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A Naruto role-playing guild using the d20 system, for semi-lit and above RPers. 

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Hoshigaki Hiru
Crew

PostPosted: Wed Oct 08, 2014 7:41 pm


Suiran Forest



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[Image to come]
Next stop on our tour is Suiran Forest. As you can see, it iis very close to Konoha, basically being the first region you step into when you leave the village to the west. This forest area isn't very dense, only riddled with roads bordered with vegetation. In this area, wild animal attacks are fairly common, both on and off the road, because of the proximity to the forest. In the entire area is only one village, which is Kokoyashi. It is far from being a fortress but all in all it is a relatively secure place. They have the best rice crackers there, you should deifnitely try them if you're ever in the area!


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Resources



[List of resources that can be gathered for crafting]


Distances



To Kokoyashi village

1. From Konohagakure

Road: 300 paces
Forest: 160 paces

2. From Rankusha's laboratory

Road: 360 paces
Forest: 160 paces

3. From the Forest's defensive wall's main gate

Road: 600 paces
Forest: 300 paces


To Rankusha's laboratory

1. From Konohagakure

Forest: 240 paces

2. From Kokoyashi village

Road: 360 paces
Forest: 160 paces

3. From the Forest's defensive wall's main gate

Forest: 340 paces


To The Forest's defensive wall's main gate

1. From Konohagakure

Forest: 660 paces

2. From Kokoyashi village

Road: 400 paces
Forest: 200 paces

3. From Rankusha's laboratory

Forest: 340 paces


Encounters



Risk of encounters

1. Road: Every five posts
2. Forest: Every three posts


Type of encounters


1. Road

01 - 75 : Nothing
76 - 80 : Bandits
81 - 85 : Bear
86 - 90 : Boar
91 - 95 : Wolves
96 - 99 : Puma
100 : Sasquatch

If you or a character in your group has a bounty:

101 - 1XX : Freelance Bounty Hunters (XX = 1 per 5,000 ryo of bounty on your head)
1XX - 1YY: Professional Bounty Hunter (YY = 1 per 10,000 ryo of bounty on your head)


2. Forest

01 - 50 : Nothing
51 - 60 : Bandits
61 - 70 : Bear
71 - 80 : Boar
81 - 90 : Wolves
91 - 97 : Puma
98 - 100 : Sasquatch

If you or a character in your group has a bounty:

101 - 1XX : Freelance Bounty Hunters (XX = 1 per 5,000 ryo of bounty on your head)
1XX - 1YY: Professional Bounty Hunter (YY = 1 per 10,000 ryo of bounty on your head)


Description of encounters


Bandits
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Number of attackers: Generate a random number between 1 and 100
01 - 10 : Alone
11 - 60 : Group of 2
61 - 85 : Group of 3
86 - 95 : Group of 4
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 5 - 10 (roll each individually)
Equipment: Crude weapons, 1,000 to 3,000 ryo on the leader.
Fighting style: Roll 1d4 per bandit
1 - 2: Melee Weapon User
3: Ranged Weapon User
4: Melee and Ranged Weapon User
Reward:
For every bandit physically defeated: (level x 10) / 2 + loot whatever is on them.
For every bandit that fleed or escaped: (level x 10) / 4
Notes: Bandits are sadly a common sight in our land, even moreso during times of war when guards are more occupied with what's happening outside of the borders than within them. They will usually attack along roads to rob people of their belongings. They are usually fairly weak and attack in small groups. They will get scared fairly easily if an opponent is too tough and just wait for the next weaker prey to come along.


Bear
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Number of attackers: Generate a random number between 1 and 100
01 - 80 : Alone
81 - 95 : Mother with 1 or 2 cubs
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 8 - 15 (cubs are level 1)
Equipment: Claws. (6 - 15) + Str Mod / 2 per hit. Critical hits cause bleeding wounds. Considered as dual wielded. Fangs, (10 - 20) + Str Mod per hit. Cause bleeding wounds on critical hits.
Fighting style: Savage and feral (will not defend or use tactics).
Handle Animal DC:
Male: 15 to deter from attacking you (three successive succesful checks), 50 to tame (5 successive succesfuls checks).
Female: 25 to deter from attacking you (three successive succesful checks), untameable.
Cub: 3 to deter (1 succesful check), 40 to tame (5 succesful checks).
Special: Massive Strength (50% bonus). Thick fur (armor bonus of level / 4). Bear Hug (+20% to all offensive grapple checks).
Reward:
For every bear physically defeated: (level x 10) / 2.
For every bear that was tamed, fleed or escaped: (level x 10) / 4
Notes: Bears are one of the worst fears of any hunter. They are big, tough, strong, and unforgiving, They are, luckily, relatively passive by nature and will rarely attack unless provoked.


Boar
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Number of attackers: Generate a random number between 1 and 100
01 - 60 : Alone
61 - 95 : Mother with 3 or 4 farrows
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 3 - 7 (farrows are level 1)
Equipment: Tusks. (4 - 12) + Str Mod per hit. Critical hits cause bleeding.
Fighting style: Feral (will not defend or use tactics).
Handle Animal DC:
Male: 10 to deter from attacking you (three successive succesful checks), 25 to tame (5 successive succesfuls checks).
Female: 20 to deter from attacking you (three successive succesful checks), untameable. Will become undeterrable if farrows are engaged.
Farrow: 3 to deter (1 succesful check), 10 to tame (5 succesful checks).
Special: Sensitive snout (+10 to awareness and survival checks involving smell).
Reward:
For every boar physically defeated: (level x 10) / 2.
For every boar that was tamed, fleed or escaped: (level x 10) / 4
Notes: Boars are not usually the toughest of opponents but can be quite ferocious when cornered. Get ready for a tussle if you want bacon for your next breakfast!


Wolves
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Number of attackers: Generate a random number between 1 and 100
01 - 10 : Lone Wolf
11 - 30 : 2 wolves
31 - 50 : Pack of 3
51 - 70 : Pack of 4
71 - 90 : Pack of 5
91 - 95 : Pack of 6
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 4 - 7
Equipment: Fangs, (2 - 7) + Str Mod per hit. Critical hits cause bleeding.
Fighting style: Feral (will not defend or use tactics).
Special Attack: Hamstring Bite (+5 to trip opponent checks).
Handle Animal DC:
Individual: 15 to deter from attacking you (three successive succesful checks), 30 to tame (5 successive succesfuls checks).
Pack: 30 to deter them from an encounter.
Special: Natural Hunter (+10% survival, +10% stealth, +10% awareness). Killing Blows (rolls of 19 and 20 cause critical hits)
Reward:
For every wolf physically defeated: (level x 10) / 2.
For every wolf that was tamed, fleed or escaped: (level x 10) / 4
Notes: The forest's natural predators. Their strength lies usually more in their numbers than in their individual strength. They are extremely opportunistic and will usually go after the weakest members of a group first. Their usual tactics are to get you to the ground and go for your jugular... gulp...


Puma
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Number of attackers: Generate a random number between 1 and 100
01 - 50 : 1 that you stumble upon
51 - 95 : 1 that was stalking you (pass awareness check against stealth or puma has the initiative and its first attack will be a sneak attack.)
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 10 - 15
Equipment: Fangs, (4 - 9) + Str Mod per hit, any fang attack can be used to initiate a grapple after contact. Claws, (4 - 7) + Str Mod /2, considered as dual wielded.
Fighting style: Feral (will not defend or use tactics)
Special Attack: Rake ("dual wield" claw attacks can be used during a grapple, +7 to attack roll.)
Handle Animal DC:
30 to deter from attacking you (three successive succesful checks), 50 to tame (5 successive succesfuls checks).
Special: Natural Hunter (+10% survival, +10% stealth, +10% awareness).
Reward:
For every puma physically defeated: (level x 10) / 2.
For every puma that was tamed, fleed or escaped: (level x 10) / 4
Notes: Definitely a creature you'd want to avoid, combine the stealth of a feline with the power of a large predator... They look like overgrown kitties though!


Sasquatch
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Number of attackers: Generate a random number between 1 and 100
01 - 75 : 1 Passive Sasquatch (will not engage if left alone)
76 - 95 : 1 Aggressive Sasquatch
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 25 - 35
Equipment: None
Fighting style: Melee (15 - 20) + Str Mod. crude (will not use complex combat maneuvers such as trips or disarm).
Special Attack: Pummeling Slam (uses 2 attack turns, damage increased by 50% and knocks the opponent down to a prone position.)
Handle Animal DC:
30 to deter from attacking you (three successive succesful checks), 50 to tame (5 successive succesfuls checks, creature must have been beaten by the tame to 25% of it's health or chakra).
Special: Large (apply bonuses of large summons to this creature). Critical hits daze opponents for their following combat turn.
Reward:
If physically defeated: (level x 10)
If tamed, fleed or escaped: (level x 10) / 2
Notes: Measuring between 9 to 15 feet, it was actually unclear if these behemoths actually inhabited the forest since very few people actually saw them (or lived to tell the tale if they had attacked). Usually an encounter you'd like to avoid since they can usually beat opponents to a pulp if riled.


Local Freelance Bounty Hunters
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Number of attackers: Generate a random number between 1 and 100
01 - 30 : Alone
31 - 70 : Group of 2
71 - 90 : Group of 3
91 - 95 : Group of 4
96 - 100: Unique encounter (talk to crew)
Attackers' levels: [Target's level - 5] to [Target's level]
Equipment: Crude to basic weapons, 3,000 to 5,000 ryo.
Fighting style: Roll 1d4 per bounty hunter
1: Taijutsu User
2: Melee Weapon User
3: Ranged Weapon User
4: Hybrid
Reward:
For every bounty hunter defeated: (level x 10)
For every bounty hunter that fleed or escaped: (level x 10) / 2
Notes: These are bounty hunters that are usually self taught and stick to a specific location gathering intel on potential targets. They're usually not as dangerous as professional bounty hunters but are not to be underestimated since their extensive experience can make them dangerous in combat. They usually work in small groups, strength is in numbers but so is the division of the loot!


Professional Bounty Hunters
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Number of attackers: Generate a random number between 1 and 100
01 - 70 : Alone
71 - 90 : Group of 2
91 - 95 : Group of 3
96 - 100: Unique encounter (talk to crew)
Attackers' levels: [Target's level] to [Target's level + 10]
Equipment: Basic to superior weapons, 5,000 to 10,000 ryo.
Fighting style: Roll 1d4 per bounty hunter
1: Taijutsu Specialist
2: Melee Weapon Specialist
3: Ranged Weapon Specialist
4: Ninjutsu Specialist
5: Genjutsu Specialist
6: Hybrid (generate 2 numbers to see a hybrid of which specialties)
Reward:
For every bounty hunter defeated: (level x 10)
For every bounty hunter that fleed or escaped: (level x 10) / 2
Notes: The guys that make you wet your pants. Trained professionals, often missing nins from certain villages, these are the guys that people who are serious about taking you down will hire. They are sent from country to country to track down specific targets and bring them in. They usually work alone, although some will operate in small groups. These are seen less often though since they can get pretty pricey. Ironically, these people often have prices on their own heads as well.
Hoshigaki Hiru generated a random number between 1 and 134 ... 25!
PostPosted: Mon Oct 27, 2014 8:15 pm


Dimi Deiod

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Travel Speed: Jogging (20 units per post)
Destination: Rankusha's lab from Konoha
Distance: 20 per post x 3 posts = 60 / 240
Fatigue DC: 3
Bounty: 50,000,000 ryo



Hiru dashes through Konoha's front gates and immediately steps into the thick woods surrounding the village. He turns his head just enough to see Masanori in his peripheral vision.

Let's cut through the woods, we'll try to stay clear of danger to avoid unnecessary delays but it should be much faster!

Encounter: 3 posts until first possible encounter:

01 - 50 : Nothing
51 - 60 : Bandits
61 - 70 : Bear
71 - 80 : Boar
81 - 90 : Wolves
91 - 97 : Puma
98 - 100 : Sasquatch
101-119: Nothing (Survival)
120-129: Freelance BH
130-134: Professional BH

((Masanori can roll next encounter roll, we'll have reached 120/240 when we get there. Use Hiru's survival skill since he's got more and Hiru's bounty since it's most likely higher.))

Hoshigaki Hiru
Crew

Dimi Deiod generated a random number between 1 and 134 ... 121!

Dimi Deiod

Devoted Dabbler

PostPosted: Tue Oct 28, 2014 12:30 am


((I don't understand this completely so forgive me if I do any misstakes. Also, I will start to incorporate a Diplomacy roll each time Masanori tries to hide his true nature. The sleezy post by the mission board were one of those. Okay lets see.. So I encountered a Bounty Hunter, does someone else roleplay him/her now?))

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Travel speed: Jogging (20 units per post)
Destination: Rankusha's lab from Konoha
Distane: 20 per post x 3 = 120/240
Fatigue DC: 3
Bounty: 20,000,000

Masanori stood by the gate, holding the straps of his backpack with his thumbs - looking inside the village hoping to see something blue moving towards him. Soon enough he saw something jogging and jumping between the ceilings and streets.

"Hey!"

Masanori uttered as he started to run in Hiru's speed. The blue fishman had a plan to cut through the forest. Masanori nodded in response and made sure to run along side him and not behind. The idea of being secound to this monster was agonizing.

Encounter: 3 posts until first possible encounter:

01 - 50 : Nothing
51 - 60 : Bandits
61 - 70 : Bear
71 - 80 : Boar
81 - 90 : Wolves
91 - 97 : Puma
98 - 100 : Sasquatch
101-119: Nothing (Survival)
120-129: Freelance BH
130-134: Professional BH
Dimi Deiod rolled 1 20-sided dice: 16 Total: 16 (1-20)
PostPosted: Tue Oct 28, 2014 12:38 am


((Or maybe we can make his, constant hiding of his true nature - to an ability. Meaning that every word out of his mouth sounds genuine and true, filled with love and care. Never sounding too cheesy or ridiculous. Cause that is the way I want people to percieve Masanori (until he finally stabs you all in the back). Sort of like that guy in Bleach. Who betrayed the whole deathgod society. No one had a clue until he did it! That's what I want! Or I could continue making these diplomacy checks, just think it would be smoother 3nodding ))
Masanori diplomacy roll: 1d20 (16) + Cha mod (6) + Dip points (20) = 42 vs. Hiru 1d20 + Sense motive points + Wis mod.

Dimi Deiod

Devoted Dabbler

PupSage rolled 4 20-sided dice: 19, 5, 17, 12 Total: 53 (4-80)

PupSage

Dapper Dog

20,850 Points
  • Beta Critic 0
  • Object of Affection 150
  • 50 Wins 150
PostPosted: Tue Oct 28, 2014 6:01 pm


A bloody body lies in the road ahead. Its mostly hidden under a cloak, but the rising and falling of a breathing person and the motionless, white hand sticking out let you know what it is. A kunai sticks out of a blood soaked hole in the cloak at about chest level.

Spot the fake body: Awareness DC 50 to know its a fake without lifting the cloak. Its basically a pillow, and a mechanism that blows up an air bladder with a mannequin arm covered by a cloak.

19+1+40=60 Stealth for BH 1
5+12+43= 60 Stealth for BH 2
17+12+43=72 Stealth for BH 3
12+2+40=54 Stealth for BH 4
Hoshigaki Hiru rolled 1 20-sided dice: 17 Total: 17 (1-20)
PostPosted: Tue Oct 28, 2014 7:51 pm


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Hp: 432
Cp: 864 x 0.8 (Symbiotic Relationship) = 691
Mhp: 456
Dodge: 43
Reflex: 22
Attack Melee: 36/31/26/21/16



Hiru stops suddenly in his tracks when he sees what appears to be a dead body lying on the ground. He signals Masanori to stay back while he asseses the situation.


Awareness DC: 50, 60, 60, 72, 54

Hiru's attempt: d20 [17] + Awareness [30] + Wisdom Modifier [9] = 56

Result: Success (Dummy, Bounty Hunter 4), Failure (Bounty Hunters 1 to 3)



The old fake body trick... That might have worked better if I hadn't seen it dozens of times in the black ops. Although, usually that means that you're walking into an...

His eyes turn to a bush nearby that suddenly rustles delicately.

AMBUSH!

Hoshigaki Hiru
Crew

Dimi Deiod rolled 4 20-sided dice: 15, 4, 13, 5 Total: 37 (4-80)

Dimi Deiod

Devoted Dabbler

PostPosted: Tue Oct 28, 2014 11:51 pm


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Hp: 240
Cp: 260
Dodge: 31
Attack melee: 17/12/8/3
Attack ranged: 28/23/17/13/8



Awareness roll: d20 (15) + Aware (16) + Wis (3) = 34 vs. 50, 60, 60, 72, 54. All fails.

Masanori's eyebrows raised somewhat after the body was spotted. Hiru immidiately took charge and started to carefully walk closer to it. Masanori's forehead wrinkled somewhat when Hiru didn't send out those unaturally, caring vibes, that he always did when he saw someone in danger.

"Shouldn't we hel-.."

He had begun to walk towards the coprse in an attempt to help Hiru with inspecting it, but his sentance and walking were cut off by Hiru yelling "Ambush". Masanori were shocked, but trusted Hiru's words and rapidly pulled out a kunai, holding it infront of his face in a defensive manner. His eyes began to scan the forest around them for the first strike
PupSage rolled 20 20-sided dice: 14, 5, 4, 6, 2, 17, 8, 4, 14, 3, 18, 8, 10, 5, 15, 5, 6, 2, 3, 19 Total: 168 (20-400)
PostPosted: Wed Oct 29, 2014 4:42 am


[Initiative]
14+1=15 for BH1
5+12=17 for BH2
4+12=16 for BH3
6+2=8 for BH4

Surprise Round Attacks"

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"And here we thought that the skinny guy was going to be the smart one" A giant of a man with white hair come barreling out of the woods at full speed, punching twice at Hiru before spinning and delivering a kick to Masanori. Then the man darts into the woods again, using the environment to his advantage.
2+26+6+18=52 Attack Vs Hiru



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The leader of this crew of misfits sat perched in the trees above, cigarette in mouth and arrows at the ready. As soon as Hiru said ambush she let her arrows fly. Two to the little guy until the brute got out of the way, then the rest at big blue. The bounty on him was almost as high as the bounty on his sword alone. Then she ran to a new hiding place in the tree tops.
14+35+8+20=77 Vs Masanori



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The other archer, a copycat of the first, puffed his cigarette as well, despite hating the ashy taste. He split his shots between the two as well and took position across from his mentor.
5+34+8+20=67 Vs Hiru




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The Last one prepared to attack.




[ Please roll initiative (Roll +dex mod) and post if you have any intention of blocking/covering any of these attacks. If you have a higher initiative than 17, take your turn.]

PupSage

Dapper Dog

20,850 Points
  • Beta Critic 0
  • Object of Affection 150
  • 50 Wins 150
Dimi Deiod rolled 1 20-sided dice: 3 Total: 3 (1-20)

Dimi Deiod

Devoted Dabbler

PostPosted: Wed Oct 29, 2014 8:49 am


Initiation check: d20 (3) + dexM (9) = 12 (Son of a..)
Hoshigaki Hiru rolled 1 20-sided dice: 15 Total: 15 (1-20)
PostPosted: Wed Oct 29, 2014 12:56 pm


Defensive Post (and Initiative)


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Hp: 432
Cp: 691 - 16 - 5 = 670
Mhp: 456
Dodge: 43 + 16 = 59
Reflex: 22 + 16 = 38
Attack Melee: 36/31/26/21/16



Reaction and attack 1 of Hiru's next turn

A behemoth lunges at Hiru ready to pound away while arrows fly towards him and Masanori. In a second, Hiru turns around and channels his chakra just fast enough for the water accumulating under his feet to push him away from the attack.

*Swoosh Swoosh*

As most of the arrows fly by, one finds a way to scratch his thigh.

Thank god for that jinton, wouldn't have cast it in time otherwise and the results would have been more grim...

Are you ok Masanori ?? Think we're dealing with a couple of well prepared bounty hunters here!


Gekizou Sokuryoku (Speed Burst)
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Through very basic channeling of swift chakra, the user very briefly accelerates any basic movement to reduce the motion's execution time. This technique is usually applied by shinobis to accelerate the weaving of hand seals or to speed up stance shifts.
Rank: Ability, passive
Requirements: Jinton
Special:
*User may pay 5 cp when performing an action or casting a jutsu to reduce the dice rolls required to use it by 1.
*This ability can be repeated [Chakra Control / 10] times per individual attack or jutsu (for additionnal 5 cp per dice roll deducted, required number of dice rolls cannot go lower than 1).
*For every additional dice roll deducted from the first, add 200% chakra cost to the ability from the cost of the previous deducted roll (5 cp for one, 15 cp for two, 45 cp for three, etc.).

Suiton: Mizu Kassou (Water Release: Water Gliding)
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The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on or under water for a reduced chrakra cost.
Cp: 4 cp per post on water or in a water field, 16 initial cp + 8 cp per post on land.
Dice Rolls: 2 to initiate, 1 if on water, can be used as a reaction.
Damage: Add chakra mod charging attacks (started from a distance)
Reflex DC: N/A
Special: While this mode is active:
*Replace [dex mod] in [Dodge] by [chk mod]
*Replace [dex mod] in [Reflex] by [chk mod]
*Add [chk mod] to [Athletics]
*Ignore terrain penalties to movement rolls.
Owner: Hoshigaki Hiru



Hiru then gets into fighting stance, ready to spring into action.



Initiative

Hiru's attempt: d20 [15] + Dex Mod [10] = 25

Result: 1st attacker

Hoshigaki Hiru
Crew

Hoshigaki Hiru rolled 2 20-sided dice: 15, 2 Total: 17 (2-40)

Hoshigaki Hiru
Crew

PostPosted: Wed Oct 29, 2014 1:07 pm


Post Order:

1. Hiru
2. BH2
3. BH3
4. BH5
5. Masanori
6. BH1

Turn #1


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Hp: 432
Cp: 670 - 20 - 15 = 635
Mhp: 456
Dodge: 43 + 16 = 59
Reflex: 22 + 16 = 38
Attack Melee: 36/31/26/21/16



Awareness Check

Hiru's attempt: d20 [15] + Awareness [30] + Wisdom Modifier [9] = 54


Attacks 2 to 4

Hiru immediately turns to Masanori.

We're sitting ducks here! Hide!

Hiru puts one hand in front of his face and one over his head.

Kiri Gakure no Jutsu!


Hijutsu: Kiri Gakure no Jutsu (Hidden Technique: Art of the Hidden Mist)
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This displacement technique is a specialty of the Ninja from Kirigakure, where one causes a mist to spring forth by lifting up some water, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It cannot fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan-user will see the mist colored by their opponent's chakra, which will effectively hide the user from the dōjutsu.
Dice Rolls: 3
Cp cost: 20 + 10 per turn the jutsu is mantained.
Damage: n/a
Reflex DC: n/a
Awareness DC:
*User: 12 + [Stealth] + [Chakra mod] + 1 per 5 in [Ninjutsu]
*Others: 12 + [Stealth] + User's [Chakra mod]
Special: If victims fail awareness check versus a character, they do not know their whereabouts and cannot attack them directly. Even if the user knows the location of the people in the mist, his allies must roll awareness checks versus their opponent's stealth checks also unless they too use the Hidden Mist art. First attack launched against an enemy who does not know your location is considered a Sneak Attack.



Hiru's camouflage DC:

12 + Chakra Modifier [26] + 1 per 5 in Ninjutsu [11] = 49



Hope this'll slow them down...


Attack 5

After the mist rises, Hiru glides at great speed to the bush that had rustled earlier as he unsheates Samehada.

You guys like to hide? I'll have to try to tag you so I can keep track of your movements!

Lunging at the bounty hunter lying in cover, his blade starts showing a slight blue hue as his arms unnaturally accelerate on their way down at the target.

Kousokuchi (High Speed Strike)
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The most basic application of swift release in combat situation, the user channels swift chakra in order to greatly increase the speed of a strike or of a throwing motion, significantly increasing the attack's velocity. This gives the opponent less time to react and increases impact force.
Rank: Ability, passive
Requirements: Jinton
Special:
*Ability can be applied to any single attack for 15 cp.
*Add [Chakra Modifier] to Base Attack Bonus.
*Add [Chakra Modifier] to damage.

Hiruken (Leech Fist)
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A special fighting style in which the user is in a constant state of chakra absorption. Every single one of his attacks is aimed at major chakra centers of his opponent's body as much to drain chakra as to inflict damage. Therefore, impact intensity is sacrificed in favor of longer contact with the victim. Given the fact that every absorption is so brief and accompanied with physical pain, the victim cannot summon his will to prevent the drain.
Rank: C
Dice Rolls: n/a
Cp Cost: 50% of Cp drained.
Damage: Reduce melee damage by 33%.
Special: All melee attacks (weapon or fist) drain ([Chakra Control /4] - [Chakra Control / 2]) cp from target. Double this effect for critical hits.
Owner: Hoshigaki Hiru

Soritansen (Shredding Edge)
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Samehada's blade is made of hundreds small razor sharp scales that make it much more potent at shaving than cutting. This has the downside of inflicting less initial damage, as it won't cut off limbs or pierce organs; but will leave nasty wounds that bleed significantly and heal very poorly.
Cp Cost: n/a
Dice Rolls: n/a
Special:
*Critical hits do not cause additional damage for the intital blow.
*Regular hits that beat dodge DC by 10 cause bleeding (-2 hp per turn).
*Regular hits that beat dodge DC by 20 cause minor wounds (-4 hp per turn) and bleeding (-2 hp per turn)
*Critical hits on regular attacks inflict critical wounds (-8 hp per turn) and severe bleeding (-4 hp per turn).
*Critical hits on sneak attacks inflict alarming wounds (-16 hp per turn) and extreme bleeding (-8 hp per turn).
*If wrapped, treat weapon as blunt.



Hiru's attack: d20 [02] + MAB [16] + 2 per 10 in Samehada [8] + Chakra Modifier [26] = 52 (Add 15 Sneak Attack Bonus if fails awareness DC).


Damage for Turn #1


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Damage for attack to Bounty Hunter 4:

Physical damage:

(10 - 20) + 1.5 x str mod [18] + (1 - 2) x Samehada / 4 [ (11 - 22) ] + Chakra Modifier [26] = (65 - 86)

(65 - 86) x Hiruken Penalty [66%] = (43 - 57)

Physical damage: 56


Chakra damage:

Samehada:

Maximum of 5% of total opponent's chakra pool per strike = 5% of 80 = Maximum Cp drain of 4 per strike.

Hiruken:

(Chakra Control /4 [12] - Chakra Control / 2 [24]) + (2 - 4) x Ninjutsu / 4 [ 14 ] = (12 - 24) + (28 - 56) = (40 - 80)+ 25 % (Chakra Eater) = 48 + 25% = 60

Chakra damage: 64 Cp (60 Cp from Hiruken and 4 from Samehada)
PupSage generated a random number between 34 and 42 ... 35!
PostPosted: Wed Oct 29, 2014 6:17 pm


DMg to Hiru:

2-10 Base DMG
12-12 Dex
10-20 Skill dmg

PupSage

Dapper Dog

20,850 Points
  • Beta Critic 0
  • Object of Affection 150
  • 50 Wins 150
PupSage rolled 17 20-sided dice: 11, 9, 2, 5, 8, 10, 17, 2, 10, 10, 6, 5, 19, 14, 3, 16, 10 Total: 157 (17-340)

PupSage

Dapper Dog

20,850 Points
  • Beta Critic 0
  • Object of Affection 150
  • 50 Wins 150
PostPosted: Wed Oct 29, 2014 6:22 pm


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The leader scouted the area. She had to show up her protege. Her voice, a scaggly, deep, bellow of terror resulting from years of smoking that made her sound like some kind of crypt keeper. "I seeeeeeeeee you." Her laugh echoed through the mist as she re-positioned herself. She fired three shots from her new hidey hole and moved to a new one.
11+7+43=61 Awareness
09+43+12= 64 Stealth
02+35+8= 45 (65 if awareness check is failed) Vs Hiru
05+30+8= 43 Vs Hiru
08+25+8= 41Vs Hiru
10+43+12=65 Stealth

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The boss was on a rampage, that means that big blue was hers and so that meant that he needed to take down pretty boy as quickly as possible. Four shots, back to back.
17, 2, 10, 10, 6, 5,
17+7+40=64 Awareness
02+34+8=44 Vs Masanori
10+29+8=47 Vs Masanori
10+24+8=42 Vs Masanori
10+19+8=37 Vs Masanori
10+43+12= 65 Stealth

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The young bounty hunter barely had time to draw their Kusarigama before Hiru was on top of him and the scaly sword of legend in his his. Knowing that he had a 100% chance of surviving this fight and a zero percent chance of dodging this attack he prepared to go on the defensive. He swung twice before the fear set in. He gave two half hearted swings and hid behind his own blade saying, "I yeild!"
19+28+8=55
14+23+8=45
03+18+8=29
16+13+8=37
1 = Taking the auto fail
PostPosted: Thu Oct 30, 2014 4:46 am


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Hp: 240 - 196 = 44Hp
Cp: 260
Dodge: 31
Attack melee: 17/12/8/3
Attack ranged: 28/23/17/13/8



Before the mist (Dividing Masanori's response into two parts before and after the mist. I'll do the rolls in another post)

Attacks vs. Masanori's Dodge
BH1: 30 vs. 31 MISS
BH2: 77 & 41 vs. 31 HIT & HIT
BH3: 52 & 37 vs. 31 HIT & HIT

Being the lucky one that he is, the brute were shown in the corner of his eyes, allowing Masanori to avoid the kick by jumping backwards, the zipper of his vest were not that lucky, it got kicked off and sent flying into the forest.

"Right now I am.."

His ears tensed up when the arrows were lunged out of the trees. He jumped to the side and rolled in an attempt to dodge them but only were able to dodge three of them, although they graced him badly. One, were launched into his left shoulder.

"Argh.. F***.. Yeah, they're good.."


He quickly took a firm grip around the base of the arrow, close to the wound and broke it off.

After the mist

Attacks vs. Masanori's Dodge
BH3: 64 & 44 & 47 & 42 vs. 31 HIT & HIT & HIT & HIT

He got down on one knee to make a smaller target, holding his kunai by the side of him.

"I know!" he shouted back at his teammate.

When the mist began to from, he knew that it was his chance to head into the forest. He forced power into his legs and pushed off, just as four more arrows came crashing towards him. He pulled up his arms in an "X" infront of his face and upperbody and pulled up his knees towards his chest - looking like a small ball as he was launched backwards.

The arrows had all graced him. He turned his head back and forth to scout for incoming attacks.

"I'll try to enchant them.." he pulled off his backpack and pulled out of it - a bag of seeds. Three seeds were pushed down into the ground before he pressed his open palms against the holes and sent tiny waves of chakra down, through the earth into the core of the rose seeds.

A few moments later, Masanori removed his hands and three beautiful red roses broke through the ground. He quickly grabbed them all and placed them in his free hand. There after, he moved to a tree and pressed his back against it, hoping he would be hidden until he could prepare his technique.


Dimi Deiod

Devoted Dabbler

Dimi Deiod rolled 4 20-sided dice: 2, 6, 20, 15 Total: 43 (4-80)

Dimi Deiod

Devoted Dabbler

PostPosted: Thu Oct 30, 2014 8:08 am


Charisma Rose Seeds
Effect: Charisma Roses give a +1 bonus to charisma and related skills when used.
CP cost: 1 per rose
Requierments: Clear three Survival checks with a DC 8. Add your Chakra mod to your roll.
Special: Can never be used up. {Growing roses will also produce seeds}


Survival check, DC 8: d20 (2) + survival (10) + chaM (8 ) = 20 vs. 8
Survival check, DC 8: d20 (6) + survival (10) + chaM (8 ) = 24 vs. 8
Survival check, DC 8: d20 (20) + survival (10) + chaM (8 ) = 38 vs. 8
Stealth roll: d20 (15) + stealth (17) + (12) + chaM (Hiru's 26) = 78
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Konohagakure ((Hidden Village of Leaves)) [Fire Country]

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