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kouri-chan_xx Vice Captain
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Posted: Wed Jul 06, 2011 7:52 am
Shoreline

The Ocean is vast wilderness that no human can fully tame, we may know much about the lands we live on top. But under the waves is a world unlike our own. Kirigakure is surrounded by this ocean and it is home to Kirigakure's main form of transportation which is by boat. The water's clear glossy look gives view to Kirigakure's secret defense and beauty, the Coral Reefs.
The Coral Reefs of Kirigakure, a sight that many die to see; Kirigakure being the only Shinobi Country to own a coral reef the size of Fire Country if not more. These rich reefs surround every Island of Kirigakure, making travel by boat very difficult. The proof? Almost every thousand feet there is a shipwreck. Luckily though some area's are lighter in reef then others. The reefs are rich with fish and coral of all sizes, and if your lucky you may even be able to see a shark or two.
A little further out, islands dot the horizon. Their warm, sandy beaches look extremely inviting from afar. A classic island paradise. No one lives on these islands anymore, though, many people find occasion to visit them. Away from the beaches, waterfalls and springs can be found along with a few caves. They make for the perfect getaway spot. The trip out is a little dangerous. The waters between Kirigakure and the islands are filled with all manner of creatures who make their home in the Coral Reef beneath the waves. And sometimes they come out to play.
At first sight you may be thinking that the waters in Kirigakure are not very deep, but you are very wrong my friend. Kirigakure's waters are very deep, almost too deep. The coral reef seem to be a first layer to something more, something underneath them. The waters are so clear that you can see the reefs perfectly from above, but be careful not to fall into it, we warn you.
People tend to, disappear under the waves.....
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Posted: Wed Jul 06, 2011 7:58 am
All along the ocean and beaches, there are animals that are specifically harvested for their poisons. Please use the utmost care in selecting your target. Some of them are quite deadly. First, use [d20 + Awareness] to see your target. Next, use [d20 + Attack Melee] to capture it. If the Capture DC is failed, you must roll [d20 + Reflex Save] in order to dodge the creature's attack. Failure to successfully dodge will result in the effects listed below the creature's information. A successful dodge will result in no effects but the creature swimming away. Please be very careful when attempting to capture some of the higher level creatures. There will be no "miracle" escapes. If some of the higher levels sting/bite you and your character dies, then you will be forced to start over. Partners are suggested for most of these creatures.
Sea Lice These small jellyfish are common all along the coastal regions of Kirigakure. While their toxin isn't deadly or even particularly dangerous, it is a favorite among the younger crowd for practical jokes. The effects are normally mild skin irritation, lasting several hours, and in rare cases, days Effect: Damage 1 - 3 Awareness DC: 10 Capture DC: 5 Dodge DC: 10 Antidote: -- To Extract: Chakra Control DC 15 Fortitude DC: 12
Fire Jellyfish These jellyfish are slightly more dangerous. Their toxins are applied to the surface. The affected area begins to burn and itch. Pink weals rise up on the area, with the surrounding skin being red. The effects can last anywhere from two to three days. These creatures are found in open water, away from the shoreline. Effect: Damage 2 - 5 Awareness DC: 10 Capture DC: 12 Dodge DC: 10 Antidote: -- To Extract: Chakra Control DC 15 Fortitude DC: 15
Sea Nettle Sea Nettles are commonly found near beaches and other shorelines. The toxin most often results in a burning skin pain along with a burning throat. Coughing and a watery nasal discharge are also common. The toxin can be applied either through the skin or ingested. Effect: Damage 2 - 6 Awareness DC: 10 Capture DC: 15 Dodge DC: 10 Antidote: -- To Extract: Chakra Control DC 15 Fortitude DC: 15
Sea Anemone The unique creatures can be found up and down Kirigakure's coral reef or sometimes buried in the sand in deeper waters. The toxin is normally placed on weapons since the effect is temporary paralysis. The effect is immediate -- within a minute -- and in its undiluted form lasts anywhere from 10 - 12 hours. Effect: Paralysis (1 Post) Awareness DC: 15 Capture DC: 18 Dodge DC: 15 Antidote: -- To Extract: Chakra Control DC 20 Fortitude DC: 15
Lionfish The spines on this fish are filled with a poison that typically causes severe pain and swelling. The fish can be found swimming near the Coral Reef. The effects last a week or so depending on the amount of toxin used. Upon application -- usually through a wound -- the poison takes effect within minutes. Effect: Damage 5 - 8 Awareness DC: 15 Capture DC: 18 Dodge DC: 15 Antidote: -- To Extract: Chakra Control DC 20 Fortitude DC: 16
Crown-of-Thorns Starfish This creature can normally be found on the coral reefs where it feeds. The toxin causes immediate pain which lasts for hours. Within the hour, the skin around the infected area is swollen and a dark blue in color. This can last for weeks. The nausea and vomiting set in within 24 hours and last several weeks, as well. Effect: Damage 5 - 9 (2 posts) Awareness DC: 18 Capture DC: 20 Dodge DC: 20 Antidote: -- To Extract: Chakra Control DC 20 Fortitude DC: 20
Box Jellyfish The effects from this poison begin with a mild skin pain that slowly spreads as the poison makes its way through the bloodstream. In large doses, this toxin can even cause respiratory and cardiac failure, leading to death. The Box Jellyfish can be found along the coast. Effect: Damage 8 - 14 (2 posts) Awareness DC: 20 Capture DC: 25 Dodge DC: 15 Antidote: -- To Extract: Chakra Control DC 20 Fortitude DC: 22
Rabbitfish The spines on the Rabbitfish contain a neurotoxin. The toxin always causes seizures and respiratory paralysis. Some side effects can include vomiting, hallucinations, agitation and anxiety, and muscle cramps. Regardless of which symptoms are shown, all last approximately 12 - 30 hours. The Rabbitfish are most often found along the coral reefs. Effect: Damage 8 - 14 (3 posts), -5 on Dodge checks Awareness DC: 25 Capture DC: 28 Dodge DC: 25 Antidote: -- To Extract: Chakra Control DC 30 Fortitude DC: 28
Stonefish The spines of the stonefish contain a toxin which causes severe pain. This is followed by shock, paralysis, and tissue death. Unless the antidote is received within 24 hours, death will ensue. The Stonefish is only found near coral reefs and is hard to spot due to its unique coloration. Effect: Damage 15 - 30 (5 posts), -5 on strength mod Awareness DC: 40 Capture DC: 50 Dodge DC: 30 Antidote: -- To Extract: Chakra Control DC 40 Fortitude DC: 30
Man-o'-War These gigantic jellyfish are mostly found in open water unless a storm blows them closer to shore. The toxin's effects begin with a burning skin pain. Nausea and vomiting set in soon afterwards along with muscle pains, chest pains, and difficulty breathing. Death is the end result unless medical treatment and an antidote are obtained quickly. Effect: Damage 20 - 35 (5 posts), -5 strength mod, -5 Dex mod Awareness DC: 40 Capture DC: 55 Dodge DC: 45 Antidote: -- To Extract: Chakra Control DC 40 Fortitude DC: 30
Cigarette Snail The highly venomous snails can be found on the seabeds in deeper waters or along the coral reefs. They shoot barbs that cause intense pain. Swelling, tingling, numbness, muscle paralysis, and finally respiratory failure follow within minutes. This creature is called the Cigarette Snail because after being stung, the victim has only enough time to smoke one cigarette before dying in about 3-5 min. This poison is not sold to the other villages and is reserved for Kirigakure shinobi only. Because there is no known antivenom. Effect: Damage 40 - 55 [10 Posts], Paralysis Awareness DC: 55 Capture DC: 65 Dodge DC: 45 Antidote: -- To Extract: Chakra Control DC 65 Fortitude DC: 50
Blue-ringed Octopus This sea creature is only the size of a golf ball but is the most toxic creature in the sea. It is always found on coral reefs. The toxin takes effect immediately, beginning with motor paralysis, respiratory arrest, and finally death. All of this occurs within 1-3 min. This poison is not sold to the other villages and is reserved for Kirigakure shinobi only. Because there is no known antivenom. Effect: Damage 40 - 55 [15 Posts], Paralysis, Mute Awareness DC: 60 Capture DC: 80 Dodge DC: 70 Antidote: -- To Extract: Chakra Control DC 80 Fortitude DC: 75
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kouri-chan_xx Vice Captain
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Hoshigaki Hiru rolled 5 20-sided dice:
4, 3, 16, 7, 16
Total: 46 (5-100)
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Posted: Wed Jul 06, 2011 5:47 pm
Suiton: Mizuame Teppōdama (Water Release: Syrup Gunshot)
 The user spits out condensated balls of sticky syrup at his enemy. Even though this technique is far weaker than its water counterpart due to the fact that the syrup bullets are bigger and have more wind resistance, the projectiles can reach fairly high velocities thus generating significant concussive force. Some go as far as to say the technique can be as powerful as a cannon shot for advanced ninjutsu specialists. If the bullet makes contact with a target, it bursts and partially covers it with sticky syrup, impairing its movements. The number of bullets that can be generated depends on the user's skill. Rank: B Cp cost: 100 cp Damage: (25 - 40) + chk mod per bullet Reflex DC: 15 + chk mod + 2 per 10 points in ninjutsu skill Requirements : Water affinity, Chakra Control 40, Ninjutsu 25, dexterity 20, Chakra 30, Suiton: Mizuame Nabara Training : Stage I: Chakra Control check DC 50 Generating mizuame balls. Stage II: Dexterity DC 15 Aiming the bullets at a target with accuracy. Stage III: Chakra DC 20 Generating concussive force. Stage IV: Ninjutsu DC 35 Maximizing splash effect to cover as much of the opponent as possible. Special : *User can fire one bullet for every 10 levels in chakra control. *Target must roll one reflex save per bullet to dodge them. *For every succesful hit, reduce the target's base attack bonus for all attacks by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. If this effect reduces one of the opponent's attacks to a base attack bonus lower than 1, he loses that attack until the syrup wears off. This effect is stackable. *For every succesful hit, reduce target's dodge rating, reflex saves and movement rolls by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. This effect is stackable. Owner: Hoshigaki Hiru
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Stage 1: Generating mizuame balls. DC: 50 d20 + Chakra Control [42] 10/10 (Complete)
Stage 2: Aiming the bullets at a target with accuracy. DC: 16 (Increased from 15 to get attribute point training) d20 + Dexterity Modifier [6] 2/10
d20 [04] + Dexterity Modifier [6] = (pass/fail)
Hiru decided to move to the Shoreline to further devellop his new technique. There was something about this place that made him feel... nostalgic. Strangely, this was not the Shoreline he rembered. Something in the air was different, as though all the energy that it once had had been reset. It all felt so new, it was a bit unsettling at first for someone who had spent so much time there before.
d20 [03] + Dexterity Modifier [6] = (pass/fail)
Still, there was a reason why Hiru had once learned so many of his techniques in this place. There was something in the mixture of the air from the sea and being blown through the leaves and trees by the wind that calmed and inspired him. It seemed to create the perfect setting for training. Both stimulating and soothing at the same time. It made him able to work hard but recover his strength at the same time.
d20 [16] + Dexterity Modifier [6] = (pass/fail)
Still, the reason he had come here was to train his skill with his new mizuame bullets effectively. It would certainly not be a peaceful exercise as it implied high impact shots of gelatinous sticky liquid at solid object. Ultimately, his goal would be to break one of those trees completely simply from the impact his technique could generate if it worked as he had anticipated,
d20 [07] + Dexterity Modifier [6] = (pass/fail)
Obviously, before even thinking about any form of increase in sheer power, the first thing he needed to devellop if this jutsu was ever going to be of any use was his accuracy in launching these bullets. Of course, his first attempt had been succesful in a sense that he had effectively created the bullets, but even he could notice that these things had flown pretty much anywhere.
d20 [16] + Dexterity Modifier [6] = (pass/fail)
Hiru knew he'd have to learn to fire these things with pinpoint accuracy as this technique would be of the greatest use against oopponents that outspeed him. The syrup would be able to slow them down and allow him to dodge and hit them more easily. He remembered his fight with Andou when he was barely able to dodge his swift attacks and he had so much trouble simply landing a blow.
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Hoshigaki Hiru rolled 5 20-sided dice:
16, 19, 8, 15, 4
Total: 62 (5-100)
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Posted: Wed Jul 06, 2011 6:00 pm
Suiton: Mizuame Teppōdama (Water Release: Syrup Gunshot)
 The user spits out condensated balls of sticky syrup at his enemy. Even though this technique is far weaker than its water counterpart due to the fact that the syrup bullets are bigger and have more wind resistance, the projectiles can reach fairly high velocities thus generating significant concussive force. Some go as far as to say the technique can be as powerful as a cannon shot for advanced ninjutsu specialists. If the bullet makes contact with a target, it bursts and partially covers it with sticky syrup, impairing its movements. The number of bullets that can be generated depends on the user's skill. Rank: B Cp cost: 100 cp Damage: (25 - 40) + chk mod per bullet Reflex DC: 15 + chk mod + 2 per 10 points in ninjutsu skill Requirements : Water affinity, Chakra Control 40, Ninjutsu 25, dexterity 20, Chakra 30, Suiton: Mizuame Nabara Training : Stage I: Chakra Control check DC 50 Generating mizuame balls. Stage II: Dexterity DC 15 Aiming the bullets at a target with accuracy. Stage III: Chakra DC 20 Generating concussive force. Stage IV: Ninjutsu DC 35 Maximizing splash effect to cover as much of the opponent as possible. Special : *User can fire one bullet for every 10 levels in chakra control. *Target must roll one reflex save per bullet to dodge them. *For every succesful hit, reduce the target's base attack bonus for all attacks by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. If this effect reduces one of the opponent's attacks to a base attack bonus lower than 1, he loses that attack until the syrup wears off. This effect is stackable. *For every succesful hit, reduce target's dodge rating, reflex saves and movement rolls by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. This effect is stackable. Owner: Hoshigaki Hiru
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Stage 1: Generating mizuame balls. DC: 50 d20 + Chakra Control [42] 10/10 (Complete)
Stage 2: Aiming the bullets at a target with accuracy. DC: 16 (Increased from 15 to get attribute point training) d20 + Dexterity Modifier [6] 5/10
d20 [16] + Dexterity Modifier [6] = 22 (pass/fail)
Given Hiru's specialty as a ninjutsu shinobi, this was certainly not going to be the easiest aspect of the training. It wasn't exactly ranged combat per se, but it was still something that relied on his dexterity. That did not mean that Hiru was not nimble, he actually was pretty agile, but he had never develloped his abilities at aiming from a distance with... well pretty much anything.
d20 [19] + Dexterity Modifier [6] = 25 (pass/fail)
He remembered one very specific training when he was a kid. He had spent a few hours in the academy throwing kunais and shurikens at a terget to practice his dexterity. However, he had used these skills so little since then that the kunais and shurikens he was carrying right now were the same he had swiped from the academy's stash on that day. He definately needed to diversify his arsenal a bit more...
d20 [08] + Dexterity Modifier [6] = 14 (pass/fail)
So, without further ado, Hiru started looking for a potential target along the shoreline. There were quite a few trees that would probably do the job, but for the moment he thought he'd try with something a bit bigger. Would be more encouraging than constantly missing the same target over and over again at first. At least then he'd a few succesful hits to build his confidence on.
d20 [15] + Dexterity Modifier [6] = 21 (pass/fail)
After a few seconds he came across a pretty big rock along the beach. It was short but fairly large. It would do the trick for now. Starting from the boulder, Hiru turned his back to it and walked fifty paces away from it, to increase the challenge. Doing it from a closer range would probably have done the job just fine but he'd get a train to train his dexterity a bit more this way. He could definately use it...
d20 [04] + Dexterity Modifier [6] = 10 (pass/fail)
So, he thought he'd start with individual bullets at first. As the old saying tell us, you have to learn to walk before you learn to run. So, he gathered as much syrup as he could into his mouth until it formed into one dense bullet. Then, suddenly, he released it in the boulder's direction. The mizuame ball flew at the boulder with somewhat of a mediocre speed and landed somewhere behind it; not even really close.
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Hoshigaki Hiru rolled 5 20-sided dice:
3, 14, 16, 14, 10
Total: 57 (5-100)
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Posted: Wed Jul 06, 2011 6:18 pm
Suiton: Mizuame Teppōdama (Water Release: Syrup Gunshot)
 The user spits out condensated balls of sticky syrup at his enemy. Even though this technique is far weaker than its water counterpart due to the fact that the syrup bullets are bigger and have more wind resistance, the projectiles can reach fairly high velocities thus generating significant concussive force. Some go as far as to say the technique can be as powerful as a cannon shot for advanced ninjutsu specialists. If the bullet makes contact with a target, it bursts and partially covers it with sticky syrup, impairing its movements. The number of bullets that can be generated depends on the user's skill. Rank: B Cp cost: 100 cp Damage: (25 - 40) + chk mod per bullet Reflex DC: 15 + chk mod + 2 per 10 points in ninjutsu skill Requirements : Water affinity, Chakra Control 40, Ninjutsu 25, dexterity 20, Chakra 30, Suiton: Mizuame Nabara Training : Stage I: Chakra Control check DC 50 Generating mizuame balls. Stage II: Dexterity DC 15 Aiming the bullets at a target with accuracy. Stage III: Chakra DC 20 Generating concussive force. Stage IV: Ninjutsu DC 35 Maximizing splash effect to cover as much of the opponent as possible. Special : *User can fire one bullet for every 10 levels in chakra control. *Target must roll one reflex save per bullet to dodge them. *For every succesful hit, reduce the target's base attack bonus for all attacks by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. If this effect reduces one of the opponent's attacks to a base attack bonus lower than 1, he loses that attack until the syrup wears off. This effect is stackable. *For every succesful hit, reduce target's dodge rating, reflex saves and movement rolls by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. This effect is stackable. Owner: Hoshigaki Hiru
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Stage 1: Generating mizuame balls. DC: 50 d20 + Chakra Control [42] 10/10 (Complete)
Stage 2: Aiming the bullets at a target with accuracy. DC: 16 (Increased from 15 to get attribute point training) d20 + Dexterity Modifier [6] 9/10
d20 [03] + Dexterity Modifier [6] = 09 (pass/fail)
Ironically, the stray bullet went flying off towards some of the sailors that were working on the ships a few feet behind the rock Hiru was aiming at. What was ironic about this was that these were the sailors who, just a few years back, mocked Hiru as he was develloping his water gliding technique at this very spot, in the waters just off the shore. He remembered them mocking him as he clumsily fell into the water.
d20 [14] + Dexterity Modifier [6] = 20 (pass/fail)
Still, now was not the time to be reminiscing about old times. Hiru was on a roll and wanted this technique develloped while the principles were still fresh in his mind. He needed tim manage to hit that big an immobile target if he was ever going to be able to hit a moving nimble ninja in a combat situation. Determined to improve, he settled his feet and focused intensely on his lithic target.
d20 [16] + Dexterity Modifier [6] = 22 (pass/fail)
Once again building up the pressure as intensely as possible, he tried to stay focused on his control of it as it was building. He really needed the entire pressure to apply to one point and one point only. So, when he felt that it had become dense and controlled enough, Hiru spat out a massive mizuame bullet at the rock. It flew for a few seconds and landed square on it, as though there was a bullseye in its dead middle Hiru was aiming at.
d20 [14] + Dexterity Modifier [6] = 20 (pass/fail)
Overjoyed, Hiru realized he was well on his way to get that part of the technique down. Before moving on to smaller targets, he thought he'd try a multiple shot to see if he could aim a series of them at a target succesfully. Once more, he generated as many as he could in rapid succession and fired them at his target. Like his last one had, all of these bullets headed straight at the rock and landed fairly at the same spot.
d20 [10] + Dexterity Modifier [6] = 16 (pass/fail)
Hiru was extremely satisfied with the result. Obviously, he wasn't a kid anymore, so he could only gather that much pride in being able to hit an immobile massive target. He needed to find something smaller he could aim his new technique at. The fact that he hadn't started putting power behind it made finding a target that much easier since he didn't have to worry about hurting or damaging anything.
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Dimi Deiod rolled 3 20-sided dice:
5, 9, 3
Total: 17 (3-60)
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Posted: Wed Jul 06, 2011 6:40 pm
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Hoshigaki Hiru rolled 5 20-sided dice:
8, 19, 15, 5, 9
Total: 56 (5-100)
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Posted: Wed Jul 06, 2011 7:03 pm
Suiton: Mizuame Teppōdama (Water Release: Syrup Gunshot)
 The user spits out condensated balls of sticky syrup at his enemy. Even though this technique is far weaker than its water counterpart due to the fact that the syrup bullets are bigger and have more wind resistance, the projectiles can reach fairly high velocities thus generating significant concussive force. Some go as far as to say the technique can be as powerful as a cannon shot for advanced ninjutsu specialists. If the bullet makes contact with a target, it bursts and partially covers it with sticky syrup, impairing its movements. The number of bullets that can be generated depends on the user's skill. Rank: B Cp cost: 100 cp Damage: (25 - 40) + chk mod per bullet Reflex DC: 15 + chk mod + 2 per 10 points in ninjutsu skill Requirements : Water affinity, Chakra Control 40, Ninjutsu 25, dexterity 20, Chakra 30, Suiton: Mizuame Nabara Training : Stage I: Chakra Control check DC 50 Generating mizuame balls. Stage II: Dexterity DC 15 Aiming the bullets at a target with accuracy. Stage III: Chakra DC 20 Generating concussive force. Stage IV: Ninjutsu DC 35 Maximizing splash effect to cover as much of the opponent as possible. Special : *User can fire one bullet for every 10 levels in chakra control. *Target must roll one reflex save per bullet to dodge them. *For every succesful hit, reduce the target's base attack bonus for all attacks by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. If this effect reduces one of the opponent's attacks to a base attack bonus lower than 1, he loses that attack until the syrup wears off. This effect is stackable. *For every succesful hit, reduce target's dodge rating, reflex saves and movement rolls by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. This effect is stackable. Owner: Hoshigaki Hiru
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Stage 1: Generating mizuame balls. DC: 50 d20 + Chakra Control [42] 10/10 (Complete)
Stage 2: Aiming the bullets at a target with accuracy. DC: 16 (Increased from 15 to get attribute point training) d20 + Dexterity Modifier [6] 10/10 (Complete)
d20 [08] + Dexterity Modifier [6] = 14 (pass/fail)
Hiru was thrilled to see his old friend Masanori make his way to the Shoreline to do what was apparently some sort of dexterity training. They had belonged to the same genin graduation and had briefly been in the same genin squads for a few missions before the black ops came and removed him from it to put him in special training. He had heard Masanori had continued in his charming womanizing ways but had had few opportunities to talk to him.
d20 [19] + Dexterity Modifier [6] = 25 (pass/fail)
As what could have been considered a passable joke, Hiru decided to surprise Masanori by making him the target of his live target training. He walked to about 50 meters of him and released 4 medium sized syrup bullets aimed right at him. The bullet did not fly quickly but still surely made their way to him until *SPLASH* all four landed right on him, splashing on impact.
"Hihihi", Hiru giggled, running away from the scene.
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Hoshigaki Hiru rolled 2 20-sided dice:
10, 2
Total: 12 (2-40)
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Posted: Wed Jul 06, 2011 7:14 pm
Suiton: Mizuame Teppōdama (Water Release: Syrup Gunshot)
 The user spits out condensated balls of sticky syrup at his enemy. Even though this technique is far weaker than its water counterpart due to the fact that the syrup bullets are bigger and have more wind resistance, the projectiles can reach fairly high velocities thus generating significant concussive force. Some go as far as to say the technique can be as powerful as a cannon shot for advanced ninjutsu specialists. If the bullet makes contact with a target, it bursts and partially covers it with sticky syrup, impairing its movements. The number of bullets that can be generated depends on the user's skill. Rank: B Cp cost: 100 cp Damage: (25 - 40) + chk mod per bullet Reflex DC: 15 + chk mod + 2 per 10 points in ninjutsu skill Requirements : Water affinity, Chakra Control 40, Ninjutsu 25, dexterity 20, Chakra 30, Suiton: Mizuame Nabara Training : Stage I: Chakra Control check DC 50 Generating mizuame balls. Stage II: Dexterity DC 15 Aiming the bullets at a target with accuracy. Stage III: Chakra DC 20 Generating concussive force. Stage IV: Ninjutsu DC 35 Maximizing splash effect to cover as much of the opponent as possible. Special : *User can fire one bullet for every 10 levels in chakra control. *Target must roll one reflex save per bullet to dodge them. *For every succesful hit, reduce the target's base attack bonus for all attacks by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. If this effect reduces one of the opponent's attacks to a base attack bonus lower than 1, he loses that attack until the syrup wears off. This effect is stackable. *For every succesful hit, reduce target's dodge rating, reflex saves and movement rolls by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. This effect is stackable. Owner: Hoshigaki Hiru
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Stage 3: Generating concussive force. DC: 20 d20 + Chakra Modifier [16] 4/10
d20 [15] + Chakra Modifier [16] = 31 (pass/fail)
That small distraction had given hiru the opportunity to relax a bit. Laughing helped him ease his mind a bit from all the tension generated by his focus both from trying to come up with the basics for the technique and from trying to get it right. Still, now that he thought about it, he wasn't even sure if what he had aimed at was actually Masanori... It seemed a bit short for him...
d20 [05] + Chakra Modifier [16] = 21 (pass/fail)
Anyway, one thing was for certain, this was the last part of his training where he could even think about live target training. The next step would be trying to increase the impact strength of the technique, and, with hiru's incredibly strong chakra and develloped ninjutsu skills, this could mean he would most likely severely injure someone by firing directly at him, especially if he did not expect it...
d20 [09] + Chakra Modifier [16] = 25 (pass/fail)
So, He went into the forst to look for another target. Something that was small and less sturdy than a rock but that he could fire at without being afrais to injure it. There were a lot of trees around that was for sure. If he could find some that were far away enough from people and camps they would make very suitable targets for the focus of this specific exercise as they would be slim yet sturdy.
d20 [10] + Chakra Modifier [16] = 26 (pass/fail)
After a short walk, Hiru found what would be his first target. It was a tree, not so young as though he would feel it unfairly easy to break but not so old he'd feel bad damaging it since it would be part of the area's heritage in away. He got into position and gave his first try at trying to push as much chakra as he could behind the bullet to increase the raw impact strength of the projectile.
d20 [02] + Chakra Modifier [16] = 18 (pass/fail)
Strangely, Hiru had apparently put so much behind the bullet that it had apparently messed up its trajectory and compromised its integrity. From his mouth flew with little to no accuracy what looked like a flying puddle of syrup that spalshed on the ground barely a few feet away from him. For a first try this was definately something that seemed cause for concern. Still, he'd need a few more tries before getting alarmed.
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Hoshigaki Hiru rolled 6 20-sided dice:
6, 16, 6, 6, 2, 19
Total: 55 (6-120)
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Posted: Wed Jul 06, 2011 7:31 pm
Suiton: Mizuame Teppōdama (Water Release: Syrup Gunshot)
 The user spits out condensated balls of sticky syrup at his enemy. Even though this technique is far weaker than its water counterpart due to the fact that the syrup bullets are bigger and have more wind resistance, the projectiles can reach fairly high velocities thus generating significant concussive force. Some go as far as to say the technique can be as powerful as a cannon shot for advanced ninjutsu specialists. If the bullet makes contact with a target, it bursts and partially covers it with sticky syrup, impairing its movements. The number of bullets that can be generated depends on the user's skill. Rank: B Cp cost: 100 cp Damage: (25 - 40) + chk mod per bullet Reflex DC: 15 + chk mod + 2 per 10 points in ninjutsu skill Requirements : Water affinity, Chakra Control 40, Ninjutsu 25, dexterity 20, Chakra 30, Suiton: Mizuame Nabara Training : Stage I: Chakra Control check DC 50 Generating mizuame balls. Stage II: Dexterity DC 15 Aiming the bullets at a target with accuracy. Stage III: Chakra DC 20 Generating concussive force. Stage IV: Ninjutsu DC 35 Maximizing splash effect to cover as much of the opponent as possible. Special : *User can fire one bullet for every 10 levels in chakra control. *Target must roll one reflex save per bullet to dodge them. *For every succesful hit, reduce the target's base attack bonus for all attacks by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. If this effect reduces one of the opponent's attacks to a base attack bonus lower than 1, he loses that attack until the syrup wears off. This effect is stackable. *For every succesful hit, reduce target's dodge rating, reflex saves and movement rolls by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. This effect is stackable. Owner: Hoshigaki Hiru
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Stage 3: Generating concussive force. DC: 20 d20 + Chakra Modifier [16] 9/10
d20 [06] + Chakra Modifier [16] = (pass/fail)
Not wanting to dwell on the past for too long, Hiru realized this was most likely a freak mistake and decided to give this a quick second try now that he had gotten a general feel for highly charged mizuame release. Very great haste, he gathered a significant amount of chakra behind a bullet and spat it out right at the tree and, this time, with very great precision and efficiency.
d20 [16] + Chakra Modifier [16] = (pass/fail)
The bullet flew right at the tree and made very solid contact with it, making a sound similar as if someone had wacked at it with a hammer. Hiru ran to the tree to see what damage he had managed and, to his great surprise, he had made a very solid dent in its bark. Heck, even its wood under the bark appeared to have been damaged but held mostly because of the stickiness of the syrup.
d20 [06] + Chakra Modifier [16] = (pass/fail)
Hiru turned around to find yet another tree that was about the same size as the one he had just fired at. This time, he thought he'd try a multiple shot with a medium amount of power behind each bullet. With increasing speed, he generated four mizuame balls that very efficiently flew right at the target, letting a rapid contact sound resonate to the waters just a few feet towards the coast.
d20 [06] + Chakra Modifier [16] = (pass/fail)
Once more curious about how he had done, he went over to the tree to analyze his performance. Hiru was very glad to observe that all four of his bullets had apparently individually dealt as much damage as the one he had just fired a few moments ago. The tree had sustained fairly considerable damage in four places, severely compromising its very integrity.
d20 [02] + Chakra Modifier [16] = (pass/fail)
A bit cocky, Hiru decided to turn around and try to fire with maximum force four bullets at a somewhat large pine that stood right behind him. However, in his haste, power and form got messed up and accuracy came off at the same time. Strangely, what came out of his mouth was more a stream of varying intensity than four individual bullets. This technique wasn't an easy one that was for sure...
d20 [19] + Chakra Modifier [16] = (pass/fail)
A bit embarassed and gald no one appeared to have been around to witness this somewhat sad attempt at a technique he so far seemed to have pretty much mastered, Hiru decided to get his mind back together and focus for his training that was nearing completeion more quickly every time he gave the technique another shot. He knew pretty soon it would be combat ready.
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Hoshigaki Hiru rolled 2 20-sided dice:
17, 19
Total: 36 (2-40)
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Posted: Wed Jul 06, 2011 8:02 pm
Suiton: Mizuame Teppōdama (Water Release: Syrup Gunshot)
 The user spits out condensated balls of sticky syrup at his enemy. Even though this technique is far weaker than its water counterpart due to the fact that the syrup bullets are bigger and have more wind resistance, the projectiles can reach fairly high velocities thus generating significant concussive force. Some go as far as to say the technique can be as powerful as a cannon shot for advanced ninjutsu specialists. If the bullet makes contact with a target, it bursts and partially covers it with sticky syrup, impairing its movements. The number of bullets that can be generated depends on the user's skill. Rank: B Cp cost: 100 cp Damage: (25 - 40) + chk mod per bullet Reflex DC: 15 + chk mod + 2 per 10 points in ninjutsu skill Requirements : Water affinity, Chakra Control 40, Ninjutsu 25, dexterity 20, Chakra 30, Suiton: Mizuame Nabara Training : Stage I: Chakra Control check DC 50 Generating mizuame balls. Stage II: Dexterity DC 15 Aiming the bullets at a target with accuracy. Stage III: Chakra DC 20 Generating concussive force. Stage IV: Ninjutsu DC 35 Maximizing splash effect to cover as much of the opponent as possible. Special : *User can fire one bullet for every 10 levels in chakra control. *Target must roll one reflex save per bullet to dodge them. *For every succesful hit, reduce the target's base attack bonus for all attacks by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. If this effect reduces one of the opponent's attacks to a base attack bonus lower than 1, he loses that attack until the syrup wears off. This effect is stackable. *For every succesful hit, reduce target's dodge rating, reflex saves and movement rolls by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. This effect is stackable. Owner: Hoshigaki Hiru
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Stage 3: Generating concussive force. DC: 20 d20 + Chakra Modifier [16] 10/10 (Complete)
d20 [17] + Chakra Modifier [16] = 33 (pass/fail)
This time, Hiru more than had it down. Four bullets flew out of his mind in a second with such speed even the body flicker technique would most likely not get you out of their way in time. On this try, instead of hearing whacking noises against the tree's trunk, you could clearly make out the sound of wood shattering on the impact of all four bullets. The effect was so devastating that, a few seconds after the impacts, the tree crumbled to the ground from the damage.
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Hoshigaki Hiru rolled 4 20-sided dice:
12, 12, 15, 18
Total: 57 (4-80)
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Posted: Thu Jul 07, 2011 7:34 pm
Suiton: Mizuame Teppōdama (Water Release: Syrup Gunshot)
 The user spits out condensated balls of sticky syrup at his enemy. Even though this technique is far weaker than its water counterpart due to the fact that the syrup bullets are bigger and have more wind resistance, the projectiles can reach fairly high velocities thus generating significant concussive force. Some go as far as to say the technique can be as powerful as a cannon shot for advanced ninjutsu specialists. If the bullet makes contact with a target, it bursts and partially covers it with sticky syrup, impairing its movements. The number of bullets that can be generated depends on the user's skill. Rank: B Cp cost: 100 cp Damage: (25 - 40) + chk mod per bullet Reflex DC: 15 + chk mod + 2 per 10 points in ninjutsu skill Requirements : Water affinity, Chakra Control 40, Ninjutsu 25, dexterity 20, Chakra 30, Suiton: Mizuame Nabara Training : Stage I: Chakra Control check DC 50 Generating mizuame balls. Stage II: Dexterity DC 15 Aiming the bullets at a target with accuracy. Stage III: Chakra DC 20 Generating concussive force. Stage IV: Ninjutsu DC 45 Maximizing splash effect to cover as much of the opponent as possible. Special : *User can fire one bullet for every 10 levels in chakra control. *Target must roll one reflex save per bullet to dodge them. *For every succesful hit, reduce the target's base attack bonus for all attacks by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. If this effect reduces one of the opponent's attacks to a base attack bonus lower than 1, he loses that attack until the syrup wears off. This effect is stackable. *For every succesful hit, reduce target's dodge rating, reflex saves and movement rolls by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. This effect is stackable. Owner: Hoshigaki Hiru
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Stage 4: Maximizing splash effect to cover as much of the opponent as possible. DC: 45 d20 + Ninjutsu [35] 5/10
d20 [19] + Ninjutsu [35] = 54 (pass/fail)
Hiru was astonished with the power he had managed to generate with his new technique. In his wildest dreams he hadn't even anticipated a mizuame projectile could reach such velocity and sheer energy. Even more surprising was that actual impact strength was not even the technique's focus! This meant he was now ready to put the finishing touch to his new jutsu.
d20 [12] + Ninjutsu [35] = 47 (pass/fail)
Obviously, the whole reason he had done this technique was to take advantage of his syrup's somewhat unique nature. If all he had wanted was raw impact strength he could have stuck with water. This technique would have probably been much more simple for it. But no, what he wanted to do was to find a way to improve the syrup's delivery, to make it more effective.
d20 [12] + Ninjutsu [35] = 47 (pass/fail)
Of course, spitting the thing to the ground had its benefits. The victim's feet were completely and utterly stuck to the ground until he could break free. This came from the fact that the syrup held from one end to the ground, whic pretty much cannot be moved, and from the other end to the victim. This made it completely impossible for the target to move without breaking either the syrup or the ground.
d20 [15] + Ninjutsu [35] = 50 (pass/fail)
With this new variation on his technique, Hiru wanted to get his opponent's body to stick to tself at various spots. This way, even though it would not completely paralyze his victim, his movements would be significantly hindered and would become more and more obstructed if Hiru could keep the pressure on with more mizuame bullets or other mizuame techniques in general.
d20 [18] + Ninjutsu [35] = 53 (pass/fail)
So, in order to accomplish this objective, he needed to find a way to preserve the impact strength of his bullets (which actually looked a lot more like canon balls) while focusing more on increasing the splash of the actual syrup to make sure it could cover and stick to the largest surface possible of the target's body. This would definately be the optimal devellopment of this jutsu.
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Hoshigaki Hiru rolled 5 20-sided dice:
19, 2, 11, 20, 4
Total: 56 (5-100)
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Posted: Thu Jul 07, 2011 8:00 pm
Suiton: Mizuame Teppōdama (Water Release: Syrup Gunshot)
 The user spits out condensated balls of sticky syrup at his enemy. Even though this technique is far weaker than its water counterpart due to the fact that the syrup bullets are bigger and have more wind resistance, the projectiles can reach fairly high velocities thus generating significant concussive force. Some go as far as to say the technique can be as powerful as a cannon shot for advanced ninjutsu specialists. If the bullet makes contact with a target, it bursts and partially covers it with sticky syrup, impairing its movements. The number of bullets that can be generated depends on the user's skill. Rank: B Cp cost: 100 cp Damage: (25 - 40) + chk mod per bullet Reflex DC: 15 + chk mod + 2 per 10 points in ninjutsu skill Requirements : Water affinity, Chakra Control 40, Ninjutsu 25, dexterity 20, Chakra 30, Suiton: Mizuame Nabara Training : Stage I: Chakra Control check DC 50 Generating mizuame balls. Stage II: Dexterity DC 15 Aiming the bullets at a target with accuracy. Stage III: Chakra DC 20 Generating concussive force. Stage IV: Ninjutsu DC 45 Maximizing splash effect to cover as much of the opponent as possible. Special : *User can fire one bullet for every 10 levels in chakra control. *Target must roll one reflex save per bullet to dodge them. *For every succesful hit, reduce the target's base attack bonus for all attacks by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. If this effect reduces one of the opponent's attacks to a base attack bonus lower than 1, he loses that attack until the syrup wears off. This effect is stackable. *For every succesful hit, reduce target's dodge rating, reflex saves and movement rolls by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. This effect is stackable. Owner: Hoshigaki Hiru
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Stage 4: Maximizing splash effect to cover as much of the opponent as possible. DC: 45 d20 + Ninjutsu [35] 8/10
d20 [19] + Ninjutsu [35] = 54 (pass/fail)
Hiru wondered how he could actually train this aspect of the training without having to resort to live subject testing. For this particular exercise, even his usual mizu bunshins wouldn't do since the sheer power of the jutsu would most likely destroy them upon impact, or very close to. Testing how his syrup melds with various puddles of water wasn't going to get him very far.
d20 [02] + Ninjutsu [35] = 37 (pass/fail)
Then, he had an idea. When he looked at the tree that had broken off due to the power of the technique, he had an idea. He could try again to damage the integrity so badly it could crumble, but then do his best to cover it at the same time with so much syrup that it would stick together anyway. Spreading it too much would cause the syrup not to be strong enough, and spreading it too little would reduce the reinforcement.
d20 [11] + Ninjutsu [35] = 46 (pass/fail)
So, off he went once more to find another target. He had so far broken only one tree so he didn't feel bad yet for the environment he was damaging so much with his training. After a few seconds of scouting the area, he came across a tree that was just big enough for the purpose of his training. It would break but not too easily and had a nice large trunk on which to spread syrup.
d20 [20] + Ninjutsu [35] = 55 (pass/fail)
Getting into a firing position, his back foot well planted into the ground to minimize kickback as much as possible, he started generating a mizuame ball in mouth. This time, contrarily to what he had done on his previous tries, instead of condensing it like a mad man before firing it, he made a conscious effort to keep the syrup's density a bit lighter. This way it could explode on impact.
d20 [04] + Ninjutsu [35] = 39 (pass/fail)
In a flash, Hiru fired four quick bullets. All of them exploded very well when they reached their destination, but it was obvious something had been missing. When he got closer to inspect the outcome of his try at this, Hiru noticed that the tree had barely been damaged and that the syrup had been spreaded so thinly he could practically remove it with his index finger. He needed to do better...
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Hoshigaki Hiru rolled 5 20-sided dice:
5, 6, 14, 4, 19
Total: 48 (5-100)
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Posted: Thu Jul 07, 2011 8:18 pm
Suiton: Mizuame Teppōdama (Water Release: Syrup Gunshot)
 The user spits out condensated balls of sticky syrup at his enemy. Even though this technique is far weaker than its water counterpart due to the fact that the syrup bullets are bigger and have more wind resistance, the projectiles can reach fairly high velocities thus generating significant concussive force. Some go as far as to say the technique can be as powerful as a cannon shot for advanced ninjutsu specialists. If the bullet makes contact with a target, it bursts and partially covers it with sticky syrup, impairing its movements. The number of bullets that can be generated depends on the user's skill. Rank: B Cp cost: 100 cp Damage: (25 - 40) + chk mod per bullet Reflex DC: 15 + chk mod + 2 per 10 points in ninjutsu skill Requirements : Water affinity, Chakra Control 40, Ninjutsu 25, dexterity 20, Chakra 30, Suiton: Mizuame Nabara Training : Stage I: Chakra Control check DC 50 Generating mizuame balls. Stage II: Dexterity DC 15 Aiming the bullets at a target with accuracy. Stage III: Chakra DC 20 Generating concussive force. Stage IV: Ninjutsu DC 45 Maximizing splash effect to cover as much of the opponent as possible. Special : *User can fire one bullet for every 10 levels in chakra control. *Target must roll one reflex save per bullet to dodge them. *For every succesful hit, reduce the target's base attack bonus for all attacks by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. If this effect reduces one of the opponent's attacks to a base attack bonus lower than 1, he loses that attack until the syrup wears off. This effect is stackable. *For every succesful hit, reduce target's dodge rating, reflex saves and movement rolls by [2 per 15 points in Chakra Control] for [chk mod / 2] turns. This effect is stackable. Owner: Hoshigaki Hiru
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Stage 4: Maximizing splash effect to cover as much of the opponent as possible. DC: 45 d20 + Ninjutsu [35] 10/10 (Complete)
d20 [05] + Ninjutsu [35] = 40 (pass/fail)
That tree having barely been grazed by the mizuame bullets, Hiru decided it would still be able for a second round of projectile. Going back to where he had started he once more got into position, ready to give this another shot with a slightly different technique this time. It was quite obvious that the problem had been in the density of the bullet, which was the last aspect he needed to master to be done with it.
d20 [06] + Ninjutsu [35] = 41 (pass/fail)
Focusing on the mizuame forming in mouth, Hiru, applying the same principle that had guided him the first time, once more tried to make it lighter than the ones he had fired that had litterally broken the tree but denser than those that had simply splashed open for no effect on contact with the tree's bark. There was a delicate equilibrium he needed to achieve for optimum results.
d20 [14] + Ninjutsu [35] = 49 (pass/fail)
After focusing for a while, he finally fired the salva of four bullets. The sound was one he had not heard before in his training. The impact reminded him of the sound his destroyer bullets had made bu the splash was significantly greater than it had done the first time. Then, more noises started. The tree's structure cracked, and cracked some more. The tree twisted a few degrees before immobilizing again.
d20 [04] + Ninjutsu [35] = 39 (pass/fail)
Curious, Hiru walked up to it to witness the effects of his new technique. The first thing he noticed was that again, the tree had been nearly destroyed by the impact strength. However, it was still holding. Running his finger across the thick syrup that now covered its surface, Hiru realized that the only thing now that kept the tree from crumbling to the ground was the stickiness of his own syrup.
d20 [19] + Ninjutsu [35] = 54 (pass/fail)
Extremely proud, Hiru sat down to recover some of his strength. He had learned how to make syrup balls, to aim them at small targets, to put as much power behind them as possible, and finally to make them splash on contact to make sure his opponents would be badly stuck should they be hit with it. It had certainly been along day, but definately one Hiru could turn the page on with a feeling of accomplishment.
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Hoshigaki Hiru rolled 5 20-sided dice:
20, 1, 18, 20, 18
Total: 77 (5-100)
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Posted: Tue Jul 12, 2011 7:46 pm
This training occurs in a time paradox as it will happen at some point in the future.
Kuchiyose no Jutsu (Summoning Technique)
 This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle. The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices. Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread. Cp cost: Varies. Dice Rolls: 4 Rolls Damage: Depending on summon's power. Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25 Training: 4 stages Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply. Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along. Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it! Stage IV: Ninjutsu DC 40 Combine the previously trained elements.
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Stage 1 : You need lots of chakra to summon creatures. Train up your chakra supply. DC: 26 (Increased from 22 to increase stat point) d20 + Chakra Modifier [16] 4/10
d20 [20] + Chakra Modifier [16] = 36 (pass/fail)

"So, I guess... you're a... turtle?" Hiru asked the large blue tortoise that now stood right in front of him. "Why do you talk?", he couldn't help but add. Of course, saying that he was surprised the biggest understatement you could think of. With his wrapped stick he started poking the large reptile's shell, wondering if this was not just some form of elaborate and strange genjutsu cast by some unknown enemy.
d20 [01] + Chakra Modifier [16] = 17 (pass/fail)
"Duuude, could you please stop doing that?", asked the turtle, somewhat unsettled. "I heard somewhere that things on the mainland could be pretty cool so I came over. Right now all I managed to do was walk around and then get poked by some strange shark dude.", he added.
"What are you supposed to be anyway? You look like you're halfway between something that could have a summoning contract and a regular human being..."d20 [18] + Chakra Modifier [16] = 34 (pass/fail)

"I'm a shinobi from Kirigakure... Not really some sort of sentient beast...", Hiru answered, a bit insulted by the comment. Reassured he secured his staff back onto his back. "I was on a mission in these parts and certainly did not expect to meet a big talking tortoise. Are you lost or something?, he asked in a helpful tone. "I know these parts pretty well if you were thinking about going somewhere specific!
d20 [20] + Chakra Modifier [16] = 36 (pass/fail) "Actually, I'm just pretty glad to find someone from around here!", quickly answered the turtle. "I mostly came here for the change of scenery. Always seeing the same turtles around the Cool Springs can get somewhat repetitive, and my jutsu demonstrations were starting to lose their impact from the repetetiveness. I needed a vacation and some new material.", he added.
"You wouldn't happen to know where I could find something fun to do around here would you?", he finally asked.d20 [18] + Chakra Modifier [16] = 34 (pass/fail)

"Well, around here if you want to have fun you pretty much have to find something to do yourself. In most places of the village it's practically frowned upon to do something other than work or train. I actually had to learn that the hard way...", Hiru answered the turtle.
"But wait, you use jutsus?! Since when can animals use chakra?", asked Hiru, only now realizing what the overgrown tortoise had just said.
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Hoshigaki Hiru rolled 5 20-sided dice:
13, 19, 10, 3, 1
Total: 46 (5-100)
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Posted: Wed Jul 13, 2011 7:07 pm
Kuchiyose no Jutsu (Summoning Technique)
 This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle. The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices. Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread. Cp cost: Varies. Dice Rolls: 4 Rolls Damage: Depending on summon's power. Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25 Training: 4 stages Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply. Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along. Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it! Stage IV: Ninjutsu DC 40 Combine the previously trained elements.
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Stage 1 : You need lots of chakra to summon creatures. Train up your chakra supply. DC: 26 (Increased from 22 to increase stat point) d20 + Chakra Modifier [16] 7/10
d20 [13] + Chakra Modifier [16] = 29 (pass/fail) "Of course I can use chakra, man! It's actually my specialty! So far however, my tricks have been getting a bit stale and people have started to notice. Plus just doing the same thing over and over again can get real old, real fast. But, since you've never seen them, maybe I could actually show you one of my tricks!", answered the turtle.
"Of course, if I do, you'll have to show me what you can do too. Do you know ninjutsu too?", he asked.d20 [19] + Chakra Modifier [16] = 35 (pass/fail)

"Hey Ninjutsu's my specialty too!", cheerfully answered Hiru. "And, after your show, I know exactly what I could show you. It's a technique I've develloped myself actually so it would be a big surprise if you had already seen it.", he added, hoping that increasing the turtle's expectations would push him to increase his effort. ", he added. Also, I originally made it to have some fun, but I adapted it afterwards for combat. It's really pretty useful in both!", he concluded.
d20 [10] + Chakra Modifier [16] = 26 (pass/fail) "Far out! Now I can't wait to actually see it!", answered the over enthusiastic turtle. "Okay, since your thing's supposed to be so great, I'll start with one of my coolest jutsus.". Just as he finished, Kuurukame widened his stance, lowered his head and started focusing extremely hard. After a few seconds, water particles of varying density started rising from the grounds and into the air.d20 [03] + Chakra Modifier [16] = 19 (pass/fail)

After a few moments, Hiru started being surrounded by water particles that started going higher and higher until they finally reached over his head and into the air. As he moved his arms, Hiru could see water trails dragging from his hands, strangely as if he was underwater. Yet, he was still on the ground. Giggling, Hiru started dancing around, waving his arms to make wave effects. It had been so long since he had had the chance to have so much fun!
d20 [01] + Chakra Modifier [16] = 17 (pass/fail) It had been a while since Kuurukame had seen such enthusiasm for one of his jutsus. Witnessing this strange happy dance was an immeasurable source of joy to him. "Hey I like you kid! You actually seem to like having fun! Didn't know there were people like you here. Most of the humans I've met in these parts were a drag.... Plus, I'm fairly certain one of them actually wanted to eat me.", he said.
"Now that I've done my part, it's your turn to deliver on your promise! What's this fun jutsu you invented and wanted to show me?", he asked, amusingly trying to show impatience.
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