage
  • Shinobi 101: Using Ninjutsu Accuracy for Ranged Taijutsu.
  • Duelist: +10% damage towards the 'Mysterious Woman'.
  • Duelist: +10% chance to auto-dodge the 'Mysterious Woman's' attacks.
  • Duelist: -2 Dodge/Save to any other opponents (besides the 'Mysterious Woman') targeting the user.
  • Surge: The user gains +0.5 Dodge per Lightning-based Action done by the user the previous round, stacking up to +3. If the Dodge Bonus exceeds the +3, per 0.5 surpassing the caps grants the user +3% Auto-Dodge instead. (Chakra Style)
  • Pin Knocker: All Ranged Taijutsu Attacks made with the user's Ranged Damage type weapon has a 15% chance to inflict -1 Melee Accuracy (Multiple Hit jutsu only recieve one check for this effect). Upon inflicting -2 Accracy to a target, the target has a 10% chance per CP costing action to fail that action losing only CP in the process. Once this happens, all debuffs inflicted from this effect are removed. A target can only fail 1 action from this effect per round. (Physical Style)
  • Sprained Leg: -1 dodge
  • -10% dmg and -1 Gen DC (Demonic Aura)
[/col]

[col]Kouin
HP: 46,200
CP: 25,450 [-4683] 20,767
AP: 10

Ninjutsu Accuracy 27 + 1 (RS) + 2 (Lunar) + 2 (Duelist)
Evasion 23 + 1 (RS)
Gen.Save 23 + 1 (RS)
Melee Accuracy 23 + 1 (RS)
Ranged Accuracy 19 + 1 (RS)
Awareness 15
Stealth 15
Gen DC 19 + 1 (RS)

Passives and Effects:
  • +10% Lightning Damage (Class)
  • +10% damage to all Ninjutsu and Elemental Damage (RS)
  • -10% Cp Cost to All Ninjutsu (RS)
  • Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. (TS)
  • +10% Auto-Dodge (TS)
  • 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.
  • Quick Reaction: 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.
  • Clarity: The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. The user is is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
  • Concentrated Focus: The user's 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.
  • Deflection: Partial hits upon the user are treated as misses. This does not overwrite effects which state partial hits are treated as full hits. Attacks which initially miss the user have a 10% chance of being deflected to a different target (does not stack with the previous note). Deflected attacks that target another victim are chosen at random and use the attacker's accuracy type with the user's accuracy secondary.
  • Teamwork: The user gains +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
  • Human Anatomy: The user gains +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).
  • Duelist: +10% Nin Damage against Shi.
  • Duelist: +10% chance to auto-dodge against Shi.
  • Duelist -2 Dodge/Save to any other opponents besides Shi.
  • Temporal Strike: Nin have a 20% chance -0.5 Acc/dodge stack up to -2.
  • Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
  • -5% chakra cost. +10% Ninjutsu Damage. +2 Ninjutsu accuracy, +4% for all ninjutsu secondary effect chances. In addition the user takes an additional 2% damage from Illusionary and Taijutsu sources. (Lunar Seal)
  • Creates a blanket of storm clouds over head. While active, the user may cast Storm and Lightning Ninjutsu attacks from these storm clouds with one of the Special Actions below, with -15% Cp costs. (880/round)[/spoilername]
  • Inventory: Smoke Bomb x3, Syringe x2 (Heaven's Touch) (Serpent's Blood), Kawarimi Target x2. Belt Pouch: Soldier Pill x3, Blood Pill x3. Sheath: Tensai-Zentouken.
|Kurosawa Nataku
HP: 36,000 [+1080 Healing Factor] [-720 Bleed II] [-12,538] 23,822
CP: 29,006 [-1448] 27,558 [+990] 28,458
AP: 10

Ninjutsu Accuracy 27 + 1 (RS) + 2 (Lunar) + 2 (Duelist) + 2 (Duelist towards Shi)
Melee Accuracy 23 + 1 (RS)
Evasion 23 + 1 (RS)
Gen.Save 23 + 1 (RS) + 2 (Third Eye)
Gen DC 23 + 1 (RS)
Ranged Accuracy 23 + 1 (RS)
Awareness 15 + 2 (Third Eye)
Stealth 15 + 2 (Third Eye)
Poison Strength: +2 (Poison Mastery)

Passives and Effects:
  • +10% Nin and Ele dmg (RS)
  • -10% nin CP cost (RS)
  • Sixth Sense (25% auto detect)
  • Demonic Aura (every round, Gen Save check for every other person in battle, if failed -10% dmg and -1 Gen DC)
  • Healing Factor (+3% Max HP/round, +10% healing towards him)
  • Jutsu Mastery (-10% CP cost including maintains, special action chakra penalties halved)
  • Duelist: +10% dmg towards Shi.
  • Duelist: 10% auto-dodge towards Shi.
  • Poison Mastery (+2 Poison DC, poisons last 1 round longer and cannot be purified until the 2nd round; poison attacks made with Sneak Attacks require the afflicted to succeed on an awareness check AND a poison DC check, if either fails the target is affected)
  • Daunting Presence (Opponents take -1 dodge penalty on rounds where they attempt to attack the user)
  • Ancient Order (each round, Nin check against all enemies; if successful enemy's first Rank 2 jutsu of the round becomes a Rank 1 jutsu).
  • Medical Assistant (400/round)
  • Summoning: Demonic Statue of the Outer Path. Summons a Large Statue that releases a dark aura that may affect up to three separate targets. The affected suffer -3 Dodge and have a 10% Chance to be Auto-hit by all actions aimed at them, and a 10% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 2340 Chakra from those within the area. Statue has 7560 Hp, and the user has +3 to all checks. (1048/round)
[/col]


[col]Medical Clone
Destroyed

Passives and Effects:
  • -5 of the user's Secondaries.
  • This Clone may perform Medical Jutsu up to Level C at Rank 2.
  • The Clone has a Medical Buff equal to 1/2 of the users.
    Had 1.75 AP this round due to when the jutsu went off.
|[/col]

What Happened???
Missed Temporal Strike Effects. Roll for effect: 16, 72. Effected for -0.5 Acc/dodge.
Enrage Chance on Rank 1 Cursed Seal. 15% chance to enrage. Roll: 4.
0.00 Seconds | Nakatu's Ancient Order
  • Nin Check Nakatu 27 + 3
    Nin Check Shi 23 + 14
0.00 Seconds | Nakatu's Demonic Aura permeates this place.
  • Gen Check Nakatu 24 + 18 Success
    Gen Check Shi 25 + 11 Shi now suffers -10% dmg and -1 Gen DC.
    Gen Check Nakatu 24 + 15 Failed
    Gen Check Kouin 24 + 16
    Gen Check Nakatu 24 + 18 Success
    Gen Check Ronin 20 + 3 Ronin now suffers -10% dmg and -1 Gen DC.
0.00 Seconds | Nakatu's Demonic Statue of the Outer Path.
  • Nin Check Nakatu 27 + 12 failed
    Nin Check Shi 23 + 15
0.00s Shi maintains Curse Seal and Active Camo.
  • Poison Awareness Check 15 + 6 Failed
    Poison 'Stealth' Check ( Iron Vein) 17 +8
    Poison Awareness Check 15 + 17 Failed
    Poison 'Stealth' Check (Serpent Blood) 17 + 16
    • 30% chance to lose 1 AP and take -3% max HP damage. 8. Success.
0.00s Ronin changes SoO's shape from crossbow to longbow (just RP, nothing really changes)
0.00s Ronin maintains Lightning Style, Ranged Style, and Sword of Oblivion
  • Poison Resistance 23 + 18 Overcome the poison!
    Poison Strength 25 + 1
0.00s Kouin maintains Lunar Seal, Storm Guider
0.00s Kouin uses Initiative to shift into Temporal Strider: Hasted Step Style
0.50s Ronin switches Lightning style to Surge
1.50s Kounin cast Summoning: Path to God to bring forth Spiritualist Path.
2.50s Ronin uses Active Camo (Mastered) w/ Special action to immediately go into stealth.
  • Awareness (Shi) 14 + 15
    Stealth (Ronin) 19 + 2 + 14
    Awareness (Kouin) 15 + 12
    Stealth (Ronin) 14 + 13
    • Ronin is in stealth against Shi.
3.00s Shi casts Supreme Aqua Realm [Mastered] trapping herself and Ronin within the barrier, leaving Kouin and Nataku out and using AE special move feint.
  • Awareness (Shi) 14 + 15
    Stealth (Ronin) 18 + 2 + 14
    • Shi is unable to target because of stealth.
3.00s Kouin cast Chidori Control: Current Mastered w/ Focus, Casted through Storm guider w/ Special Action 1 targeting Shi.
  • Shi (1), Ronin (2), Kouin (3), Nakatu (4), Medical Clone (5), Path Summon (6). Roll 2, 4 and 5. Target Ronin, Nakatu and Medical Clone.
    Attack (Kouin) 14 + 31 + 2 HIT
    Evasion (Ronin) 20 + 22
    Attack (Kouin) 17 + 31 + 2 HIT
    Evasion (Nakatu) 17 + 24
    Attack (Kouin) 20 + 31 + 2 CRIT
    Evasion (Medical Clone) 7 + 19
    • 15% chance to be placed as a sneak attack. 26 Failed.
      20% chance for Temporal Strike. 32 Failed
4.50s Kouin cast Laser Prison Mastered w/ Handseal Expert on Shi casted through Storm Guider with no Special.
  • Shi (1), Ronin (2), Kouin (3), Nakatu (4), Medical Clone (5), Path Summon (6). Roll: 3. Kouin. Targeted self.
    Attack 31 + 2 - 4 + 12 = 41 + 2 HIT!
    Evasion 24 - 2 + 9 = 33
    • 20% chance for temporal Strike. 90. failed
      Kouin is bound!
      24% chance of activating the 'Laser Guided' effect. 20 Success
5.50s Kouin cast Gates of Babylon Mastered w/ Debilitate Affinity Move, casted through Storm Guider and 2 Hasted Step Charged.
  • Shi (1), Ronin (2), Kouin (3), Nakatu (4), Medical Clone (5), Path Summon (6). Roll: 4
    Attack 31 + 2 - 2 + 13 HIT
    Evasion 24 - 3 + 5
    • 19% chance of causing the `Impale` effect. 61
    Attack 31 + 2 - 2 + 11 HIT
    Evasion 24 - 3 + 9
    • 19% chance of causing the `Impale` effect. 2 Success Bleed I
      • 35% chance of dealing critical damage. 16 Success CRIT Bleed II due to Blood Mess
      Attack 31 + 2 - 2 + 5 25% hit
      Evasion 24 - 3 + 15
      Attack 31 + 2 - 2 + 12 HIT
      Evasion 24 - 3 + 18
      • 19% chance of causing the `Impale` effect. 2 Success
        • 35% chance of dealing critical damage. 82 Failed
      Attack 31 + 2 - 2 + 1 MISS
      Evasion 26 -2 - 3 + 13
      • Temporal Strike Chance. 20 Success (at -1)
6.00s Shi uses grand Hydra Excavation [Mastered] on Ronin using Melee accuracy and AE special move overpower.
  • 10% chance to be a sneak attack. 55 Failed
    Awareness (Shi) 15 + 18 Found Him!
    Stealth (Ronin) 14 + 2 + 1
    • Attack (Shi) 33 + 17 HIT
      Evasion (Ronin) 27 + 6
      • 10% chance to auto-dodge. 25 Failed.
      17% chance to cause the 'Pierce' effect. 94.[/color]
      Attack (Shi) 33 + 2 MISS
      Evasion (Ronin) 27 + 9
      Attack (Shi) 33 + 1 MISS
      Evasion (Ronin) 27 + 19
      • 5% chance of being placed into Stealth. 42. Failed.
6.50s Ronin uses Raijin's Vengeance (Mastered) converted to storm, attacking Shi.
  • Attack (Ronin) 3 + 27 MISS
    Evasion (Shi) 20 + 23
    • 5% chance to be placed in stealth. 33 Failed
8.75s Ronin uses Pin Shot (Mastered) use Nin Acc (S. 101), Special action to target arms.
  • Attack (Ronin) 11 + 27 MISS
    Evasion (Shi) 19 + 23
    • 5% chance to enter stealth, 74 Failed.
9.00s Shi uses grand Hydra Excavation [Mastered] on Ronin using Melee accuracy and AE special move overpower.
  • 10% chance to be a sneak attack. 90 Failed.
    Attack (Shi) 33 + 16 HIT
    Evasion (Ronin) 27 + 7
    • 10% chance to auto-dodge. 39 Failed
    17% chance to cause the 'Pierce' effect. 40 Failed[/color]
    Attack (Shi) 33 + 7 HIT
    Evasion (Ronin) 27 + 5
    • 10% chance to auto-dodge. 24 Failed
      17% chance to cause the 'Pierce' effect. 11 Success Bleed I
    Attack (Shi) 33 + 19 HIT
    Evasion (Ronin) 27 + 2
    • 10% chance to auto-dodge. 39 Failed
      17% chance to cause the 'Pierce' effect. 33 Failed[/color]
      5% chance of being placed into Stealth. 76. Failed
10.0s Ronin uses Pin Shot (Mastered) use Nin Acc (S. 101), Special action to target legs.
  • Attack (Ronin) 11 + 17 HIT
    Evasion (Shi) 19 + 5
    • 10% chance to auto-dodge. 75. Failed
      5% chance to enter stealth. 22 Failed
      15% chance to inflict -1 Melee Accuracy. 99 failed
 

Sand Council

Sand Event NPC
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Everyone was a bit broken in their own way. The hubris and the fear, the resentment and the fragility of it all. Kouin let the cursed seal consume him, the dark tainted energies that allowed him to surpass his limits washed over him. She could see it in his eyes and in his expression, that moment when he snapped. That maddened expression and that fiore in his eyes was something completely new. Even when he lashed out against her and ripped her hearts from her bosom he did not have that look. She had finally found that last thread that held together his sanity and gave it a good yank and watched him unravel. A flash of light and a resounding crack would herald the storm's reply as a trident of energy shot from these blackened roiling clouds and seared his allies. "This is your brother Ronin. This menace!"</I> She claimed his eyes might have been on her the whole time but his actions said otherwise as the wicked skies rumbled with intent. "This man... this monster!" She screamed with an extended hand pointed in his direction. "He is going to kill you and if he fails to, the citizens will," she claimed. She was not wrong, surely Ronin had to know the stories about how Kouin got Sennin. He had to feel their aura of malice and how it extended to those who shared blood ties.
<I>You're not real Kumo-nin

The is a traitor... a killer!

Those brothers did not earn shit. Look at them climb the ranks on the word and say of their fiend of a brother.

Oh Shin... shin would never have let this happen.

Perhaps not a word was said. He might not have noticed their burning gaze when his back was turned or perhaps they greeted him with open arms. No, they would hate Ronin like they hated his brother. They did not trust him. They did not care about him, he was a tool. A resource. A charity case. They tolerated him because he would make too much noise and be too troublesome otherwise. He would be the first one blamed. The last one saved. Where would that leave those who cared for him? Those who shared in his legacy and blood. If they could, they would have strung them all up already, it was both a boon and a shortfall to be a Kaze. They had a place to live but it was not a home, although it was better than the frozen wasteland of Kiri. Still, they had to follow in his footsteps and endure the reputation Kouin had earned -- that of a deviant. That of a monster.

Rods of pure light encircled Kouin, placing him in solitary confinement in the middle of the battleground. Shi raised a brow at him, "...again?" He did have the endurance of a champ, but she was not in the mood for such a persnickety man when she had such a young cute thing in arm's reach. She shook her head, "No need darling... I am trading you in for a younger model." Her hands were already running through yet another complex array before Kouin unleashed another furious attack that scorched his ally. The scent of burnt human flesh wafted through the affluent air. The roof was shattered by the raging storm. Ceiling tiles spilled into the foyer from the open hole that yawned beneath the twisting storm that had converged over this lone estate in the Alcazar. "I doubt he will last long anyways, I might be able to pencil you in. Patience."

She was already distracted and winded when Ronin got a shot in. The bolt of energy that shot into her cut through her shoulder but the white hot arrow cauterized the wound closed. She touched the charred piercing Ronin made with a finger. "Ouch." They were getting the occasional shot in, it was not enough to defeat her, far from it but there was still the chance. She grumbled at the circumstance. Maybe it was time to 'try harder.'

Actions:
0.00s Shi maintains cursed seal and active camo. Drops Duelist.
1.00s Shi casts Malevolent Specter - A-Rank Ninjutsu releasing 1 heart.
2.00s Shi casts Malevolent Specter - A-Rank Ninjutsu releasing 1 heart.
3.00s Shi casts Malevolent Specter - A-Rank Ninjutsu releasing 1 heart.
4.00s Shi casts Malevolent Specter - A-Rank Ninjutsu releasing 1 heart.
7.00s, Shi attacks Kouin with Eagle Drop [Mastered]
10.0s Shi attacks Kouin with Fist of Virtue [Mastered]- Temperance. If she lacks the time to cast this she attempts to use specter shade (1.5s) to create 2 clones. If she has more time, attempt to enter stealth.

ALL AP:
Malevolent Specter - A-Rank Ninjutsu releasing 1 heart. Thunderclap [Mastered] split between Kouin and Kouin's summoned path. (Lightning) using AE special move Overcharge.
Malevolent Specter - A-Rank Ninjutsu releasing 1 heart. Air bullet [Mastered] at Kouin using melee accuracy using AE special move focus.
Malevolent Specter - A-Rank Ninjutsu releasing 1 heart. Transformation [Mastered] to look like Kouin.
Malevolent Specter - A-Rank Ninjutsu releasing 1 heart. Thermal Maw [Mastered] aimed at Ronin using AE special move Overcharge.
 

Kurosawa Nataku

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Senkaku was struggling to comprehend the situation. When they stormed in to fight, things seemed to be going well. They landed some blows, and it was three against one. Yet, somehow, the woman did not seem concerned. No, instead she kept making witty replies and attempted to say how terrible Kouin was. There were a lot of emotions on the table, none of which involved Senkaku. His words to Kouin to keep his head were ignored. He managed to land a strike with his poisoned blade on the woman, and that's when she finally acknowledged his presence. Even then, though, the words were just strange. She did not behave normally, and it actually unnerved him a bit.

He decided to take things a bit more seriously, and launched a powerful gravity attack on her. That landed too, but somehow she didn't seem to be feeling the effects of the massive attacks she just endured. Senkaku was not thrilled about this. He decided to stop listening too much to the conversation at hand. There was a lot of unknown history here and trying to sort through it in the midst of battle might cost him his life. He had never gone up against such an opponent. Someone who could endure attacks like these and not even flinch. There was a slight noticeable change in his behavior. He had made up his mind to go all out. He noticed Kouin had summoned a path, confirming Senkaku's belief that they shared the same abilities.

Just as he stepped forward to launch an attack he felt something was off. There was an aura shift in Kouin, the kind of which spelled disaster. His words, his behavior, something was wrong. He wasn't the same person. An attack of lightning was shot out, but it wasn't targeting the woman. The lightning hit him in the side and he winced a bit, caught off guard. He turned to see Kouin had lost control. His cursed seal consumed him. That was why Senkaku did not rely on such power. Senkaku was angry at the Sennin for dragging him into this fight and then losing control, but he was also angry and himself for not realizing this sooner. For allowing himself to be caught like this. Kouin even hit his brother and Senkaku's clone. Things were not looking good. Before he could make another move Kouin launched yet another attack. This was getting ugly.

The second attack was much stronger, it ripped through the air straight at Senkaku. He didn't dodge; he was still off balance. It ripped through him causing a pain that actually made him audibly grunt. He touched a hand to where he was hit and winced. He was bleeding. His own ally had just done more damage to him than any enemy he had ever faced. Senkaku blamed himself for allowing this to happen. With a new resolve the demon stood straight, ignoring the pain and began to form handseals. He would not allow his life to end here. "Kouin, pull yourself together!" he shouted as his instincts took over.
[spoilername="OOC"]I have returned, sorry for the wait. Hats off to Kouin for wrecking us :p Shiori, don't forget to roll the Demonic Aura, Ancient Order, Demonic Statue rolls every round. Also don't forget the Hyperactive +3% CP a round.

Profile: [LINK]

Actions:
Passives
  • Rinnegan (+1 secondaries)
  • Rikudo Sennin (+10% Nin and Ele dmg, -10% nin CP cost)
  • Sixth Sense (25% auto detect)
  • Third Eye (+2 to Stealth, Gen Save, and Awareness checks)
  • Demonic Aura (every round, Gen Save check for every other person in battle, if failed -10% dmg and -1 Gen DC)
  • Healing Factor (+3%% Max HP/round, +10% healing towards him)
  • Hyperactive (+3% CP/round)
  • Jutsu Mastery (-10% CP cost including maintains, special action chakra penalties halved)
  • Duelist (+2 ninjutsu acc, +10% dmg, 10% auto-dodge towards Mysterious Woman)
  • Poison Mastery (+2 Poison DC, poisons last 1 round longer and cannot be purified until the 2nd round; poison attacks made with Sneak Attacks require the afflicted to succeed on an awareness check AND a poison DC check, if either fails the target is affected)
  • Daunting Presence (Opponents take -1 dodge penalty on rounds where they attempt to attack the user)
  • Ancient Order (each round, Nin check against all enemies; if successful enemy's first Rank 2 jutsu of the round becomes a Rank 1 jutsu)

Prebattle
  • Strategist - 3 Prep Slots for 3 free basic strikes that are counted as a Sneak Attacks
  • Strategist - 1 Prep Slot for applying Iron Vein Poison (Injury) to Oathkeeper
  • Strategist - 1 Prep Slot for applying Serpent's Blood (Consumable) to Oathkeeper via the Toxify augment
  • Duelist - Declare Mysterious Woman as the target for Duelist. Declare Ninjutsu Accuracy as the bonus Acc: +2 Ninjutsu Accuracy, +10% dmg, 10% auto-dodge towards Mysterious Woman

Current Round - 11 AP
  • 0AP - Use 1 Prep Slot (last one) free Basic Strikes treated as Sneak Attacks with Oathkeeper [Sneak Attack bonus +3 Acc, +10%dmg, +1 Crit Range]
  • 3 AP - Angelic Blessing on Ronin with Special Action from Paramedic Ability (+30% CP cost, 1.5x healing) [Master] (-10%CP cost jutsu mastery; special action chakra penalty cut in half)
  • 3 AP - Regeneration on Ronin with Special Action to negate called shot/bleeding penalties[Master] (-10%CP cost jutsu mastery; special action chakra penalty cut in half)
  • 3 AP - Form of the Demon [Master] (-10%CP cost jutsu mastery)
  • 1.5 AP - Coagulation on Self [Master] (-10%CP cost jutsu mastery)

Stats:
[legend="• S T A T I S T I C S •"]
  • Power Level: 3,600
  • Character Level: 15
    • Stamina: 600
    • Agility: 600
    • Taijutsu: 600
    • Ninjutsu: 600
    • Genjutsu: 600
    • Chakra Control: 600
[/legend]
[legend="• C L A S S •"]
  • Demon's Grace
    • HP: (45 + 15) x 600 - 36,000
    • CP: (40 + 15) x 600 - 33,000
  • Class Bonus: Kinjutsu Option
    • High: Ninjutsu Accuracy, Melee Accuracy
    • Average: Ranged Accuracy, Puppet Accuracy, Genjutsu Difficulty, Evasion
    • Low: None
[/legend]

[legend="• A F F I N I T I E S •"]
  • Major Affinitites: Lightning
  • Minor Affinities: Earth
    • Advanced Elements: Gravity | None | None | None
[/legend]

Equipment:
[legend="• W E A P O N •"]
  • Oathkeeper
    • [*] A gorgeous silver katana with intricate etched designs, passed down in the Kurosawa family for generations. It seems as though someone has taken a laser to it to give the subtle details. On one side of the pommel there is a design of a vicious wolf snarling. On the other, a star is etched. The hilt is a bit flashy, with gold accents. The cross-guard has one word, "Oathkeeper". And the blade looks razor sharp!
      • Damage Type: Unarmed - May use Handseals while armed with an Unarmed Weapon
      • Secondary Damage Type: Slashing - May naturally inflict Bleeding (Trick Weapon)
      • Damage Type Bonus: Deals 90% of total damage to HP, and 10% to CP (Chakra Disruption Blade)
      • Damage Modifier: -10% Damage
      • Accuracy Modifier: +2 Accuracy
        • Augment Bonuses: +5% Bleeding Chance, can use with Consumable Poisons (they take up consumable slot) and is treated as both Unarmed and Slashing
        • Trick WeaponToxifyRazor Strike
[/legend]
[legend="• I N V E N T O R Y •"]
  • Slot 01: Iron Vein - Heavy Injury Poison
    Each round a random effect if inflicted to the target. Each effect lasts for 2 full rounds and may stack with each other or the same effect. The list of effects:
    • Inflicts -3% max HP damage.
    • Inflicts -3% max CP damage.
    • Inflicts -2 Accuracy.
    • Inflicts -2 Dodge.
  • Slot 02: Serpent's Blood - Heavy Consumed Poison
    Inflicts -2 Accuracy and Dodge. Each round, the target has 30% chance to lose 1 AP and take -3% max HP damage. Lasts for 3 full rounds.
  • Slot 03: Headset
    - During a B-Mod fight, one may call for reinforcements using the headsets. For the cost of 1 AP, one may only call 1 person. This call may only be done after the first HALF of the FIRST round is over. (5 Seconds.)

    Notes:
    - Must have headset equipped to use.
    - May enter battle with headset already equipped
    - Headset may be targeted while equipped by using a Called Shot: Disarm
    - Reinforcement is considered 1 person per round
    - People who are called in the fight via Headset must also have a headset prior to being called in.
    - May only have 1.
  • Slot 04: Signal Flare
    Allows up to 2 people to enter a modded fight.

    Notes:
    - May only be used once per round.
    - Only one may stack in a single slot.
    - Costs .5 AP to draw, .5 AP to use.
    - The first two individuals to post responding to this item will be allowed into the fight. Rules regarding how long it takes to enter a fight still apply.
  • Slot 05: Kawarimi Target
    Used with the Body Switch jutsu. This item takes the place of the user recieving the full attack the user dodged.

    Notes:
    - A single Kawarimi Target may have 1 attachment to it. Things that can attach to it are stated in their notes.
  • [/legend]


  • Abilities:
    Abilities:
    0. Branch Ability - Paramedic
    - The user requires -1 round to enter a battle that contains someone from their village below 50% Max Hp. The user must still be called as usual, however.
    - Once per round, the user may pay an additional +30% of the chakra cost to increase the HP healed with a medical jutsu by 1.5x. This may only be used on an ally below 50% Max Hp.

    Notes:
    - The first effect takes effect at any time when the player is entering the thread (Eg. Mednin is 1 round into entering the thread and in the second round a member of their village drops to below 50% of their Max Hp, the Mednin will join 1 round early).
    - The second effect may not be used on jutsu that are being maintained or used offensively.
    1. 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.
    2. Healing Factor
    - The user gains 3% Max HP at the end of each round.
    - All Medical Jutsu are +10% more effective on the user.

    Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
    3. Duelist
    - +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
    - +10% chance to auto-dodge the targets attacks
    - -2 Dodge/Save to any other opponents targeting the user

    Notes:
    - When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu, Genjutsu, or Puppet. The type of buff remains constant as long as this ability is active.
    - Clones are considered an extension of their owner and all above effects will still apply.
    4. Contract Mastery
    - Contract Summoning's E-B rank summons AP cost is reduced by -.5 AP, and A-S Rank Summons AP Cost is reduced by -1 AP.
    - Upon summoning a contract the user may choose one of these buffs to apply to it by paying +20% of Contract Summoning's CP Cost:
    The summoned contracts receives +10% Damage, and -5% HP/CP Cost to all of their techniques. (Only reduces HP/CP Cost)
    The Contract's Max HP/CP is increased by +5%. (This adds to their total Max HP/CP upon summoning)
    The Contract gains +3 Melee/Ranged/Ninjutsu Accuracy, +3 Genjutsu DC, +3 Melee/Ranged/Ninjutsu Dodge, or +3 Gen Save. (User may only choose one for their contract to receive. Ex. You do not gain +3 Melee and Ninjutsu Accuracy you may only choose one of the buffs)

    Special Action - Symbiotic Relationship: By paying 2 AP and 4% Max HP/CP from both the user and the contract the user may have one of the following effects happen.
    The user may reduce their Secondaries by -1 to give their contract +2 Secondaries.
    The Contract may reduce their secondaries by -2 to give the user +1 Secondaries.

    Notes:
    - The user can teach up to a maximum of 3 people the secrets of their contract. The user being taught may roleplay to obtain the contract instantly after approval from the Contract Team, but cannot enter the contract realms prior to owning the contract of that realm. Players that obtain contracts this way may not use this ability to teach others after them. Only 1 person may be taught at a time, after which a 2 month wait is required to teach again.
    - The user may only use Symbiotic Relationship with one Contract Summon at a time.
    - Symbiotic Relationship lasts for two full rounds, and requires one full round of cool-down before it may be used again.
    - The cost of Symbiotic Relationship may not be reduced by any means.
    5. Jutsu Mastery
    - All Jutsu cost -10% Chakra, this includes Maintains.
    - All Chakra cost penalties from choosing to use 'Special Actions' are halved.

    Notes:
    - Example: A Special Action that requires 20% of the CP paid, would now cost 10% of the CP paid.
    6. Poison Mastery
    - Poisons last a round longer and cannot be purified until the second round it's in use. Poisons also gain a +2 Poison DC.

    Notes:
    - Poison Checks made with a successful Sneak Attack(s) must make a successful Awareness Check first before a Poison Check can be rolled.
    7. Hyperactive
    - The user regains +3% of their Max CP back at the beginning of every round.
    8. Strategist
    Required for certain jutsu/item effects. Also allows the following:

    - Grants the user 5 Prep slots. Prep slots are not extra inventory slots, but allow for up to 5 special effects.
    - May prep a weapon to have 1 free basic strike that is counted as a Sneak Attack. If used while in stealth the user has a 25% chance to remain in Stealth. May be used multiple times on a single weapon costing a Prep slot each time.
    - May prep a weapon to be poisoned by an injury type Poison.
    - May attach items to other items (see the items themselves for details) for 0 AP and can be prepared prior to battle.

    Notes:
    - Any item that has a special effect requiring Strategist takes up a Prep slot.
    - Any jutsu that requires Strategist to do something before battle requires a Prep slot
    9. Kinjutsu
    10. Kinjutsu
    11. Kinjutsu

    Demonic Ancestry:
    Note: All techniques and buffs from this Core Ability are considered Dark.

    Demonic Aura</U><i></i> - Passive (3 points)
    Restriction- C Rank and up
    A person in touch with their dark side is completely surrounded by a pervading feel of evil that inspires fear in even the strongest of shinobi. Though the power of fear is nice, the aura of doom does make it hard to win the trust of others.
    Effect: Every round, every other person in the battle besides the user must make a Genjutsu Save check. If they fail, all jutsu they use that round do -10% damage and they receive -1 Genjutsu DC (stacks to -2 Genjutsu DC). This stops while under the effects of Evil Sealing.

    Third Eye<i></i> - Modification (3 points)
    Restriction- C Rank and up, requires Sixth Sense
    By unlocking the mortal restraints on their mind, the demonic shinobi can gain use of the third eye, the super sense beyond all senses. This effect replaces Sixth Sense. <-- I spoke with Bone, this is flavor text and thus does not actually remain true. This effect is IN ADDITION to Sixth Sense.
    Effect: +2 to all Stealth, Genjutsu Save, and Awareness checks.

    Smite Foe<i></i> - Independent Special Move (3 points)
    One with Demonic Ancestry can get very mad, and that's something you don't want to see. The force of their anger can be channeled into a rather destructive technique that hits as pure evil energy and looks like a black bolt of lightning.
    Effect: User can make a basic attack whenever they drop below 30% HP. This attack does damage equal to the damage the user took in the last attack that hit them and cannot exceed 3000 damage. Can only be used twice per battle. Uses Ninjutsu accuracy.

    Akuton<i></i> - Dependent Special Move (3 points)
    By channeling dark energy into a jutsu, the demonic shinobi can make their attacks more powerful and of a darker nature. This can only be used with offensive ninjutsu that directly deal damage. These jutsu are now Akuton, or evil element jutsu, in addition to their other elemental properties, so effects that would normally block or absorb elemental damage are only half as effective.
    Effect: The user may convert a Ninjutsu into the 'Dark' element to increases its damage by +20% and allowing it to cut through all Ninjutsu damage reduction. Jutsu used this way cost +25% Cp and cannot have their chakra cost reduced, and this may only be done once per round.

    Daunting Presence<i></i> - Boost (1 point)
    Restriction- Can be taken up to two times
    Demons instill a great deal of fear into their opponents. This fear can make them quite hesitant--and easier to take advantage of. Hesitation is all a demon needs to strike.
    Effect: Opponents take a -1 dodge penalty during rounds where they attempt to attack the user.

    Death Touch<i></i> - Independent Special Move (2 points)
    Demons are far stronger than mortals, naturally. So too is the energy they can channel too powerful for mortal bodies to handle, and have a heavy effect on them.
    Effect: For one round, Melee Taijutsu attacks Deal twice their normal damage, however cost 2x the CP. Damage cannot be buffed by anything, but bypasses half of all damage reduction. Can only be used once every other round and twice per battle, and does not increase called shot chances.

    Ancient Order - Passive (3 Points)
    Dating back to ages of the past, these ancestral shinobi have tapped into their inner most soul to find lost knowledge, allowing them to turn the most harmful of attacks into puny basic techniques.
    Effect: Each round, a Ninjutsu Check is made against all enemies. Succeeding the check causes the target's first Rank 2 Jutsu used in the round to be reverted to Rank 1.

    Form of the Demon<i></i> - Jutsu (1 point, 1 to rank up)
    Restriction- A-Rank and up
    This technique is the ultimate incarnation of a demonic ninja’s tie to his or her hellish ancestry. Releasing all bonds and restrictions, they unleash their true demonic nature, becoming a terrifying being of power and awe. The after affects are disastrous, however.
    Rank 1: While Active, the user gains a +1 to all secondary stats and all jutsu are considered "Dark". This means they deal +5% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 10% and this reduced damage is instead converted into CP for the user.
    Rank 2: While Active, the user gains a +2 to all secondary stats and all jutsu are considered "Dark". This means they deal +10% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 20% and this reduced damage is instead converted into CP for the user.

    Cost: 3 AP and 2,400 HP to initiate. 1,140 HP/Rnd.

    Note: This counts as a Chakra Armor.

    Rikudo Sennin:
    <U>Rikudo Sennin Notes
    • This is a unique skill which grants the user the ability to separate their consciousness from their original body, dividing their consciousness among multiple bodies available to their command and control. The user may link their mind with up to five additional bodies at once. Each path may have it's own Class without the Class Bonus, as well as 8 Ability Slots, and all path's must have the same Hp/Cp modifiers as they share the same Hp/Cp pool.
    • Physical Debuffs affecting one path does not effect the others, this does not apply to Genjutsu. The user must have an ability in their inventory in order to assign it to a Path. When a Curse Seal is active, all rules, effects, and bonuses are applied to each individual Path, as they all share the same chakra.
    • No longer limited to a single body, the user "becomes" the bond linking their multiple paths together, and attacking one causes mental backlash to the user. Because of this all bodies share the same Hp, however area of effects or any damage that hits multiple bodies simultaneously only count as if hitting once. All Bleeding or Poison damage is divided by half the amount of bodies present in battle, rounded normally. (1/2 = .5 rounded = 1, 3/2 = 1.5 rounded = 2, etc.)
    • All paths share the same Genjutsu senses, and using a genjutsu on one path would effect all active paths. The Genjutsu save of a Rikudo Sennin is equivalent to the average of all active paths, and is only rolled once per resistance check. Unlike other AoE used against an RS, an AoE Genjutsu used on an RS only rolls once to see if it works or doesn't.
    • Likewise, Healing any path restores the Hp/Cp of the mental Link, and simultaneous or AoE healing effects are only applied once. All passive healing effects or abilities are divided by the amount of bodies present and active in battle. Additionally, should any Body possess a separate Cp Pool such as Inner Reservoir or Akuton, the Cp Pool is divided by the amount of active Paths as well. Summoning additional paths divides this pool further, and these pools cannot regain chakra by any means or effects.
    • The user may use any jutsu at any rank through any of their bodies, however BL/CA techniques may only be used by that specific path, and all path's share the same Cp and Ap. This does not allow the user to bypass any normal limits such as Body Switching more times than allowed, creating more than the set limit of Clones, or stacking multiple barriers of the same type, etc.
    • All paths share the same Elemental Affinities. If a specific path's Bl/CA give the path a free affinity, then only that path may use it.
    • The strength of each individual body depends upon how many are present in battle. Having multiple paths active in combat divides the concentration of the mental link, making each body weaker than it would be if fighting alone. Also, Any Hp/Cp Mod Boosters give that individual path a small Hp or Cp pool that cannot be recovered in anyway.
    • When fighting alone, a path suffers no penalties to it's capabilities. However for each additional path active in combat, all paths have their BLC reduced by 28% or CA by 2 points. Having all 6 paths present would make each have 10 CA Points, and 154% BLC.
    • Should additional bodies be summoned at a later time, This reduces the efficiency of any bodies already present in battle. The user may choose which CA points to lose, otherwise they are chosen at random. For Bloodline Paths, this renders the previous usable ranks unusable, and should they be active this either dispels them, or lowers the effects to the next highest rank available.
    • Upon cutting off the mental link with a body, this increases the capabilities of all other bodies at the start of the next round due to a slight delay in the mental link. The user may choose which CA points to regain, and any active BL effects are increased to a higher rank, if available.
    • The user no longer has a "Main" Body, and may RP as any body freely as they wish, though they still must follow the "4 RP Slots" Rule. However, Bodies must remain within the same country as the user in order for the user to control them.
    • All Rikudo Sennin paths count as "the user" when it comes to what they can/can't do while binding someone.
    • All of the user's Paths count as a single character for the purposes of Ability restrictions (such as Willpower and Clarity being mutually exclusive).
    • <i>
    </i>

    Rikudo Sennin
    RS1.jpg

    Meaning Sage of Six Paths, this is a title that represents little more than a legend or child's story of fabled shinobi that wandered the lands generations upon generations ago. Legends tell of shinobi born with a powerful affinity to every single element in the world of shinobi, capable of performing and mastering any technique with ease and perfection. The individuals possessed abilities that seemed to be on a level far above mortals, even going so far as to consider these gifted individuals as the incarnation of Gods themselves. Over the years, the power has dimmed down and faded to a shadow of its former glory, and this power is now believed to be myth...But rarely, every few generations a shinobi is born with outstanding potential that just might possibly be remnants of this fabled power.
    Information
    Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

    Effects:
    - Born with powerful and unique chakra, Rikudo Sennin gain +10% damage to all Ninjutsu and Elemental Damage, as well as a -10% Cp Cost to All Ninjutsu. This applies to all Paths the Rikudo Sennin may have.

    Rinnegan - Special Passive Ability
    RS2.jpg

    The ultimate Doujutsu, so rare, that it is rumored to simply be a Legend. Those gifted with the Eyes of the Gods are truly blessed, for they are few and far between. Said to be the Strongest of the Doujutsu, the Rinnegan is characterized by a ripple-like pattern that surrounds one's pupil, and possess a sharper insight than all others, and shares the trait of being able to see all forms of chakra clearly. Though oddly, despite its appearance, it has been said that this is merely a mutation of other Doujutsu, and history seems to support this claim with stories of the Sharingan or Byakugan developing ripple patterns over the users lifetime, though there also exists the fact that it has been known to pop up in entirely random individuals. Regardless, this ability is no less mythical.
    Information
    Prerequisites
    Rikudo Sennin

    Effect:
    - The user gains the mystical Rippled Doujutsu, the Rinnegan, giving them a constant +1 to all Secondary Stats as it is always active.
    - This bonus applies to all active Paths under the RS's control.
    - In addition, for every Path under their control the user and each path can resist a cumulative of .5 points of Accuracy reduction that may come from any source. This is due to the fact that the user may view everything within any path's field of vision, they all share their sight with other path's.
    - This does not take up an ability Slot.

    Heavenly Subjugation - Special Activated Passive
    RS3.jpg

    The Rikudo Sennin possess the ability to ultimately infuse their consciousness within a body and utilize that as the own vessel for their spirit; This technique utilizes only a fraction of that power and allows them to infuse their chakra and part of their consciousness through their Special chakra blade, and impose their will to a lesser degree upon a target. Though this doesn't allow the Rikudo Sennin to fully control the body of a Living Organism, this does allow them to heavily suggest actions to the target. Having a delayed effect, this causes the victim to envision the Rinnegan of the Rikudo Sennin within their mind, impairing their motor functions at crucial moment.
    Information
    Prerequisites Rikudo Sennin, Rinnegan, Chakra Disruption Blade

    Effect:
    - When attacking with their Chakra Disruption Blade, the Rikudo Sennin may infuse their chakra into the strike for 1 Ap. This is always modded as a Secret Action, and may only be done to one target per round.
    - When infused, the user may choose to have their will activate during one of their techniques, or during one of the Victim's attacks. This does not take effect until the following round.
    - If used to Disrupt the Victim's Attack, this causes the victim's Strongest Action to have -2 Accuracy and -10% Damage. This Attack cannot Auto-hit in any way.
    - If used to Disrupt the Victim's Reactions, this causes the victim to have -2 Dodge/Gen Save and take +10% damage from one of the user's Actions. This attack cannot be Auto-Dodged in any way.

    Six Paths of Judgment - Special Ability
    RS4.jpg

    Those gifted with only the strongest affinity to the Rinnegan are said to be able to have multiple consciousness's, each with its own body. This Legend is partly true, though the user does not necessarily have the omnipresence of a God, they do have ability to control multiple bodies by dividing their consciousness. Through a long and tedious process involving the Outer Path Statue, the Rikudo Senning are able to divide their own Soul and Chakra, infusing their gifted chakra and very spirit into corpses to reanimating them for their own use. Each body or "Path" shares the same consciousness, and perceives what the others do. This sharing of chakra is what bestows each path with the capabilities of the Rikudo Sennin, including their mythical Rinnegan. In a sense, the user becomes a One man army. Kinda.
    Information
    Prerequisites
    Rikudo Sennin, Rinnegan, 1,500 word Rp, Summoning: Demonic Statue of the Outer Path

    Effect:
    - Allows the Rikudo Sennin to reanimate a corpse infused with their consciousness. This can only be done through a 500 word rp that must be about the user infusing their chakra and soul into a body through the Outer Path.
    - This rp must have council approval, and the user chooses the Body's BL/CA and abilities at the time of creation.
    - This Rp can be done once every three OOC weeks, as the user need's time to build up their spirit before dividing it once again.
    - The Rikudo Sennin may have up to six total path's or bodies at any given time including their original one, though they may use this technique again to switch any current path for a new one, including their original Path.
    - This does not take an Ability Slot.

    Chakra Disruption Blade - Special Weapon
    RS5.jpg

    A special blade made completely out of the unique chakra of a Rikudo Sennin; one that absorbs all chakra with the slightest touch from any organism. This weapon is able to be created at any point and nearly instantly by the Rikudo Sennin, springing out sharp jet-black metallic rods from their body to use to strike their victims. The absorptive properties of this chakra-blade is strong enough to leave normal shinobi drained of energy; while any chakra absorbed by this blade will automatically transfer to the user to replenish their own energies.

    - The user may have one Chakra Disruption Blade as a normal weapon that can be augmented before battle, but must follow the Weapon Creation Rules. This applies to each individual body.
    - Every Chakra Disruption Blade created after the first does not gain Augment Slots and costs 100 Cp, these must be drawn as normal. The user may only create up to two per body.
    - Chakra Disruption Blades disperse upon being dropped or disarmed.
    - The total damage cause by this weapon is reduced to 90% and 10% of the total damage is dealt to the targets Chakra.

    Summoning: Path to God - C-Rank Ninjutsu
    RS6.jpg

    A Summoning technique available to any of Rikudo Sennin's Paths, this allows the path to immediately call forth any other paths to its location for immediate back up. This unique summoning skill is powerful enough to call forth all other bodies from across the region in a single puff of smoke, making it nearly impossible for a body to be taken out by a surprise attack as multiple teammates are always just a handsign away. This skill may also be used to "Desynchronize" a path from the Rikudo Sennin's Mental Link, strengthening their focus upon the other remaining bodies.
    Information
    Prerequisites
    Rikudo Sennin, Rinnegan, Six Paths of Judgment, 115 Chakra Control, 115 Ninjutsu

    Effect: Allows any path to summon the other ones into battle and synchronize their mental link to enable battle. For any already present in the topic when the battle is called, this must be used to strengthen the mental link to the level of combat. Paths summoned into battle are unable to be used the round they are summoned, as the summoning disrupts the link between the Rikudo Sennin and the Path.

    Special Action - Desynchronize: For 1 Ap, the user may cut off the mental link with a specific path. A desyncronized path is not counted as a participant in the battle, cannot be targeted by any means or for any reason and cannot be "resynchronized" by any method. Any Genjutsu affecting this Path upon desynchronization are transferred over and experienced to another path at the time of desynchronization.

    Note:
    - This jutsu does not require handseals.
    - This cannot be used to escape battle.
    - Naturally, path's summoned do not have to wait 3 Rounds to enter a battle, however no actions may be used with a summoned path until the start of the next round.
    - Cutting off a body's mental link leaves it in a comatose, lifeless state. Any damage harming this body does not harm the user, as they are no longer linked. This lasts the remainder of the battle.
    - When Genjutsu effects are transferred, They will effect a random path active in battle that is unaffected by genjutsu. This path retains the ability to resist the illusion, however.

    Cost: 300 Cp per Body Summoned.

    Omnipotent Chakra Absorption - C-Rank Ninjutsu
    RS7.jpg

    A highly advanced Ninjutsu that allows the Rinnegan user to directly absorb and disperse almost any Ninjutsu they come in contact with. Because they are attuned to every element, few Jutsu are incompatible with the Rikudo Sennin's chakra system, and this technique directly channels the energy of a Ninjutsu into their chakra system, where it ideally is balanced out and dispersed under the pressure of the user's own chakra. When performed right, the user is able to avoid harm from almost any Ninjutsu, however this is a difficult technique to master, and a slight mistake could directly put the user in harms way.
    Information
    Prerequisites
    Rikudo Sennin, Rinnegan, C-Rank
    Rank 1: Allows the user to attempt to absorb any Ninjutsu Level E-D. If successful, the user gains 30% of the Cp used to initiate the jutsu. If they fail, the user takes +20% Damage.
    Rank 2: Allows the user to attempt to absorb any Ninjutsu Level E-C. If successful, the user gains 40% of the Cp used to initiate the jutsu. If they fail, the user takes +15% Damage.
    Rank 3: Allows the user to attempt to absorb any Ninjutsu Level E-C. If successful, the user gains 50% of the Cp used to initiate the jutsu. If they fail, the user takes +10% Damage.

    Special Action Rather than Absorb a Ninjutsu, the user may attempt to directly absorb chakra from the body of a target. This is done at -2 Melee Accuracy and does not cost Cp, and the user absorbs 570 Cp. This amount cannot be buffed or reduced, but gains +.5 Accuracy for each rank the user has after the first.

    Note:
    - Requires no handseals, and may be used reflexively.
    - This may be done by any of the Rikudo Sennin's Paths, and can only be used on an offensive Ninjutsu. Use of this technique gives that path a -2 dodge penalty to the next attack aimed at them.
    - The path must make a Ninjutsu check against the attacking Ninjutsu. If the path fails, they are Auto-hit by the technique they attempted to absorb and the attack retains the possibility of being a critical strike.
    - This is a success or fail technique, it cannot take effect partially. If it is a 50% or more effective, it's counted as a fully successful, Otherwise, it's counted as a fail.

    Rank 1 Cost: 340 Cp
    Rank 2 Cost: 430 Cp
    Rank 3 Cost: 510 Cp

    Mystic Path of Infinite Pain - B-Rank Taijutsu
    RS8.jpg

    A powerful combination technique that utilizes all of one's bodies to coordinate together against a single, helpless opponent. As the Rinnegan user shares each path's vision, they are are able to coordinate the actions between their bodies perfectly, leaving little, if any room for the opponent to escape. Naturally, this technique require multiple bodies to perform. luckily, Rikudo Sennin are capable of jumping opponents by themselves.
    Information
    Prerequisites
    Rikudo Sennin, Rinnegan, Six Paths of Judgment, B-Rank
    Rank 1: Multiple Path's coordinate actions against a target. 12 Strikes are made, each dealing 165 Damage at -2 Accuracy.
    Rank 2: Multiple Path's coordinate actions against a target. 13 Strikes are made, each dealing 205 Damage at -2 Accuracy.

    Special Action: By increasing the Ap cost by +.25 an additional path may join in on this Taijutsu. This may be done up to 4 times, with all path's attacking. Each use enables an additional hit to land, and gives this jutsu +1 Accuracy.

    Rank 1 Cost: 600 Cp
    Rank 2 Cost: 735 Cp

    Notes:
    - This may be used by any Path under their control.
    - Requires the user and one other path minimum to perform this combo.
    - Only 10 Strike may hit, unless more paths are involved.
    - If multiple paths are involved, the accuracy used is the average of all paths.

    Summoning: Demonic Statue of the Outer Path - A-Rank Ninjutsu
    RS9.jpg

    A Forbidden Summoning technique that draws forth a massive stone creature into the area, the Demonic Statue of the Outer Path. This Statue takes the form of a blindfolded and shackled, giant humanoid demon, and protrudes from the ground in such a way that only it's torso and arms are visible above the ground. This statue has the unique ability to emit a dark aura throughout the area, lowering the will of those within to fight. Even more dreadful, however, is this statues ability to literally suck the life out of any deemed opponent's by the Rinnegan user. The statue constantly emits Dragon-like waves of energy that seek out any source of chakra, and forcibly extract bits and portions of the victim's soul, storing them within this statue. The user, with their Legendary chakra, is able to directly absorb this stored energy for their own use. Additionally, this outer path statue is capable of instead turning it's harmful energy directly into a rejuvenating life force that heals the Rinnegan user and all their various path's, so long as they remain nearby.
    Information
    Prerequisites
    Rikudo Sennin, Rinnegan, A-Rank
    Rank 1: Summons a Large Statue that releases a dark aura that may affect up to two separate targets. The affected suffer -2 Dodge and have a 5% Chance to be Auto-hit by all actions aimed at them, and a 5% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 1870 Chakra from those within the area. Statue has 6050 Hp, and the user has +2 to all checks.
    Rank 2: Summons a Large Statue that releases a dark aura that may affect up to three separate targets. The affected suffer -3 Dodge and have a 10% Chance to be Auto-hit by all actions aimed at them, and a 10% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 2340 Chakra from those within the area. Statue has 7560 Hp, and the user has +3 to all checks.

    Special Action - Samsara Heavenly Life Technique: Instead of absorbing chakra from enemies, this Statue may restore the Health of the Rikudo Sennin by the equal amount each round. This amount can be buffed by Non-Elemental Ninjutsu Buffs, and applies at the start of each round. The user may also choose allies to benefit from this jutsu, though the amount restored to all is reduced by 10% per Ally involved, up to either two or three allies depending on the rank of this Jutsu.

    Note:
    - This may be used by any path.
    - Chakra Absorption cannot be buffed.
    - The Rikudo Sennin gains chakra equal to 50% of the Chakra Absorbed. The remaining 50% is used to heal the Statue of any Damage.
    - Each round active, the affected must make a Ninjutsu check against the Rikudo Sennin to determine whether they are affected by this Jutsu or not.
    - Once destroyed, this statue cannot be summoned again for the remainder of the battle.
    - Once per round a ninjutsu check is made between the target and the user to decide if these effects are successful.

    Rank 1 Cost: 2200 Cp to initiate, 1050 Cp/Rnd.
    Rank 2 Cost: 2750 Cp to initiate, 1310 Cp/Rnd.

    Release: Almighty Harbinger - S-Rank Ninjutsu
    RS10.jpg

    For the Rikudo Sennin that has supposedly "Mastered" the secrets behind the Statue of the outer path, they will discover just what little potential of this "Seventh" Path they have tapped into. This forbidden jutsu is the next step; The Rikudo Sennin tapping fully into the Outer Path Statue, Infusing it with their energy to fully bring out the demonic strength Behind this path. This causes the Path to break away from its restrained "Statue" Appearance, breaking free of it's chains and blindfold to reveal its own corrupted Rinnegan, and pulling itself from the ground it normally is embedded within. From this point on, controlling and maintaining this Demonic Path requires the complete concentration of all paths of the Rikudo Sennin, All six paths becoming limp and falling as if unconscious for the duration of this Jutsu. This Summon has its life-absorptive properties enhanced greatly, and is said to be able to simply suck the souls from weaker beings...
    Information
    Prerequisites
    Rikudo Sennin, Rinnegan, S-Rank, Summoning: Demonic Statue of the Outer Path Mastered, Six Paths of Judgment

    Master Rank: Releases the Outer Path of all restraints, creating a Demonic Entity guided only by the Rikudo Sennin's Consciousness. This prevents any active paths from moving or performing any actions during this jutsu, and only allows the user to fight through the Outer Path. In this form, the outer Path has 15,120 Hp, and may attack for 1 Ap, tearing 1400 Hp and 700 Cp at +2 Accuracy from a target.

    Note:
    - This may only be used while Summoning: Demonic Statue of the Outer Path is active on the field, and also requires all 6 paths to be active in the battle.
    - This does not gain buffs from the users Kinjutsu.
    - When summoned, this prevents the user and all paths from moving or performing any Actions. All attacks aimed at them will Auto-Hit, however since the user's consciousness is guiding the Outer Path and not within the bodies, the user will only take 40% of all damage inflicted upon the bodies *All normal Rikudo Sennin Damage rules apply, I.e. AoE only count once, reduced bleeding, etc.* Genjutsu cannot be placed upon any of the normal 6 Paths.
    - When determining the Outer Path's secondaries, it is treated as if having equal Pl to the user, however all Secondary stats are treated as if "High". This Outer Path cannot be buffed, and does not gain the benefits of any Abilities, Bl, or CA Buffs or techniques.
    - Attacks made from the Outer Path may use either Ninjutsu, Ranged, or Melee Accuracy, whichever the user chooses.

    Cost: 4.5 Ap, 4000 Cp to Initiate, 2000 Cp/Rnd.

    Jutsu:
    <i>
    </i>
[/spoilername]
 

Sanyu

Member
Joined
Oct 23, 2012
Messages
820
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136,292
ASP
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Ronin thought he was in the clear when Shi missed him with that water attack, he thought he'd be safer, but he was shocked. Not only metaphorically shocked, but literally. By his own brother. Why? This had never happened before, between the two of them Kouin was far more advanced than Ronin was at Ninjutsu so an accident like this wouldn't happen. 'Was it an accident?' He tried to push that thought away immediately, this woman is a liar and a killer, she kidnapped him, theres no way she'd be telling the truth.

As Ronin looked over to his brother he was disturbed, his eyes were red and there were strange markings on his body. Immediately after shocking his own allies Kouin had trapped himself in a prison made of the storm chakra that runs through their veins. There was clearly something wrong with him. "I think you need to c-calm down... Kouin?" Was that even his brother now?

Ronin was distracted by Kouin's inability to fight that he was blasted with a burst of water from Shi. Through the water he attempted to shoot one of his strongest jutsu, but missing entirely. Frustrated by his lack of training he continued to shoot off arrows, attempting to preserve what little bit of Chakra he had left, of the two only one hit but he could feel his life energy and chakra running lower and lower, he's becoming a liability.

"Kouin if... if you're still there you need to stop, she can only hurt you so much but you're hurting yourself now." He wasn't quite sure what to say in this situation, nothing like has ever happened before. While Ronin didn't really agree with her he had to acknowledge that some of her words rung true, they weren't the most well liked in their village due to how Kouin got his position. They came in as criminals and were given a position within the village, plus their father isn't really... welcome there, its a wonder why they weren't all killed already. They're not bad people though, his siblings were still in cloud...

"Kouin we can't die here, Mori and Kaori are still in the village alone... if people really do hate us they could be in danger!" He finally took notice of the other person there, he was helping them for now but with Kouin going crazy he could either turn on them or leave. "I'm sorry you got dragged into this."

[MFT]​
[spoilername="actions"]0.00s Maintain Lightning Style, Ranged Style, and Sword of Oblivion
2.75s Use Destruction Power Shot (M) Using Nin Acc, x1.5 dmg from buffs
5.50s Use Destruction Power Shot (M) Using Nin Acc, x1.5 dmg from buffs
8.25s Use Destruction Power Shot (M) Using Nin Acc, x1.5 dmg from buffs
10.0s Use Destruction Power Shot (M) Using Nin Acc, x1.5 dmg from buffs[/spoilername]
 

Kouin

Member
Joined
Aug 29, 2012
Messages
925
Yen
7,928
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Pain, sorrow, retribution... He had struck the person that made himself his ally, without any prior knowledge. He had attack, and badly wounded his brother; a fury of lightning flourished around him haphazardly, his eyes and mind were filled with nothing but rage and destruction. Everything he saw was red, and everything had to die. The faint echoes of the outside were barely reaching him. Traitor, Killed, Monster. His fist clenched instinctively, no one called him a monster and got away with it. He could feel the white light of his path wash over him easing his mind enough to speak with something other than blood lust. Hateful words.... Breeds hateful intent...

The swirling agonizing rage had a strong grip on him, Hatred has followed me.... Everywhere I've gone, but... He took a harsh bite into his lip drawing blood, You can turn my village against me; you can turn my friends against me, but I will protect my family even at the risk of my own sanity. His breathing was heavy, and the all too familiar grasp of rage grabbed hold of him once more. With a seldom turn of his head towards Ronin, he feigned a smile as sincere as he could, I'm... Sorry, Ronin; please put me down if I get to out of hand. With his words he let out a howl of anger and hate, dark tendrils of malevolent energy encircled around him. Kill, Kill, Kill....

Pull yourself together Kouin! He initially scoffed at the demon's interjection; he of all people had to understand what it felt like to ostracized by your own people because your perceived as a monster who can't be tamed, yet only allowed to live because your life held some value. No. He wasn't a prisoner to his village; he knew nothing of his hardship, he deserved to suffer just as much as him, he was more monster than man. I'm perfectly fine Demon-san His voice had a bit of satire woven into it, he had stopped caring about the beast in his blood ridden rage. An insistent voice though kept pestering him; his head turned to his brother, his dear, dear brother.

He had taken his eyes off the women for a moment and approached his young brother; he could see pain and fear in his eyes. Pain that he had caused and fear that he invoked, yet he wasn't running from him... Why? Why after everything he had seen him do, did he not run away in terror? He raised a single hand into the air; a rift tore open behind him and revealed five whirling blades made of storm energy; "Kouin if... if you're still there you need to stop, she can only hurt you so much but you're hurting yourself now." She had hurt him on multiple levels... Physically... Emotional... Mentally, but he couldn't seem to hurt her back equally, but the other two, they were so much more malleable and easier to take his anger out on. He beckoned a single blade forward, but he watched it whizz by Ronin and miss, Darn... I missed His voice sounded almost like a low roar, could Kouin even be salvaged from this pit of anger and rage?

The blade began spinning around him, he was prepared to fire them all at once, and cut the nagging voice down; his hand raised, he prepared to drop it to beckon them forward, but midway down, his voice somehow reached him once again. [color=BF8000]"Kouin we can't die here, Mori and Kaori are still in the village alone... if people really do hate us they could be in danger!"[/color] His hand began to tremble at half mast.... Mori.... Kaori.... A bout of rage seemed to wash away; he had little time to react in this moment of clarity, but he knew what he had to do. The path he summoned sent his hands in to a flurry of seals. Kouin's eyes blacked out and hazed over as his body slumped over on the ground.

The path looked at Ronin in the eyes; though his body was different, his mannerism was every the same, I dragged myself here. The Kaze clan has a score to settle, not just myself. He placed a reassuring hand on his brother shoulder, Let's show her what happens when you deal with us.
10 AP
Maintain Storm Guider
1.00s Spiritualist Path Attempt Stealth
2.50s Use Summoning: Path to Gods special Action to desync the Temporal Strider Path. (Curse Seal User)
0.00s Quickdraw Tensai-Zantensuken (0 AP)
5.50s Use Chidori Control: Chidori Blade Mastered
5.50-10.00s Use Tensai-Zantensuken targetting Shi with Called Shots in a rotating cycle. (Arms->Legs->Feet->Head->Heart->Neck->Hands) (.5 AP Each)
 

Sand Council

Sand Event NPC
Joined
Mar 16, 2013
Messages
1,512
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Updated previous mod to reflect what was missed. Rolls can be found HERE
[col]
Mysterious Woman
HP: 101,717 [+3600 Healing Factor] [-44,696] 60,621
CP: 52,468 [+1800 Hyperactive] [-5233] 52,468
AP: 10

Melee Accuracy = 15 + 12 + 3 (QuickStep) + 4 (Gaia Seal) - 2 (Poison) - 1 (Pin Knocker)
Ranged Accuracy = 15 + 4 + 3 (QuickStep) + 4 (Gaia Seal) - 2 (Poison)
Ninjutsu Accuracy = 15 + 8 + 3 (QuickStep) - 2 (Poison)
Melee Dodge = 15 + 8 - 2 (Poison)
Ranged Dodge = 15 + 8 - 2 (Poison)
Ninjutsu Dodge = 15 + 8 - 2 (Poison)
Genjutsu Difficulty = 15 + 8 + 2 (Slippery Mind)
Genjutsu Save = 15 + 8 + 2 (Slippery Mind)
Puppet Accuracy = 15 + 4 + 3 (QuickStep) - 2 (Poison)
Puppet Dodge = 15 + 8 - 2 (Poison)
Awareness = 15
Stealth = 15 + 2 (Active Camo)
Poison Resistance = 15
Poison Strength = 2 (Poison Mastery)

Passives and Effects:
  • Shadow jutsus use melee accuracy (Shinobi 101)
  • Quickdraw
  • Flare Touch (Style): Melee contact with the user deals (400) Fire Damage. This damage can be Buffed up to 30%.
  • Bull's Strength: weapon now +2 acc, -5% damage
  • Willpower
  • Strategist
  • Called Shot: Called Shots only take half the usual accuracy Penalties. +5% Called Shot chance. User can inflict Broken rank debuffs.
  • Duelist: +10% damage towards Ronin.
  • Duelist: +10% chance to auto-dodge Ronin's attacks.
  • Duelist: -2 Dodge/Save to any other opponents (besides Ronin) targeting the user
  • Human Anatomy: +1 Critical Range.
  • Human Anatomy: 2.25x damage on Critical hits.
  • Poison Mastery: Poisons last a round longer and cannot be purified until the second round it's in use. Poison Checks made with a successful Sneak Attack(s) must make a successful Awareness Check first before a Poison Check can be rolled.
  • Sneak Attack: All the user's attacks have a 10% chance of being a Sneak Attack.
  • 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: 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.
  • Counter Attack: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack with their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.
  • Sniper: When making called shots while in Stealth mode, The user suffers no accuracy penalty.
  • Gaia Seal: +20% Taijutsu and Basic Strike Damage (30% with duelist).
  • Gaia Seal: -15% Physical Damage Taken
  • +8% chance to cause Bleeding/Suppression.
  • Takes an additional 5% damage from Illusionary and Ninjutsu sources.
  • Active Camo: Each time the 'Mysterious Woman' makes an attack, she has a 5% chance of being placed into Stealth after her attack. (280 CP/round).
  • Immolation Armor: all melee attacks against the user to deal 10% backlash damage to the attacker. Additionally, all melee contact with the user has a 12% chance of causing the Burn effect. (170 CP/round)
  • Bleed I
  • Inflicts -3% max CP damage. (Poison)
  • Inflicts -2 Accuracy and Dodge. Each round, the target has 30% chance to lose 1 AP and take -3% max HP damage. Lasts for 4 full rounds. (Poison)
  • Specter Shade (380/round)
|
Kaze Ronin
HP: 19,293 [+1161 Healing Factor] 20,454
CP: 9,348 [- 8660] 688
AP: 10

Melee Accuracy = 15 + 7
Ranged Accuracy = 15 + 4
Ninjutsu Accuracy = 15 + 10 + 2 (Duelist)
Melee Dodge = 14 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Ranged Dodge = 13 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Ninjutsu Dodge = 14 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Genjutsu Difficulty = 13 + 7 - 1 (Demonic Aura)
Genjutsu Save = 13 + 7
Puppet Accuracy = 13 + 4
Puppet Dodge = 13 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Awareness = 14
Stealth = 14
Poison Resistance = 23

Passives and Effects:
  • +40% Storm Damage (+50% With Duelist)
  • ANBU Sentinel - +5% Damage Reduction from all non-illusionary sources and +1 item slot to place stackable items.
  • Surging Presence (Santaru Passive) - Unarmed strikes against the Santaru return 150 storm damage per .5AP used. Remaining in contact with the Santaru deals 100 storm damage per .5 AP spent in contact.
  • Sword of Oblivion:
    • For every Lightning Based Jutsu the user is maintaining, they gain a -2% on the maintain cost. (IE: Maintaining 3 Lightning based jutsu while equipped with this weapon gives the maintained jutsu -6% on their maintain cost.)
    • Lightning Based jutsu may be channeled through this weapon.
    • Taijutsu Damage caused by this weapon may be buffed by Lightning based buffs as well as physical buffs. (Storm does not count, lightning would count for storm but not the other way around. There was a time when it did work the other way around but it has not for some time. However you do gain the +10% from duelist.
  • Human Anatomy: +1 Critical Range
  • Human Anatomy: Critical Hits deal x2.25 damage
  • Shinobi 101: Using Ninjutsu Accuracy for Ranged Taijutsu.
  • Duelist: +10% damage towards the 'Mysterious Woman'.
  • Duelist: +10% chance to auto-dodge the 'Mysterious Woman's' attacks.
  • Duelist: -2 Dodge/Save to any other opponents (besides the 'Mysterious Woman') targeting the user.
  • Surge: The user gains +0.5 Dodge per Lightning-based Action done by the user the previous round, stacking up to +3. If the Dodge Bonus exceeds the +3, per 0.5 surpassing the caps grants the user +3% Auto-Dodge instead. (Chakra Style)
  • Pin Knocker: All Ranged Taijutsu Attacks made with the user's Ranged Damage type weapon has a 15% chance to inflict -1 Melee Accuracy (Multiple Hit jutsu only receive one check for this effect). Upon inflicting -2 Accuracy to a target, the target has a 10% chance per CP costing action to fail that action losing only CP in the process. Once this happens, all debuffs inflicted from this effect are removed. A target can only fail 1 action from this effect per round. (Physical Style)
  • Sprained Leg: -1 dodge
  • -10% dmg and -1 Gen DC (Demonic Aura)
[/col]

[col][spoilername="Kaze Kouin"]Kouin
HP: 46,200
CP: 20,767
AP: 10

Ninjutsu Accuracy 27 + 1 (RS) + 2 (Duelist)
Evasion 23 + 1 (RS)
Gen.Save 23 + 1 (RS)
Melee Accuracy 23 + 1 (RS)
Ranged Accuracy 19 + 1 (RS)
Awareness 15
Stealth 15
Gen DC 19 + 1 (RS) - 1 (Demonic Aura)

Passives and Effects:
  • +10% Lightning Damage (Class)
  • +10% damage to all Ninjutsu and Elemental Damage (RS)
  • -10% Cp Cost to All Ninjutsu (RS)
  • Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. (TS)
  • +10% Auto-Dodge (TS)
  • 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.
  • Quick Reaction: 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.
  • Clarity: The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. The user is is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
  • Concentrated Focus: The user's 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.
  • Deflection: Partial hits upon the user are treated as misses. This does not overwrite effects which state partial hits are treated as full hits. Attacks which initially miss the user have a 10% chance of being deflected to a different target (does not stack with the previous note). Deflected attacks that target another victim are chosen at random and use the attacker's accuracy type with the user's accuracy secondary.
  • Teamwork: The user gains +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
  • Human Anatomy: The user gains +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).
  • Duelist: +10% Nin Damage against Shi.
  • Duelist: +10% chance to auto-dodge against Shi.
  • Duelist -2 Dodge/Save to any other opponents besides Shi.
  • Temporal Strike: Nin have a 20% chance -0.5 Acc/dodge stack up to -2.
  • Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
  • -5% chakra cost. +10% Ninjutsu Damage. +2 Ninjutsu accuracy, +4% for all ninjutsu secondary effect chances. In addition the user takes an additional 2% damage from Illusionary and Taijutsu sources. (Lunar Seal)
  • Creates a blanket of storm clouds over head. While active, the user may cast Storm and Lightning Ninjutsu attacks from these storm clouds with one of the Special Actions below, with -15% Cp costs. (880/round)
  • Inventory: Smoke Bomb x3, Syringe x2 (Heaven's Touch) (Serpent's Blood), Kawarimi Target x2. Belt Pouch: Soldier Pill x3, Blood Pill x3. Sheath: Tensai-Zentouken.
[/spoilername]
Kaze Narumi
HP: 46,200 [-10229] 35,971
CP: 20,767 [-1550] 19,217
AP: 10

Ninjutsu Accuracy 27 + 1 (RS) + 2 (Duelist)
Evasion 23 + 1 (RS)
Gen.Save 23 + 1 (RS)
Melee Accuracy 23 + 1 (RS)
Ranged Accuracy 19 + 1 (RS)
Awareness 15
Stealth 15
Gen DC 19 + 1 (RS) - 1 (Demonic Aura)

Passives and Effects:
  • +10% Lightning Damage (Class)
  • +10% damage to all Ninjutsu and Elemental Damage (RS)
  • -10% Cp Cost to All Ninjutsu (RS)
  • -15% Ninjutsu cost. (CA)
  • 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. (CA)
  • This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu. (CA)
  • +10% Ninjutsu damage (CA)
  • 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.
  • Quick Reaction: 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.
  • Jutsu Expansion
  • Concentrated Focus: The user's 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.
  • Acrobatics: The user is capable of performing one additional Activated Auto-Dodge per round.
  • Human Anatomy: The user gains +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).
  • Jutsu Mastery: All Jutsu cost -15% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved. (Also CA)
  • Duelist: +10% Nin Damage against Shi.
  • Duelist: +10% chance to auto-dodge against Shi.
  • Duelist -2 Dodge/Save to any other opponents besides Shi.
  • Creates a blanket of storm clouds over head. While active, the user may cast Storm and Lightning Ninjutsu attacks from these storm clouds with one of the Special Actions below, with -15% Cp costs. (880/round)
  • Brain Damaged for 3 rounds: Brain Damage causes the opponent to convulse randomly causing each action to have a 20% chance to Auto-Fail. This may only effect the opponent once per round. The target loses AP, not the Cp cost.
  • (Demonic Aura) -10% dmg and -1 Gen DC.
|Kurosawa Nataku
HP: 23,822 [+1080 Healing Factor] 24,902
CP: 28,458 [-7940] 27,558 [+990] 21,508
AP: 10

Ninjutsu Accuracy 27 + 1 (RS) + 2 (Lunar) + 2 (Duelist) + 2 (Duelist towards Shi) + 2 (Form of Demon)
Melee Accuracy 23 + 1 (RS) + 2 (Form of Demon)
Evasion 23 + 1 (RS) + 2 (Form of Demon)
Gen.Save 23 + 1 (RS) + 2 (Third Eye) + 2 (Form of Demon)
Gen DC 23 + 1 (RS) + 2 (Form of Demon)
Ranged Accuracy 23 + 1 (RS) + 2 (Form of Demon)
Awareness 15 + 2 (Third Eye)
Stealth 15 + 2 (Third Eye)
Poison Strength: +2 (Poison Mastery)

Passives and Effects:
  • +10% Nin and Ele dmg (RS)
  • -10% nin CP cost (RS)
  • Sixth Sense (25% auto detect)
  • Demonic Aura (every round, Gen Save check for every other person in battle, if failed -10% dmg and -1 Gen DC)
  • Healing Factor (+3% Max HP/round, +10% healing towards him)
  • Jutsu Mastery (-10% CP cost including maintains, special action chakra penalties halved)
  • Duelist: +10% dmg towards Shi.
  • Duelist: 10% auto-dodge towards Shi.
  • Poison Mastery (+2 Poison DC, poisons last 1 round longer and cannot be purified until the 2nd round; poison attacks made with Sneak Attacks require the afflicted to succeed on an awareness check AND a poison DC check, if either fails the target is affected)
  • Daunting Presence (Opponents take -1 dodge penalty on rounds where they attempt to attack the user)
  • Ancient Order (each round, Nin check against all enemies; if successful enemy's first Rank 2 jutsu of the round becomes a Rank 1 jutsu).
  • Medical Assistant (400/round)
  • Summoning: Demonic Statue of the Outer Path. Summons a Large Statue that releases a dark aura that may affect up to three separate targets. The affected suffer -3 Dodge and have a 10% Chance to be Auto-hit by all actions aimed at them, and a 10% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 2340 Chakra from those within the area. Statue has 7560 Hp, and the user has +3 to all checks. (1048/round)
  • Form of the Demon. While Active, the user gains a +2 to all secondary stats and all jutsu are considered "Dark". This means they deal +10% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 20% and this reduced damage is instead converted into CP for the user. (1026/round).
[/col]


[col]Medical Clone
Destroyed

Passives and Effects:
  • -5 of the user's Secondaries.
  • This Clone may perform Medical Jutsu up to Level C at Rank 2.
  • The Clone has a Medical Buff equal to 1/2 of the users.
    Had 1.75 AP this round due to when the jutsu went off.
|[/col]
[col]Shi's Heart -- Wind
HP: 10,000
AP: 3
Additional Information: can use any offensive Ninjutsu level E-C at any rank if it is known by the user, though they are restricted to only using the element of their affinity. Each heart has -3 of the user's accuracy and dodge, and cannot be effected by Genjutsu. All Jutsu used by the Heart have +10% Damage, and cost 70% their normal cost.|Shi's Heart -- Lightning
HP: 10,000
AP: 3
Additional Information: can use any offensive Ninjutsu level E-C at any rank if it is known by the user, though they are restricted to only using the element of their affinity. Each heart has -3 of the user's accuracy and dodge, and cannot be effected by Genjutsu. All Jutsu used by the Heart have +10% Damage, and cost 70% their normal cost.[/col]

[col]Shi's Heart -- Non-Elemental
HP: 10,000
AP: 3
Additional Information: can use any offensive Ninjutsu level E-C at any rank if it is known by the user, though they are restricted to only using the element of their affinity. Each heart has -3 of the user's accuracy and dodge, and cannot be effected by Genjutsu. All Jutsu used by the Heart have +10% Damage, and cost 70% their normal cost.|Shi's Heart -- Fire
HP: 10,000
AP: 3
Additional Information: can use any offensive Ninjutsu level E-C at any rank if it is known by the user, though they are restricted to only using the element of their affinity. Each heart has -3 of the user's accuracy and dodge, and cannot be effected by Genjutsu. All Jutsu used by the Heart have +10% Damage, and cost 70% their normal cost.[/col]


What Happened???
0.00 Seconds | Nataku's Ancient Order
  • Nin Check Nakatu 27 + 4 failed
    Nin Check Shi 23 + 13
0.00 Seconds | Nataku's Demonic Aura permeates this place.
  • Gen Check Nataku 24 + 12 failed
    Gen Check Shi 25 + 19
    Gen Check Nakatu 24 + 20 success
    Gen Check Kouin 24 + 2 Kouin now suffers -10% dmg and -1 Gen DC.
    Gen Check Nakatu 24 + 10 success
    Gen Check Ronin 20 + 6 Ronin now suffers -10% dmg and -1 Gen DC.
0.00 Seconds | Nataku's Demonic Statue of the Outer Path.
  • Nin Check Nataku 27 + 12 failed
    Nin Check Shi 23 + 15
0.00s Shi maintains Curse Seal and Active Camo.
  • Poison Awareness Check 15 + 8 success
    Poison 'Stealth' Check ( Iron Vein) 17 + 2 Shi is aware that she is under the influence of a poison
    • Poison Strength Check (Iron Vein) 16 success
      Poison Resistance Check 3
      Poison Awareness Check 15 + 14
      Poison 'Stealth' Check (Serpent Blood) 17 + 16
      • 30% chance to lose 1 AP and take -3% max HP damage. 91 failure.
0.00 Seconds | Nataku performs a hidden action against ...Shi (I assume). ((Last prep slot free Basic Strikes treated as Sneak Attacks with Oathkeeper [Sneak Attack bonus +3 Acc, +10%dmg, +1 Crit Range]))
  • Attack Nataku 24 + 16 + 3 HIT
    Evasion Shi 20 + 20
    Note: Poisons only last a round on a weapon.
0.00s Ronin maintains Lightning Style, Ranged Style, and Sword of Oblivion
0.00s Kouin maintains Lunar Seal, Storm Guider
1.00 Seconds | Shi casts Malevolent Specter - A-Rank Ninjutsu releasing 1 heart.
  • 5% chance to enter stealth. Roll: 18. Failed.
1.00 Seconds | Kouin's Spiritualist Path attempts to enter stealth.
  • Stealth (Kouin) 15 + 5 failed
    Awareness (Shi) 15 + 7
    No other player is relevant for a stealth check at this time in the stack.
2.00 Seconds | Shi casts Malevolent Specter - A-Rank Ninjutsu releasing 1 heart.
  • 5% chance to enter stealth due to active camo. Roll: 38. Failed.
2.50 Seconds | Kouin used Summoning: Path to Gods special Action to desync the Temporal Strider Path. (Curse Seal User).
2.73 Seconds | Nataku uses Angelic Blessing on Ronin with Special Action from Paramedic Ability (+30% CP cost, 1.5x healing) [Master] (-10%CP cost jutsu mastery; special action chakra penalty cut in half)
  • 'Attack' Roll (Nataku) 24 + 9 miss
    Evasion Roll (Ronin) 22 + 17
2.75 Seconds | Ronin uses Destruction Power Shot (M) assumedly at Shi Using Nin Acc, x1.5 dmg from buffs.
  • Attack (Ronin) 21 + 2 miss
    Evasion (Shi) 20 + 9
3.00 Seconds | Shi casts Malevolent Specter - A-Rank Ninjutsu releasing 1 heart.
  • 5% chance to enter stealth due to active camo. Roll: 60. failed
3.00 Seconds | Kouin draws Tensai-Zantensuken.
4.00 Seconds | Shi casts Malevolent Specter - A-Rank Ninjutsu releasing 1 heart.
  • 5% chance to enter stealth due to active camo. Roll: 19. failed.
5.50 Seconds | Ronin uses Destruction Power Shot (M) assumedly at Shi using Nin Acc, x1.5 dmg from buffs
  • Attack (Ronin) 21 + 18 hit
    Evasion (Shi) 20 + 5
    • 44% chance to cause suppression. Roll: 88. failed.
      Pin Knocker. 80 failed
5.76 Seconds | Nataku uses Regeneration on Ronin with Special Action to negate called shot/bleeding penalties[Master] (-10%CP cost jutsu mastery; special action chakra penalty cut in half).
  • 'Attack' (Nataku) 24 + 10 miss
    'Evasion' (Ronin) 22 + 20
5.99 Seconds | Shi's Lightning Heart attacks Kouin with thunderclap [Mastered] using AE special move overcharge.
  • Attack 1 (Shi) 24 + 14 + 2 hit
    Evasion (Kouin) 24 + 6
    Attack 2 (Shi) 24 + 3 + 2 miss
    Evasion (Kouin) 24 + 17
    Attack 3 (Shi) 24 + 19 + 2 CRIT
    Evasion (Kouin) 24 + 7
    Attack 3 (Shi) 24 + 7 + 2 miss
    Evasion (Kouin) 24 + 15
    Attack 3 (Shi) 24 + 18 + 2 hit
    Evasion (Kouin) 24 + 11
6.00 Seconds | Kouin uses Chidori Control: Chidori Blade Mastered.
  • Channels Chidori through the user's weapon. The weapon is treated as Lightning element, cannot have its damage reduced, and has +20% Base damage for a full round. Actions with this weapon have a 12%/20% of inflicting the 'Stun' effect. This requires the user to have a weapon equipped, and cannot be used while Duel wielding. After use, this requires a full round of cooldown. This will last until 6 seconds into the next round as this is a FULL round.
6.33 Seconds | Shi's non-elemental heart transforms into Kouin.
  • Stealth Check (Heart) 12 + 17 success
    Awareness Check (Ronin) 14 + 5
    Stealth Check (Heart) 12 + 18 success
    Awareness Check (Nataku) 17 + 2
6.50 Seconds | Kouin attacks Shi using called shot (arms).
  • Attack (Kouin) 24 + 14 - 1 hit
    Evasion (Shi) 21 + 4
    • Sprain Chance. Roll: 56. Failed
      20% of inflicting the 'Stun' effect. Roll: 11 Success.
      400 damage from melee contact to Kouin
6.99 Seconds | Shi's Wind Heart Attacks Kouin with Air Bullet using AE special move FOCUS.
  • Attack (Shi) 32 + 2 + 2 + 2 miss
    Evasion (Kouin) 24 + 18
7.00 Seconds | Kouin attacks Shi using called shot (legs).
  • Attack (Kouin) 24 + 4 - 1 miss
    Evasion (Shi) 21 + 19
    • Shi Counterattacks Kouin
      Attack (Shi) 32 + 20 CRIT
      Evade (Kouin) 24 + 6
      400 damage from melee contact to Kouin
7.00 Seconds | Shi attacks Kouin with Eagle Drop [Mastered].
  • Attack (Shi) 6 + 32 + 3 hit
    Evasion (Kouin) 13 + 24
    • 36% chance to be afflicted with the Brain Damage status. Roll: Success
      Brain Damage causes the opponent to convulse randomly causing each action to have a 20% chance to Auto-Fail. This may only effect the opponent once per round. The target loses AP, not the Cp cost.
      400 damage from melee contact to Kouin
    5% chance to enter stealth. Roll: 71.
7.33 Seconds | Shi's Fire Heart used Thermal Maw to attack Ronin with AE special move Overcharge.
  • Attack (Shi) 24 + 14 miss
    Evasion (Ronin) 27 + 15
7.50 Seconds | Kouin attacks Shi using called shot (feet).
  • 20% chance to convulse due to brain damage. Roll: 55. failed.
    • Attack (Kouin) 24 + 16 - 3 partial hit 75%
      Evasion (Shi) 21 + 15
      400 damage from melee contact to Kouin
8.00 Seconds | Kouin attacks Shi using called shot (head).
  • 20% chance to convulse due to brain damage. Roll: 28. failed.
    • Attack (Kouin) 24 + 6 - 2 partial hit 25%
      Evasion (Shi) 21 + 8
      400 damage from melee contact to Kouin
8.19 Seconds | Nataku cast Form of the Demon [Master] (-10%CP cost jutsu mastery).
  • While Active, the user gains a +2 to all secondary stats and all jutsu are considered "Dark". This means they deal +10% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 20% and this reduced damage is instead converted into CP for the user.
8.25 Seconds | Ronin uses Destruction Power Shot (M) assumedly at Shi using Nin Acc, x1.5 dmg from buffs
  • Attack (Ronin) 21 + 19 CRIT
    Evasion (Shi) 20 + 7
    Pin Knocker 28 failed
8.50 Seconds | Kouin attacks Shi with called shot (heart).
  • 20% chance to convulse due to brain damage. Roll: 60. failed.
    • Attack (Kouin) 24 + 20 - 2 CRIT! Bleed I
      Evasion (Shi) 21 + 10
      Sprain Chance. 51 Failed
      Melee contact, 400 damage to Kouin.
9.00 Seconds | Shi uses specter shade to create 2 clones. If she has more time, attempt to enter stealth.
  • Stealth (Shi) 17 + 4 failed
    Awareness (Kouin) 15 + 13
    Stealth (Shi) 17 + 3 failed
    Awareness (Ronin) 15 + 17
    Stealth (Shi) 17 + 13 failed
    Awareness (Nataku) 17 + 15
9.00 Seconds | Kouin attacks Shi with called shot (neck).
  • 20% chance to convulse due to brain damage. Roll: 88 failed.
    • Attack (Kouin) 24 + 14 - 3 miss
      Evasion (Shi) 21 + 18
      • Counterattack
        Attack (Shi) 32 + 13 hit
        Evasion (Kouin) 24 + 5
        400 additional damage from melee contact.
9.50 Seconds | Kouin attacks Shi with called shot (hands).
  • 20% chance to convulse due to brain damage. Roll: 6 success.
9.55 Seconds | Nataku uses Coagulation on Self [Master] (-10%CP cost jutsu mastery).
  • Roll (check for crit) 10
    There is no more Bleed
10.0 Seconds | Ronin uses Destruction Power Shot (M) assumedly at Shi using Nin Acc, x1.5 dmg from buffs
  • Attack (Ronin) 21 + 5 hit
    Evasion (Shi) 20 + 3
    • 44% chance to cause suppression. Roll: 85 failed
      Pin Knocker. 5 success.
10.0 Seconds | Kouin attacks Shi with called shot (arms).
  • Attack (Kouin) 24 + 15 - 1 hit
    Evasion (Shi) 21 + 10
    400 additional damage from melee contact.
 

Sand Council

Sand Event NPC
Joined
Mar 16, 2013
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The markings consumed him whole, making the man blind of even his own ambitions or wants. He was finally losing himself to the rage; to the anger and to the pain. He would not understand what a beautiful sight it was -- the malice and the carnage in his eyes. It was painful to be born and to be transformed -- it was a difficult process but there were factors in play that she had not anticipated. Then as suddenly as Kouin's 'other half' arrived, the Sennin would collapse onto the floor motionless. She would not know of the invisible mental link that united the Sennin's body with others, only that he was down. The edges of her painted lips would tug downwards. An expression of regret perhaps? No, not regret... disappointment. Perhaps he was not nearly the man she expected him to be. His allies were numerous, these seemed to care more for him than the last.

Poison still flowed through her veins but she was able to for the most part withstand the Sunan's awesome aura. Her attentions on the one who shared characteristics that reminded her of the Sennin as her hand covered over her own chest and her long nails ripped into her own flesh. Beneath a layer of thin, creamy flesh was nothing but dark, writhing threads. "Still far from heartless," she commented through her teeth as she pulled a throbbing exposed organ from her body cavity. Sinewy tendrils lashed at the air and skittered across the floor carrying this strange, macabre cargo with it. This would happen time and time again as the Soverign 'spread herself thin.'

Two hearts... Three... Four... They scurried apart, each one seemingly emanated arcane energy and they focused their assaults on Kouin. Meanwhile Ronin was not going to die gently, armed still with his bow made of pure electrical energy he shot several carefully aimed arrows at his kidnapper. The current released by one of the arrows sent her staggering back as the numbing surge coursed through her. Doesn't he know how to play the victim? He is doing it all wrong. She grabbed ahold of Kouin's path and swung it over her hip and onto the ground where it's head landed on the hard tile floor leaving a crack where the pair met. There was a dullness in her limbs still from Ronin's assaults - for a kid he was damn troublesome and she could feel herself growing weak. Her hands ran proficiently through an array. Perhaps it was time to finish things off.
 

Kurosawa Nataku

New Member
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Senkaku was getting annoyed. He felt completely out of place here. He tried to help Ronin, but the boy insisted on dodging his medical jutsu. Perhaps he just wasn't used to being supported in a fight. Meanwhile Kouin continued his banter and eventually had some heartfelt moment with his brother. It seemed that he had a method of taking care of his rage. The path he summoned replaced him on the battlefield as the previous one fell to the ground, lifeless. Senkaku was all too familiar with that technique.

Senkaku dashed forward and slashed at Shi with his sword. He hit her, but the poison wasn't there anymore. He could only hope she was still feeling the effects from the previous time he hit her. That's when he saw it. He finally understood what he was up against. Well, he didn't really understand it but he saw it. The threads. The hearts. He had never seen anything like it. The woman extruded hearts from her body, and they began to take a form of their own. It was disturbing, to say the least. He began to see how it worked when the first heart suddenly used lightning jutsu on Kouin. The hearts were dangerous, and that was all that mattered.

In that moment, Senkaku got serious. His whole body transformed into a horrifying form, one that he only showed his most dangerous enemies. It was one that abandoned any sense of blending in and appearing friendly for power. It was his demonic form.
fire_demon.jpg

A dark red hand, which could only be considered a claw, pressed hard against his chest. Immediately he stopped bleeding. His red eyes peered directly at the woman. He would end her. There was no other way.
[spoilername="OOC"]Profile: [LINK]

Actions:
Passives
  • Rinnegan (+1 secondaries)
  • Rikudo Sennin (+10% Nin and Ele dmg, -10% nin CP cost)
  • Sixth Sense (25% auto detect)
  • Third Eye (+2 to Stealth, Gen Save, and Awareness checks)
  • Demonic Aura (every round, Gen Save check for every other person in battle, if failed -10% dmg and -1 Gen DC)
  • Healing Factor (+3%% Max HP/round, +10% healing towards him)
  • Hyperactive (+3% CP/round)
  • Jutsu Mastery (-10% CP cost including maintains, special action chakra penalties halved)
  • Duelist (+2 ninjutsu acc, +10% dmg, 10% auto-dodge towards Mysterious Woman)
  • Poison Mastery (+2 Poison DC, poisons last 1 round longer and cannot be purified until the 2nd round; poison attacks made with Sneak Attacks require the afflicted to succeed on an awareness check AND a poison DC check, if either fails the target is affected)
  • Daunting Presence (Opponents take -1 dodge penalty on rounds where they attempt to attack the user)
  • Ancient Order (each round, Nin check against all enemies; if successful enemy's first Rank 2 jutsu of the round becomes a Rank 1 jutsu)

Prebattle
  • Duelist - Declare Mysterious Woman as the target for Duelist. Declare Ninjutsu Accuracy as the bonus Acc: +2 Ninjutsu Accuracy, +10% dmg, 10% auto-dodge towards Mysterious Woman

Current Round - 10.5 AP
  • Ancient Order, Demonic Aura, and Demonic Statue rolls
  • Hyperactive and Healing Factor
  • 3 AP - Regeneration on Kouin with Special Action to negate called shot/bleeding penalties[Master] (-10%CP cost jutsu mastery; special action chakra penalty cut in half)
  • 3 AP - Angelic Blessing on Self [Master] (-10%CP cost jutsu mastery)
  • 3 AP - Shinra Tensei on Mysterious Woman w/ Focus affinity move (+2 acc, +1 crit range) [Master] (-10%CP cost jutsu mastery)
  • 1.5 AP - Mystical Hand on Kouin [Master] (-10%CP cost jutsu mastery)

Stats:
[legend="• S T A T I S T I C S •"]
  • Power Level: 3,600
  • Character Level: 15
    • Stamina: 600
    • Agility: 600
    • Taijutsu: 600
    • Ninjutsu: 600
    • Genjutsu: 600
    • Chakra Control: 600
[/legend]
[legend="• C L A S S •"]
  • Demon's Grace
    • HP: (45 + 15) x 600 - 36,000
    • CP: (40 + 15) x 600 - 33,000
  • Class Bonus: Kinjutsu Option
    • High: Ninjutsu Accuracy, Melee Accuracy
    • Average: Ranged Accuracy, Puppet Accuracy, Genjutsu Difficulty, Evasion
    • Low: None
[/legend]

[legend="• A F F I N I T I E S •"]
  • Major Affinitites: Lightning
  • Minor Affinities: Earth
    • Advanced Elements: Gravity | None | None | None
[/legend]

Equipment:
[legend="• W E A P O N •"]
  • Oathkeeper
    • [*] A gorgeous silver katana with intricate etched designs, passed down in the Kurosawa family for generations. It seems as though someone has taken a laser to it to give the subtle details. On one side of the pommel there is a design of a vicious wolf snarling. On the other, a star is etched. The hilt is a bit flashy, with gold accents. The cross-guard has one word, "Oathkeeper". And the blade looks razor sharp!
      • Damage Type: Unarmed - May use Handseals while armed with an Unarmed Weapon
      • Secondary Damage Type: Slashing - May naturally inflict Bleeding (Trick Weapon)
      • Damage Type Bonus: Deals 90% of total damage to HP, and 10% to CP (Chakra Disruption Blade)
      • Damage Modifier: -10% Damage
      • Accuracy Modifier: +2 Accuracy
        • Augment Bonuses: +5% Bleeding Chance, can use with Consumable Poisons (they take up consumable slot) and is treated as both Unarmed and Slashing
        • Trick WeaponToxifyRazor Strike
[/legend]
[legend="• I N V E N T O R Y •"]
  • Slot 01: Iron Vein - Heavy Injury Poison
    Each round a random effect if inflicted to the target. Each effect lasts for 2 full rounds and may stack with each other or the same effect. The list of effects:
    • Inflicts -3% max HP damage.
    • Inflicts -3% max CP damage.
    • Inflicts -2 Accuracy.
    • Inflicts -2 Dodge.
  • Slot 02: Serpent's Blood - Heavy Consumed Poison
    Inflicts -2 Accuracy and Dodge. Each round, the target has 30% chance to lose 1 AP and take -3% max HP damage. Lasts for 3 full rounds.
  • Slot 03: Headset
    - During a B-Mod fight, one may call for reinforcements using the headsets. For the cost of 1 AP, one may only call 1 person. This call may only be done after the first HALF of the FIRST round is over. (5 Seconds.)

    Notes:
    - Must have headset equipped to use.
    - May enter battle with headset already equipped
    - Headset may be targeted while equipped by using a Called Shot: Disarm
    - Reinforcement is considered 1 person per round
    - People who are called in the fight via Headset must also have a headset prior to being called in.
    - May only have 1.
  • Slot 04: Signal Flare
    Allows up to 2 people to enter a modded fight.

    Notes:
    - May only be used once per round.
    - Only one may stack in a single slot.
    - Costs .5 AP to draw, .5 AP to use.
    - The first two individuals to post responding to this item will be allowed into the fight. Rules regarding how long it takes to enter a fight still apply.
  • Slot 05: Kawarimi Target
    Used with the Body Switch jutsu. This item takes the place of the user recieving the full attack the user dodged.

    Notes:
    - A single Kawarimi Target may have 1 attachment to it. Things that can attach to it are stated in their notes.
  • [/legend]


  • Abilities:
    Abilities:
    0. Branch Ability - Paramedic
    - The user requires -1 round to enter a battle that contains someone from their village below 50% Max Hp. The user must still be called as usual, however.
    - Once per round, the user may pay an additional +30% of the chakra cost to increase the HP healed with a medical jutsu by 1.5x. This may only be used on an ally below 50% Max Hp.

    Notes:
    - The first effect takes effect at any time when the player is entering the thread (Eg. Mednin is 1 round into entering the thread and in the second round a member of their village drops to below 50% of their Max Hp, the Mednin will join 1 round early).
    - The second effect may not be used on jutsu that are being maintained or used offensively.
    1. 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.
    2. Healing Factor
    - The user gains 3% Max HP at the end of each round.
    - All Medical Jutsu are +10% more effective on the user.

    Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
    3. Duelist
    - +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
    - +10% chance to auto-dodge the targets attacks
    - -2 Dodge/Save to any other opponents targeting the user

    Notes:
    - When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu, Genjutsu, or Puppet. The type of buff remains constant as long as this ability is active.
    - Clones are considered an extension of their owner and all above effects will still apply.
    4. Contract Mastery
    - Contract Summoning's E-B rank summons AP cost is reduced by -.5 AP, and A-S Rank Summons AP Cost is reduced by -1 AP.
    - Upon summoning a contract the user may choose one of these buffs to apply to it by paying +20% of Contract Summoning's CP Cost:
    The summoned contracts receives +10% Damage, and -5% HP/CP Cost to all of their techniques. (Only reduces HP/CP Cost)
    The Contract's Max HP/CP is increased by +5%. (This adds to their total Max HP/CP upon summoning)
    The Contract gains +3 Melee/Ranged/Ninjutsu Accuracy, +3 Genjutsu DC, +3 Melee/Ranged/Ninjutsu Dodge, or +3 Gen Save. (User may only choose one for their contract to receive. Ex. You do not gain +3 Melee and Ninjutsu Accuracy you may only choose one of the buffs)

    Special Action - Symbiotic Relationship: By paying 2 AP and 4% Max HP/CP from both the user and the contract the user may have one of the following effects happen.
    The user may reduce their Secondaries by -1 to give their contract +2 Secondaries.
    The Contract may reduce their secondaries by -2 to give the user +1 Secondaries.

    Notes:
    - The user can teach up to a maximum of 3 people the secrets of their contract. The user being taught may roleplay to obtain the contract instantly after approval from the Contract Team, but cannot enter the contract realms prior to owning the contract of that realm. Players that obtain contracts this way may not use this ability to teach others after them. Only 1 person may be taught at a time, after which a 2 month wait is required to teach again.
    - The user may only use Symbiotic Relationship with one Contract Summon at a time.
    - Symbiotic Relationship lasts for two full rounds, and requires one full round of cool-down before it may be used again.
    - The cost of Symbiotic Relationship may not be reduced by any means.
    5. Jutsu Mastery
    - All Jutsu cost -10% Chakra, this includes Maintains.
    - All Chakra cost penalties from choosing to use 'Special Actions' are halved.

    Notes:
    - Example: A Special Action that requires 20% of the CP paid, would now cost 10% of the CP paid.
    6. Poison Mastery
    - Poisons last a round longer and cannot be purified until the second round it's in use. Poisons also gain a +2 Poison DC.

    Notes:
    - Poison Checks made with a successful Sneak Attack(s) must make a successful Awareness Check first before a Poison Check can be rolled.
    7. Hyperactive
    - The user regains +3% of their Max CP back at the beginning of every round.
    8. Strategist
    Required for certain jutsu/item effects. Also allows the following:

    - Grants the user 5 Prep slots. Prep slots are not extra inventory slots, but allow for up to 5 special effects.
    - May prep a weapon to have 1 free basic strike that is counted as a Sneak Attack. If used while in stealth the user has a 25% chance to remain in Stealth. May be used multiple times on a single weapon costing a Prep slot each time.
    - May prep a weapon to be poisoned by an injury type Poison.
    - May attach items to other items (see the items themselves for details) for 0 AP and can be prepared prior to battle.

    Notes:
    - Any item that has a special effect requiring Strategist takes up a Prep slot.
    - Any jutsu that requires Strategist to do something before battle requires a Prep slot
    9. Kinjutsu
    10. Kinjutsu
    11. Kinjutsu
    [/spoilername]
 

Kouin

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[OOC: Sorry, dont know what happened, but sorry!]

The depths of hell was a scary place. It was filled with hate and torment, scorn and agony; every turn was worse than the last, and it only got worse the further down you got. He stared at his scarred hands and how much suffering he has put people through, how much he had drawn just for the name of a village, yet yielded nothing in return. How much did he sacrifice for a hopeless cause? Anguish was a darn painful mistress.

Shi continued to goad him on, she was unrelenting with her words, Maybe I don't need them to fight...n Maybe they were just holding him back. what if he could be stronger than he could possibly imagine, no. He was done with the whole fighting alone with no purpose, But they are weak and inferior... You are limiting cause you are weak and scared of true strength. A typical human. They aren't even truly on your side anymore. He took a look around, he couldnt find his brother anywhere; he had abandoned him just like everyone else. I guess comrades only stay with you for as long as you have some use. He tore the sleeve off of his arm revealing an intricate astral tattoo scattered across his arm, You're right. They are holding me back, but now they aren't, now we can settle this.

He surged his chakra through the mark; it glowed an eerie green that radiated through the arena, Finally letting loo-, Quiet. He was short and terse with Orochi; he was done with everything. Though he was embracing Orochi's words, he wouldn't embrace his mindset, but how much longer would he be able to resist that? Kouin's demeanor turned cold and stoic, he almost looked like a completely different person, Let's dance. He kicked off the ground in a sonic motion, the movement caused a cloud of dust to erupt upward. A loud chirping of birds echoed throughout the area; the sound resembled a thousand screeching bird, electricity emanated from his hand. His body appeared to materialize in front of Shi, he left a sonic boom in his wake. On instinct alone he lunged his hand forward and felt his hand graze the fabric of her hood, Darn, I missed. He drew his hand back, and looked her dead in the eyes, I won't next time.

Why was she so focused on breaking him, what was so interesting about him? There was nothing special about him, well not special; an organization like theirs he could find no reason why they would have such an expressed interest in trying to crumble his will, crush him mind and destroy his hope, but without fail they were slowly succeeding. One by one he could feel the constructs of his mind slowly falling from his grasp; slowly withering away like a flower in the winter. The womens cloak of fire was burning his body with each contact; he saw the field swarm with a multitude of hearts, a satirical frown wept over his face, I see im not the only man who's heart you tried to steal.

He turned his head up to the sky, rain fell onto his face, washing some of the burn away; he only closed his eyes for a moment, and he could feel his father right by his side; what would he do in his situation he wondered... He clenched his fists, He left me responsible for an entire family... He didn't need his fathers help, his father needed his; he was superior in every way even if he wasn't a pure blooded Santaru, he still had his blood coursing though his veins. He was slowly growing tired of all the constant fighting. Tell me.. Before you kill me, knock me, whatever.... The skies above crackled in a low rumble; What or why do you fight. A job is an excuse but it's no reason. The cold rain dripped from his face, he had accepted his fate against the powerful foe, but he wasn't going to to go donw without swinging. Either way, we both know the outcome of this performance. It time for curtain call. A pylon of energy began to build up energy in the clouds above. Let's finish this.
1. Use Kirin Mastered targeting Shi 3 AP
2. Use Gates of Babylon Mastered targeting Shi 3 AP
3. Use Infinity Rain Mastered targeting Shi 3 AP
Using with Chakra Attuned Path
 

Sand Council

Sand Event NPC
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OC: Looks like Ronin is not going to post. This would finish things up then. Removed attacks from Shi that would have targeted Ronin -- They have been divided between Nataku and Kouin evenly. If Nataku is active on the forum, I can have him share Kouin's fate or be left behind in this burning building where he drags himself out 'just in time' or is rescued by an NPC or a PC friend (your call). This is a fast and a sloppy mod because it is really hard to get into things when so much time has passed. =( Likely some mistakes, but I have no intention of killing... only damaging psychologically. Removed AE moves from main opponent's attacks so you guys could make it to the end of the round.

IC:
[col]
Mysterious Woman
HP: 60,621 [+3600 Healing Factor] [-13585] 50636
AP: 10

Melee Accuracy = 15 + 12 + 3 (QuickStep) + 4 (Gaia Seal) - 2 (Poison) - 1 (Pin Knocker)
Ranged Accuracy = 15 + 4 + 3 (QuickStep) + 4 (Gaia Seal) - 2 (Poison)
Ninjutsu Accuracy = 15 + 8 + 3 (QuickStep) - 2 (Poison)
Melee Dodge = 15 + 8 - 2 (Poison)
Ranged Dodge = 15 + 8 - 2 (Poison)
Ninjutsu Dodge = 15 + 8 - 2 (Poison)
Genjutsu Difficulty = 15 + 8 + 2 (Slippery Mind)
Genjutsu Save = 15 + 8 + 2 (Slippery Mind)
Puppet Accuracy = 15 + 4 + 3 (QuickStep) - 2 (Poison)
Puppet Dodge = 15 + 8 - 2 (Poison)
Awareness = 15
Stealth = 15 + 2 (Active Camo)
Poison Resistance = 15
Poison Strength = 2 (Poison Mastery)

Passives and Effects:
  • Shadow jutsus use melee accuracy (Shinobi 101)
  • Quickdraw
  • Flare Touch (Style): Melee contact with the user deals (400) Fire Damage. This damage can be Buffed up to 30%.
  • Bull's Strength: weapon now +2 acc, -5% damage
  • Willpower
  • Strategist
  • Called Shot: Called Shots only take half the usual accuracy Penalties. +5% Called Shot chance. User can inflict Broken rank debuffs.
  • Duelist: +10% damage towards Ronin.
  • Duelist: +10% chance to auto-dodge Ronin's attacks.
  • Duelist: -2 Dodge/Save to any other opponents (besides Ronin) targeting the user
  • Human Anatomy: +1 Critical Range.
  • Human Anatomy: 2.25x damage on Critical hits.
  • Poison Mastery: Poisons last a round longer and cannot be purified until the second round it's in use. Poison Checks made with a successful Sneak Attack(s) must make a successful Awareness Check first before a Poison Check can be rolled.
  • Sneak Attack: All the user's attacks have a 10% chance of being a Sneak Attack.
  • 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: 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.
  • Counter Attack: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack with their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.
  • Sniper: When making called shots while in Stealth mode, The user suffers no accuracy penalty.
  • Gaia Seal: +20% Taijutsu and Basic Strike Damage (30% with duelist).
  • Gaia Seal: -15% Physical Damage Taken
  • +8% chance to cause Bleeding/Suppression.
  • Takes an additional 5% damage from Illusionary and Ninjutsu sources.
  • Active Camo: Each time the 'Mysterious Woman' makes an attack, she has a 5% chance of being placed into Stealth after her attack. (280 CP/round).
  • Immolation Armor: all melee attacks against the user to deal 10% backlash damage to the attacker. Additionally, all melee contact with the user has a 12% chance of causing the Burn effect. (170 CP/round)
  • Bleed I
  • Inflicts -3% max CP damage. (Poison)
  • Inflicts -2 Accuracy and Dodge. Each round, the target has 30% chance to lose 1 AP and take -3% max HP damage. Lasts for 4 full rounds. (Poison)
  • Specter Shade (380/round)
|
Kaze Ronin
HP: 20,454 [+1161 Healing Factor] 21615
CP: 688
AP: 10

Melee Accuracy = 15 + 7
Ranged Accuracy = 15 + 4
Ninjutsu Accuracy = 15 + 10 + 2 (Duelist)
Melee Dodge = 14 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Ranged Dodge = 13 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Ninjutsu Dodge = 14 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Genjutsu Difficulty = 13 + 7 - 1 (Demonic Aura)
Genjutsu Save = 13 + 7
Puppet Accuracy = 13 + 4
Puppet Dodge = 13 + 7 + 2 (Sword of Oblivion) - 1 (Sprained Leg)
Awareness = 14
Stealth = 14
Poison Resistance = 23

Passives and Effects:
  • +40% Storm Damage (+50% With Duelist)
  • ANBU Sentinel - +5% Damage Reduction from all non-illusionary sources and +1 item slot to place stackable items.
  • Surging Presence (Santaru Passive) - Unarmed strikes against the Santaru return 150 storm damage per .5AP used. Remaining in contact with the Santaru deals 100 storm damage per .5 AP spent in contact.
  • Sword of Oblivion:
    • For every Lightning Based Jutsu the user is maintaining, they gain a -2% on the maintain cost. (IE: Maintaining 3 Lightning based jutsu while equipped with this weapon gives the maintained jutsu -6% on their maintain cost.)
    • Lightning Based jutsu may be channeled through this weapon.
    • Taijutsu Damage caused by this weapon may be buffed by Lightning based buffs as well as physical buffs. (Storm does not count, lightning would count for storm but not the other way around. There was a time when it did work the other way around but it has not for some time. However you do gain the +10% from duelist.
  • Human Anatomy: +1 Critical Range
  • Human Anatomy: Critical Hits deal x2.25 damage
  • Shinobi 101: Using Ninjutsu Accuracy for Ranged Taijutsu.
  • Duelist: +10% damage towards the 'Mysterious Woman'.
  • Duelist: +10% chance to auto-dodge the 'Mysterious Woman's' attacks.
  • Duelist: -2 Dodge/Save to any other opponents (besides the 'Mysterious Woman') targeting the user.
  • Surge: The user gains +0.5 Dodge per Lightning-based Action done by the user the previous round, stacking up to +3. If the Dodge Bonus exceeds the +3, per 0.5 surpassing the caps grants the user +3% Auto-Dodge instead. (Chakra Style)
  • Pin Knocker: All Ranged Taijutsu Attacks made with the user's Ranged Damage type weapon has a 15% chance to inflict -1 Melee Accuracy (Multiple Hit jutsu only receive one check for this effect). Upon inflicting -2 Accuracy to a target, the target has a 10% chance per CP costing action to fail that action losing only CP in the process. Once this happens, all debuffs inflicted from this effect are removed. A target can only fail 1 action from this effect per round. (Physical Style)
  • Sprained Leg: -1 dodge
  • -10% dmg and -1 Gen DC (Demonic Aura)
[/col]

[col][spoilername="Kaze Kouin"]Kouin
HP: 46,200
CP: 20,767
AP: 10

Ninjutsu Accuracy 27 + 1 (RS) + 2 (Duelist)
Evasion 23 + 1 (RS)
Gen.Save 23 + 1 (RS)
Melee Accuracy 23 + 1 (RS)
Ranged Accuracy 19 + 1 (RS)
Awareness 15
Stealth 15
Gen DC 19 + 1 (RS) - 1 (Demonic Aura)

Passives and Effects:
  • +10% Lightning Damage (Class)
  • +10% damage to all Ninjutsu and Elemental Damage (RS)
  • -10% Cp Cost to All Ninjutsu (RS)
  • Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. (TS)
  • +10% Auto-Dodge (TS)
  • 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.
  • Quick Reaction: 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.
  • Clarity: The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. The user is is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
  • Concentrated Focus: The user's 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.
  • Deflection: Partial hits upon the user are treated as misses. This does not overwrite effects which state partial hits are treated as full hits. Attacks which initially miss the user have a 10% chance of being deflected to a different target (does not stack with the previous note). Deflected attacks that target another victim are chosen at random and use the attacker's accuracy type with the user's accuracy secondary.
  • Teamwork: The user gains +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
  • Human Anatomy: The user gains +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).
  • Duelist: +10% Nin Damage against Shi.
  • Duelist: +10% chance to auto-dodge against Shi.
  • Duelist -2 Dodge/Save to any other opponents besides Shi.
  • Temporal Strike: Nin have a 20% chance -0.5 Acc/dodge stack up to -2.
  • Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
  • -5% chakra cost. +10% Ninjutsu Damage. +2 Ninjutsu accuracy, +4% for all ninjutsu secondary effect chances. In addition the user takes an additional 2% damage from Illusionary and Taijutsu sources. (Lunar Seal)
  • Creates a blanket of storm clouds over head. While active, the user may cast Storm and Lightning Ninjutsu attacks from these storm clouds with one of the Special Actions below, with -15% Cp costs. (880/round)
  • Inventory: Smoke Bomb x3, Syringe x2 (Heaven's Touch) (Serpent's Blood), Kawarimi Target x2. Belt Pouch: Soldier Pill x3, Blood Pill x3. Sheath: Tensai-Zentouken.
[/spoilername]
Kaze Narumi
HP: 35971 [-38014] [-924 Bleed II] [+607] -2360
CP: 19,217 [-3799] 15418
AP: 10

Ninjutsu Accuracy 27 + 1 (RS) + 2 (Duelist)
Evasion 23 + 1 (RS)
Gen.Save 23 + 1 (RS)
Melee Accuracy 23 + 1 (RS)
Ranged Accuracy 19 + 1 (RS)
Awareness 15
Stealth 15
Gen DC 19 + 1 (RS) - 1 (Demonic Aura)

Passives and Effects:
  • +10% Lightning Damage (Class)
  • +10% damage to all Ninjutsu and Elemental Damage (RS)
  • -10% Cp Cost to All Ninjutsu (RS)
  • -15% Ninjutsu cost. (CA)
  • 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. (CA)
  • This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu. (CA)
  • +10% Ninjutsu damage (CA)
  • 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.
  • Quick Reaction: 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.
  • Jutsu Expansion
  • Concentrated Focus: The user's 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.
  • Acrobatics: The user is capable of performing one additional Activated Auto-Dodge per round.
  • Human Anatomy: The user gains +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).
  • Jutsu Mastery: All Jutsu cost -15% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved. (Also CA)
  • Duelist: +10% Nin Damage against Shi.
  • Duelist: +10% chance to auto-dodge against Shi.
  • Duelist -2 Dodge/Save to any other opponents besides Shi.
  • Creates a blanket of storm clouds over head. While active, the user may cast Storm and Lightning Ninjutsu attacks from these storm clouds with one of the Special Actions below, with -15% Cp costs. (880/round)
  • Brain Damaged for 3 rounds: Brain Damage causes the opponent to convulse randomly causing each action to have a 20% chance to Auto-Fail. This may only effect the opponent once per round. The target loses AP, not the Cp cost.
  • (Demonic Aura) -10% dmg and -1 Gen DC.
|Kurosawa Nataku
HP: 23,822 [-34037][+1080 Healing Factor][+5080] -4055
CP: 28,458 [-8881] 27,558 [+990][+1888] 21,508
AP: 10

Ninjutsu Accuracy 27 + 1 (RS) + 2 (Lunar) + 2 (Duelist) + 2 (Duelist towards Shi) + 2 (Form of Demon)
Melee Accuracy 23 + 1 (RS) + 2 (Form of Demon)
Evasion 23 + 1 (RS) + 2 (Form of Demon)
Gen.Save 23 + 1 (RS) + 2 (Third Eye) + 2 (Form of Demon)
Gen DC 23 + 1 (RS) + 2 (Form of Demon)
Ranged Accuracy 23 + 1 (RS) + 2 (Form of Demon)
Awareness 15 + 2 (Third Eye)
Stealth 15 + 2 (Third Eye)
Poison Strength: +2 (Poison Mastery)

Passives and Effects:
  • +10% Nin and Ele dmg (RS)
  • -10% nin CP cost (RS)
  • Sixth Sense (25% auto detect)
  • Demonic Aura (every round, Gen Save check for every other person in battle, if failed -10% dmg and -1 Gen DC)
  • Healing Factor (+3% Max HP/round, +10% healing towards him)
  • Jutsu Mastery (-10% CP cost including maintains, special action chakra penalties halved)
  • Duelist: +10% dmg towards Shi.
  • Duelist: 10% auto-dodge towards Shi.
  • Poison Mastery (+2 Poison DC, poisons last 1 round longer and cannot be purified until the 2nd round; poison attacks made with Sneak Attacks require the afflicted to succeed on an awareness check AND a poison DC check, if either fails the target is affected)
  • Daunting Presence (Opponents take -1 dodge penalty on rounds where they attempt to attack the user)
  • Ancient Order (each round, Nin check against all enemies; if successful enemy's first Rank 2 jutsu of the round becomes a Rank 1 jutsu).
  • Medical Assistant (400/round)
  • Summoning: Demonic Statue of the Outer Path. Summons a Large Statue that releases a dark aura that may affect up to three separate targets. The affected suffer -3 Dodge and have a 10% Chance to be Auto-hit by all actions aimed at them, and a 10% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 2340 Chakra from those within the area. Statue has 7560 Hp, and the user has +3 to all checks. (1048/round)
  • Form of the Demon. While Active, the user gains a +2 to all secondary stats and all jutsu are considered "Dark". This means they deal +10% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 20% and this reduced damage is instead converted into CP for the user. (1026/round).
[/col]


[col]Shi's Specter Shade
HP: 6000
CP: 6000
AP: 2.5

Passives and Effects:
  • -6 of the user's Secondaries.
  • This 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 23% chance of causing the 'Shadow Trap' effect. The clone is dispersed if this effect activates.
|Shi's Specter Shade
HP: 6000
CP: 6000
AP: 2.5

Passives and Effects:
  • -6 of the user's Secondaries.
  • This 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 23% chance of causing the 'Shadow Trap' effect. The clone is dispersed if this effect activates.
[/col]

[col]Shi's Heart -- Wind
HP: 10,000
AP: 3
Additional Information: can use any offensive Ninjutsu level E-C at any rank if it is known by the user, though they are restricted to only using the element of their affinity. Each heart has -3 of the user's accuracy and dodge, and cannot be effected by Genjutsu. All Jutsu used by the Heart have +10% Damage, and cost 70% their normal cost.|Shi's Heart -- Lightning
HP: 10,000
AP: 3
Additional Information: can use any offensive Ninjutsu level E-C at any rank if it is known by the user, though they are restricted to only using the element of their affinity. Each heart has -3 of the user's accuracy and dodge, and cannot be effected by Genjutsu. All Jutsu used by the Heart have +10% Damage, and cost 70% their normal cost.[/col]

[col]Shi's Heart -- Non-Elemental
HP: 10,000
AP: 3
Additional Information: can use any offensive Ninjutsu level E-C at any rank if it is known by the user, though they are restricted to only using the element of their affinity. Each heart has -3 of the user's accuracy and dodge, and cannot be effected by Genjutsu. All Jutsu used by the Heart have +10% Damage, and cost 70% their normal cost.|Shi's Heart -- Fire
HP: 10,000
AP: 3
Additional Information: can use any offensive Ninjutsu level E-C at any rank if it is known by the user, though they are restricted to only using the element of their affinity. Each heart has -3 of the user's accuracy and dodge, and cannot be effected by Genjutsu. All Jutsu used by the Heart have +10% Damage, and cost 70% their normal cost.[/col]


What Happened???
0.00 Seconds | Nataku's Ancient Order
  • Nin Check Nakatu 27 + 9 failed
    Nin Check Shi 23 + 14
0.00 Seconds | Nataku's Demonic Aura permeates this place.
  • Gen Check Nataku 24 + 2 failed
    Gen Check Shi 25 + 9
    Gen Check Nakatu 24 + 19 success
    Gen Check Kouin 24 + 15 Kouin now suffers -10% dmg and -1 Gen DC.
    Gen Check Nakatu 24 + 8 success
    Gen Check Ronin 20 + 10 Ronin now suffers -10% dmg and -1 Gen DC.
0.00 Seconds | Nataku's Demonic Statue of the Outer Path.
  • Nin Check Nataku 27 + 10 failed
    Nin Check Shi 23 + 17
0.50 Seconds | Ronin enters defensive stance.
2.75 Seconds | Shi pulls out her weapon (using Quickdraw) and attacks Kouin with Zantetsuken [Mastered].
  • Attack 31 + 3 + 18 Crit
    Evasion 24 + 19
    Bleed chance. Roll: 10 Bleed II
    10% chance of this being a sneak attack. Roll: 7
    30% chance at remaining in Stealth after performing a Sneak Attack. Roll: 27 Success.
2.86 Seconds | Nataku cast Regeneration on Kouin with Special Action to negate called shot/bleeding penalties [Master] (-10% CP cost jutsu mastery; special action chakra penalty cut in half)
  • Awareness Check Nataku 7 + 17 did not succeed (must exceed)
    Awareness Check Non-Elemental Heart 9 + 15
    50% chance to heal Kouin. 1-2 Kouin; 3-4 Heart. 3 Heart.
    Heart accepts healing but is already at maximum HP.
    Melee contact has been made, Nataku can not tell the difference between the transformation and Kouin.
3.00 Seconds | Kouin uses Kirin Mastered targeting Shi.
  • Random Targeting: Shi (1), Ronin (2), Kouin (3), Nataku (4), Shi's Specter Shade #1 (5), Shi's Specter Shade #2 (6), Shi's Heart (Wind) (7), Shi's Heart (Fire) (8), Shi's Heart Lightning (9), Shi's Heart (Non-Elemental) (10). Roll: 9
    Head injury Roll: 69
3.33 Seconds | Shi's non-elemental heart transforms again into Kouin.
5.50 Seconds | Shi attacks Nataku with Annihilation [Mastered] from stealth and uses her Shadow Step to remain in stealth.
  • Attack (Shi) 31 - 3 + 18 (Crit)
    Evasion (Nataku) 26 + 20
    Bleed Chance. 56 Failed.
5.71 Seconds | Nataku uses Angelic Blessing on Self [Master] (-10%CP cost jutsu mastery)
  • Roll: 13.
6.00 Seconds | Kouin uses Gates of Babylon Mastered targeting Shi.
  • Random Targeting: Shi (1), Ronin (2), Kouin (3), Nataku (4), Shi's Specter Shade #1 (5), Shi's Specter Shade #2 (6), Shi's Heart (Wind) (7), Shi's Heart (Fire) (8), Shi's Heart Lightning (9), Shi's Heart (Non-Elemental) (10). Roll: 4
    Head injury Roll: 38
    Attack (Kouin) 28 - 2 + 10, 20 (Crit), 2, 3 (Miss), 19 (Crit)
    Evasion (Nataku) 24 + 8, 14, 1, 17, 5
    10% chance of causing the `Impale` effect. 63, 87, 15, 39, 100 Failed x5
6.66 Seconds | Shi's Wind Heart attacks Kouin with Wind Scythe [Mastered] with special action Blade of the Wind and AE special move Overcharge.
  • Attack 21 - 1 + 19 HIT (Crit)
    Evasion 24 + 4
    18% chance of inflicting the 'Wind Slice' effect. Roll: 52 Failed
6.66 Seconds | Shi's Fire heart attacks Kouin with Dragon Fire [Mastered] with AE special move Overcharge.
  • Attack 21 - 1 + 8 HIT
    Evasion 24 + 2
    24% chance to set the target 'afire'. Roll: 55 Failed.
6.66 Seconds | Shi's Lightning heart attacks Kouin with Zeus Flash [Mastered] with AE special move Overcharge.
  • Attack 21 + 1 + 16 Hit
    Evasion 24 + 6
    18% chance of activating the 'Impale' effect. Roll: 4 Success Bleed I
    35% chance of dealing critical damage. 19 Success. Critical damage.
8.25 Seconds | Shi attacks Kouin with Fatal Draw [Mastered].
Shi is no longer in stealth.
  • Attack (Shi) 31 + 2 + 13 HIT
    Evasion (Kouin) 24 + 17
    10% chance this will be a sneak attack. Roll: 90 Failed
    Bleed Chance. Roll: 36 Failed.
8.57 Seconds | Nataku uses Shinra Tensei on Mysterious Woman w/ Focus affinity move (+2 acc, +1 crit range) [Master] (-10%CP cost jutsu mastery)
Awareness Check between Specter Shade and Shi.
  • Awareness (Nataku) 17 + 20 May target Shi
    Stealth (Shi) 17 + 8
    Attack (Nataku) 34 + 1 + 2 + 20 (Crit)
    Evasion (Shi) 21 + 6
    28% chance of being unable to be auto-dodged and interrupting the targets next action. Roll: 36 Failed
9.00 Seconds | Kouin uses Infinity Rain Mastered targeting Shi.
  • Random Targeting: Shi (1), Ronin (2), Kouin (3), Nataku (4), Shi's Specter Shade #1 (5), Shi's Specter Shade #2 (6), Shi's Heart (Wind) (7), Shi's Heart (Fire) (8), Shi's Heart Lightning (9), Shi's Heart (Non-Elemental) (10). Roll: 3
    Head injury Roll: 95
    Attack (Kouin) 28 + 1 + 2 (Miss), 19 (Crit), 10, 8, 3 (Miss), re-roll for attack 19 (Crit), 20 (Crit)
    36% chance of activating the `Laser Guided` and `Homing` effect. 57, 88, 95, 61, 9, 61
    Evasion (Kouin) 24 + 11, 4, 9, 2, 14, 13
    Kouin knocks himself out.
10.0 Seconds | Nataku uses Mystical Hand on Kouin [Master] (-10%CP cost jutsu mastery)
  • Awareness Check 17 + 14, targets KO'd Kouin.
    Stealth 12 + 10
    Healing is at 50% proficiency, but some healing is rendered.
    Cannot crit a KO'd player. No roll for accuracy.
10.0 Seconds | Shi uses Annihilation [Mastered] on Nataku.
  • Attack (Shi) 31 + 2 + 13
    Evasion (Nataku) 26 + 16
    Bleed Chance. Roll: 85 Failed
10.0 Seconds | Shi's Fire Heart attacks Nataku with Thermal Maw [Mastered].
  • Attack (Heart) 21 + 7 Miss
    Evasion (Nataku) 24 + 16
10.0 Seconds | Shi's Wind Heart attacks Nataku with Pressure Burst [Mastered].
  • Attack (Heart) 28 + 6 HIT
    Evasion (Nataku) 24 + 5
    6% chance of inflicting the 'Gaspless' effect. Roll 14 Failed.
10.0 Seconds | Shi's Lightning Heart attacks Nataku with Thunderbolt [Mastered].
  • Attack (Heart) 28 - 1 + 17 HIT
    Evasion (Nataku) 24 + 19
    8% chance to 'Stun' the target. . Roll 54 Failed.
10.0 Seconds | Shi's Specter Shade #1 attacks Nataku with Midnight Strike [Rank 1] using the special action to use melee accuracy.
  • Attack 26 + 2 + 8
    Evasion 24 + 3
    24% chance of being a Sneak Attack. 99 Failed
10.0 Seconds | Shi's Specter Shade #2 attacks Nataku with Midnight Strike [Rank 1] using the special action to use melee accuracy.
  • Attack 26 + 2 + 19 (Crit)
    Evasion 24 + 9
    24% chance of being a Sneak Attack. 29 Failed
Nataku was KO's at 10 seconds but multiple things hit him. rolled for potential evasions on all.

Papertrail: The attacks were writ with Enrage. Noted EST 0530 12/24 and message sent. Old note mentioned enrage, however on the next morning re-read remembered that the path's changed. Being so many months between posts, def did not remember this. Kouin would have attacked Shi both times and would have hit. Kouin would have had about 3k HP left at the end of the round. Offer to re-mod as documented:
Shiori - Today at 5:37 AM
morning
KazeKouin - Today at 5:37 AM
Morning
Shiori - Today at 5:39 AM
and actually I need to edit that, you actually would not have. I had you on berserk still because i had a note saying berserk but you have the other path out
escape to cancel • enter to save
this is a thread from so long ago, it is hard to remember that stuff. So actually you would be conscious, just barely
KazeKouin - Today at 5:39 AM
Nah
It's fine
Shiori - Today at 5:39 AM
And Shi would have taken some damage
Just trying not to screw you over
I know you wanted the loss
I just also know that
 

Sand Council

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Shi knelt down beside the bloodied Sennin. The Soverign lifted the woman's head from the ground and pinched her jaw between her fingers, causing Narumi's lips to pucker as she did so. She never bothered to appreciate the fact before that Kouin was a woman sometimes. She relinquished her hold and let her fall back onto the ground. The house was destroyed in this fight, Aburabuta would be displeased but she knew he would not offer a single complaint. He was a man who understood debt better than most. "Time for Stage Two Sennin," she announced as she procured several items for the journey: a (possibly pair if Nataku is also coming) wooden oblong box and a (again possibly pair of) leather straight jackets and heavy metal shackles. She would empty the pockets of both Nataku and Narumi, taking from them whatever they had that was either of value or of potential danger to her. Be it poison, weapons, wire, a headset. She would strip them bare if necessary and take whatever was hidden on them.

She was no pervert, however. Narumi would have pants, just not the ones she originally wore, some simply cotton blend and a heavy, secured straight jacket. A pair of heavy iron cuffs would lock around her legs and her ankles would be united by a short length of chain that was no more than 10 inches. The same would happen to Nataku if he came. She/they would be lifted into the crates and the casket-like containers would be locked closed with a series of sturdy padlocks. She would search the premises, if she could have found Ronin she would have taken him as well. If she found the original body of the Kumo Sennin unconscious on the floor someplace on the grounds, he would be placed in a similar predicament. All the same, she would spend the next hour preparing for a long journey back to Sora. Travel conditions for the pair would not be comfortable.

Leaving Topic with Narumi, possibly Kouin, possibly Nataku. All the aforementioned are pending consent.
 

Kouin

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Anger boiled in the young sennin's blood; a deep sense of anger and betrayal, if you couldn't trust your blood to have your back who could you trust in this cruel world? His youngest brother had abandoned him in the midst of him trying to rescue him, and suddenly he was nowhere to be found, a ghost amidst the combat. Though he was over all this petty squabbling, he was done with his overprotectiveness; the only person he could trust was himself, and even that betrayed him from time to time. Who in the world could you believe if not yourself? He was fed up with everything and everybody. maybe he should jsut give in a let this group of people do what they wish; whether they caused all this distress in his life is one thing, ther fact that people he called his family deserted him, and people he called his comrades betrayed him, he didn't need any of them.

No matter how wretched this women was, she was right one multiple occassions. She had forced this sense of self destruction that slowly torn him down further and further. What cause was he even fighting for anymore? Why was he even fighting against them? She gave him no answer to his question, the only answer he recieved was in the form of a hailing storm of jutsu laying havoc upon his body. Absorbed in the confines of his own mind he made no movement to avoid the barrage; he allowed what little of his stamina remained to be stripped away from him in a single swift motion.

The world went black; he could feel restraints being latched onto him. He could feel his body being picked up and thrown into a casket; was this where he was to die? No. If she had any intention on killing she would've made sure he was dead instantly; no, she wants to keep him alive, but for what purpose? What does this accomplish exactly? Guess only time would be able to tell what would happen, or if he would even live through this.

[Topic Left w/ Shi]
 

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