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Reply Kirigakure ((Hidden Village of Mist)) [Water Country]
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Majikal Mayhem rolled 1 20-sided dice: 4 Total: 4 (1-20)


Majikal Mayhem


Cool Loser

23,400 Points
  • Battle: Rogue 100
  • Champion 300
  • Overstocked 200
PostPosted: Fri Mar 28, 2014 10:22 pm


Acrobatics: 1d20 [4] + Acrobatics [14] + DEX [15] = 33
PostPosted: Sat Mar 29, 2014 9:11 pm


Remain undetected

Stealth DC: 30

Batsu's attempt: d20 [8] + Stealth [12] + Dex Mod [15] = 35

Success!


Keep up with your target

Athletics DC: 15 - 3 (Bootless) = 12

Batsu's attempt: d20 [10] + Athletics [2] + Str Mod [0] = 12

Success!


Hunch

Sense Motive DC: 20

Batsu's attempt: d20 [8] + Sense Motive [0] + Wis Mod [13] = 21

Success!


Reward : (15 + 7 + 10) = 32 XP

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You manage to run across the rooftops with almost catlike dexterity, barely making a sound. Wether it be to bystanders or your tarfet, you are nothing more than a white shadow swooping across the city.

That thief is running pretty hard, but you still manage to keep up, if barely. Once or twice a sudden change of direction comes close to leaving you in the dark but you manage to take just the right turn (and a few lucky jumps) to remain in pursuit.

As you try to analyze why exactly your target seems to be scared out of his wits, you realize he can't be running away from your group, who had been very easy on him despite the situation. There a few scenarios that come to mind that could explain such a reaction; but the most likely one was that he was either being watched or wasn't working alone...


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You follow the thief long enough to see him stop abruptly in a contiguous alley. His feet are bloodied from having run so hard and he appears to completely out f breath. Backing away from a corner, he looks at a strange figure coming out of the shadows.



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You can't make out a whole lot from the shrouded figure's veiled appearance; but you can see thehis or her mouth. You can also read very easily from the person's body language that he or she is visibly not happy...



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Step 1

They're talking about something important, and you're too far to understand anything. If you concentrate hard enough, you just might be able to understand a bit of what they're saying...

Read Lips DC: 25 - 3 (Hunch Bonus) = 22 (Partial Information)

Read Lips DC: 35 - 3 (Hunch Bonus) = 32 (Significant Information)


Success: Understand the conversation, at least partially.
Failure: Remain oblivious...

Reward: 11 XP (partial) or 16 XP + 1 Read Lips (Significant)


Optional

You can try to get closer. However, you do not know who that new person is and just how acute their senses may be. If you get caught, all of this could have been for nothing. Also, you'll have to keep your focus on reading the two people's lips while carefully sneaking towards them.

Concentration DC: 20
Stealth DC: ??

Success: Move into better position to read lips and maybe even understand a bit of what they're saying (-10 to Read Lips DC).
Failure (Concentration): You miss large parts of the conversation, even getting closer won't help you that much. +5 to Read lips DC.
Failure (Stealth): You get spotted... Wait and see what happens.

Reward: 30 XP, +1 Stealth

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NOTE: Various strategies may influence the DCs and experience gained from succeeding this step.

Hoshigaki Hiru
Crew

Majikal Mayhem rolled 1 20-sided dice: 17 Total: 17 (1-20)


Majikal Mayhem


Cool Loser

23,400 Points
  • Battle: Rogue 100
  • Champion 300
  • Overstocked 200
PostPosted: Sat Mar 29, 2014 9:35 pm


User Image
Batsu Watanabe
Medic/Archer
HP - 204| CP - 323|Mhp - 391
D: 45 | F: 10 | R: 23 |W: 21





As Batsu kept chase of the boy, he noticed that he was turning a little more than usual as he followed. Then the guy came to stop in an alley and Batsu stopped as well, a safe distance away. The medic crouched down as he stared into the alley at him until another person made their presence known not too far from where the boy was standing. Batsu stared intently at the two as they conversed. Batsu paid special attention to the two entities' lips as he tried his best to make out what was being said since he was too far away to listen. He COULD get closer but that would be risky considering that he didn't know who the other guy was and what he was capable of.

Read Lips: 1d20 [17] + Read Lips [0] + WIS [13] = 30 versus 22, 32 [PASS, FAIL]


D: 45 | F: 10 | R: 23 |W: 21
Cleric Saphire rolled 1 20-sided dice: 14 Total: 14 (1-20)
PostPosted: Sun Mar 30, 2014 1:38 am


Uchiha Sakurayuki
TAB TAB▬▬▬▬▬
TABHp MHp Cp
TB50/50 | 50/50 | 60/60
TAB TAB▬▬▬▬▬

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Yuki wasn't complaining, the blocking training was going to be a bit annoying, but it was definitely needed. So this was what he had been talking about when sensei had mentioned 'helping' with her training. Huh. Well it was in a roundabout way, true, so she grimly resolved herself to practicing with a partner, or if that wasn't possible, with a nearby tree or whatnot. But something itched at her senses, something just didn't feel right - but what? She looked around at the scene, glancing at her sensei who seemed to be having a good break relaxing... what was wrong?

Awareness = 14 + 3 = 17 Pass

Cleric Saphire
Crew

Blessed Cleric

18,925 Points
  • Invisibility 100
  • Tycoon 200
  • Battle: Cleric 100

Hoshigaki Hiru
Crew

PostPosted: Mon Mar 31, 2014 7:31 pm


Read Lips

Read Lips DC: 25 - 3 (Hunch Bonus) = 22 (Partial Information)

Read Lips DC: 35 - 3 (Hunch Bonus) = 32 (Significant Information)

Batsu's attempt: d20 [17] + Read Lips [0] + Wisdom Modifier [13] = 30

Partial Success


Reward : 11 XP

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You decide to stay prudent and not risk being detected, a wise decision since it could have jeopaedized your entire assignement. As you focus your attention to decode as much as you can form the two people's lips, you manage to decipher bits and pieces of what they're saying:

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Person in cape: "... think we wouldn't see you... one of our own... makes us look like fools... "



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Thief: "you don't understand... double cross... Swordsman..."




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Person in cape: "...gave you a chance... not worth the trouble."



As the shrouded figure abruptly finishes talking, it raises its hands and releases from its sleeves a swarm of bees that fly directly towards the thief with an obvious aggressive intent. The buzzing is almost deafening as a fairly large cloud closes in on your target. Not taking a second to look at what is going to happen, the caped aggressor turns and runs away from the secne with great speed.

Whatever you choose to do, you have no more than a second to decide...


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Option 1

Attempt to save the thief. He clearly seems to be more talkative than that shrouded fellow and Hiru probably wouldn't forgive you if you let someone get seriously hurt or potentially killed when you could have intervened.

Reflex DC: 28 (38 for full dodge)

Success (Full): Save the boy from a painful, and potentially deadly, experience.
Success (Barely dodge): Save the boy's life, but he probably won't be in any condition to talk for a while...
Failure: Cross your fingers and hope neither you or the boy are allergic to be stings...

Reward: 30 XP (barely dodged), 40 XP (full dodge)


Option 2

Go after the shrouded figure. Clearly there's a bigger issue here at stake and that thief was certainly fast enough running away from you to have a decent chance of outrunning these bees. Leaving one boy to his fate is a negligeable price to stop a potentially much more dangerous scheme that could be dangerous to a large population.

Stealth DC: 20
Athletics DC: 10

Success: Keep up with the shrouded figure while he/she remains oblivious to your presence.
Failure (Stealth): You are spotted, the person will double its efforts to run away, increasing his/her speed. +10 to Athletics DC.
Failure (Athletics): Lose sight of the strange fellow.

Reward: 30 XP

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NOTE: Consider the skills from this thread as though they were in effect and known by your character. Much more flexibility to how techniques can be used outside a standard combat scenario, have your character think about a possible action for the GM to explain what the effect/DC might be. Various strategies may influence the DCs and experience gained from succeeding this step, be creative.
Majikal Mayhem rolled 3 20-sided dice: 20, 8, 6 Total: 34 (3-60)
PostPosted: Mon Mar 31, 2014 9:14 pm


User Image
Batsu Watanabe
Medic/Archer
HP - 204| CP - 323|Mhp - 391
D: 45 | F: 10 | R: 23 |W: 21


Batsu continued to look on towards the conversation between the kid and the shrouded figure. There wasn't really a lot that the young shinobi could pick up on. All he know was that the younger was apparently working for the other. Everything else was pretty much a jumbled mess, which left Batsu very confused... a feeling he wasn't used to and one he hated. Still, he continued to watch the conversation as he tried to get a better understanding of the situation. That soon came to an end whem the figure lifted his arms up and a slew of bees came out from their sleeves. Batsu looked on in horror asthe bees made a beeline straight for the thief as the figure turned tail and ran off.

Batsu's eyes widened in horror at this but he knew he had to do something. The boy stood up from his cover on a house and he rushed to the aid of the thief As the thief froze in fear, Batsu rushed into the scene, grabbed the boy by the waist and rushed himself and the other out of harm's way. After the bees had passed and the two were safe, he released the boy and stood back a few feet. "Hey, you okay?" Batsu's eyes scanned the other as he looked for any sign of an injury of any sort.

Intervention DC: 1d20 [20] + Reflex [23] = 43 versus 28, 38 [PASS, PASS]( (Full dodge))




D: 45 | F: 10 | R: 23 |W: 21


Majikal Mayhem


Cool Loser

23,400 Points
  • Battle: Rogue 100
  • Champion 300
  • Overstocked 200

Hoshigaki Hiru
Crew

PostPosted: Tue Apr 01, 2014 8:21 pm


Notice what's going on

Awareness DC: 15

Mizuiro's attempt: d20 [17] + Awareness [2] + Wisdom Modifier [0] = 19

Yuki's attempt: d20 [14] + Awareness [0] + Wisdom Modifier [3] = 17

Success


Reward : 30 XP / 4 members = 7 XP

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As you look more closely you see the merchant walking through a dark alley, alone. You do not know how he could have escaped your "vigilant" sensei's watch (as you clearly see him sleeping in a hot tub), but he is now taking a dangerous turn towards an ill lit and narrow path between a couple of houses. As you move to follow him for a second, you see him being surprised by a band of street bums, visibly armed and ill intentionned, gradually surrounding him.







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"Well, well, what have we here?", asks the one who appears to be the leader of this little posse. "That bag of yours seems pretty heavy, ossan, my mom wouldn't have raised me right if I didn't offer to carry it for you.", he says, sliding his finger across his knife.



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"It's... it's okay really!", answers the merchant very clearly scared out of his mind. As the group closes in on him his voice trembles as he tries to reason with them, "Come on guys, I'm sure we can find a way to avoid this!".




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The group starts closing in on the merchant and one of the boys shoves the merchant in the back with his bat. "Hehe..."




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"If you guys knew who my client is, I guarantee you wouldn't be doing this right now!", screams the old man, clumsily trying to scare them the boys into letting him be.




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"Sorry to tell you, ojiisan, but we don't give a ********>", answers one of the boys with a placid tone as he grabs the merchant by his shirt.



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Fight!

Since you caught the situation in its early stages, you benefit from the initiative and your first attack is a surprise attack (Only Sakurayuki and Mizuiro). These guys don't look so tough; but their numbers is what might cause a problem...

The other two will have to wait until the end of the first round to jump in.

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NOTE: Consider the skills from this thread as though they were in effect and known by your character. Special bonus is awarded if you prevent the merchant from being harmed entirely.
Qyp rolled 1 20-sided dice: 2 Total: 2 (1-20)
PostPosted: Tue Apr 01, 2014 10:34 pm


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Mizuiro was going to do his best to sneak up on the thugs and then attack them. But which one, the one with the mohawk seemed like a good target! He noticed that Sakurayuri had seen the thugs hassling their client and pointed out which one he was going for, and indicated they should attack at the same time, as quietly as possible. He then did his best to run as quietly and swiftly as he could right up close, so that he could take one down quickly. He then leaped the mohawk guy and went to kick his legs from under him!

2 (1D20) + 8 (Attack Melee) + 2 (Taijutsu) + 0 (Sneak Attack) = 12

Qyp
Crew

Manly Lunatic

Cleric Saphire rolled 1 20-sided dice: 3 Total: 3 (1-20)

Cleric Saphire
Crew

Blessed Cleric

18,925 Points
  • Invisibility 100
  • Tycoon 200
  • Battle: Cleric 100
PostPosted: Wed Apr 02, 2014 7:28 am


Uchiha Sakurayuki
TAB TAB▬▬▬▬▬
TABHp MHp Cp
TB50/50 | 50/50 | 60/60
TAB TAB▬▬▬▬▬

User Image

Yuki nodded, seeing that he had seen the thugs as well. Geez, of all the times to be relaxing... She decided to go for the one that was playing leader in their group since he was going for the mohawk. Take out the head and the rest will follow, she had learned. They didn't seem too strong, it was just that there were too many. Best get them out as soon as possible and out of their way. He was the only one with a visible weapon with a blade for now so her first priority was to protect her client from that, even if it meant getting hurt herself. Aiming for the head, she put all her body weight into her attempt at a concussion at the very least, hopefully, with her tessen. Whatever happened, at least the leader was sure to be pissed at her now.



3 (1D20) + 5 (Attack Melee) + 8 (Tessen) + 6 (Sneak Attack) = 22(wait what?)




Quote:
Sneak Attack:
To make a sneak attack you must be successfully concealed somewhere (ie. opponent failed the Awareness DC to detect you, etc.). Simply make a normal attack roll, but add on the Sneak Attack bonuses, which are determined by the amount of points you have in that skill.
Every 2 points in Sneak Attack gives you a +1 to your attack roll when launching a sneak attack. For every 10 points, reduce the natural roll needed to make a Critical Hit (20) by 1. So, if you have 20 points in Sneak Attack, you only need to make a natural roll of 18 to score a critical hit.
When you inflict a critical hit during a Sneak Attack, you inflict a Critical Wound (-8 Hp per turn). If you used a weapon that causes Bleeding damage, that damage is doubled to -4 Hp per turn.
PostPosted: Sun Apr 06, 2014 6:47 am


Rescue the thief

Reflex DC: 28 (38 for full dodge)

Batsu's attempt: d20 [20] + Reflex [23] = 43

Success!


Reward : 40 XP

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You decide to do the right thing, catching the bad guy is important but saving innocent people comes first. You wouldn't have heard the end of it from your mission supervisor if you had done any different anyway... As the bee swarm heads straight for the boy you manage to jump in and push him clear out of its path, avoiding a potentially deadly outcome to this encounter. As you talk to the kid to see if he is unharmed, you pause as you see a panicked look in his eyes as he gazes behind you.

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"I'm fine, but I think it might be a bit too early to relax!", says the thief in panic.




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As you look over your shoulder, you notice that the swarm of bees did not simply mindlessly continue their course forward; they adjusted their course when you moved out of the way and are coming back to finish the job.




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Option 1

Run away with the thief. He might not be as quick as he usually is without his boots; but if you help him a bit maybe you'll be able to run to that pond and cover until the swarm dissipates.

Athletics DC: 20

Success (Full): You make it to the pond unharmed.
Failure: You take jutsu damage and thief is most likely incapacitated.

Reward: 10XP + 1 Athletics


Option 2

Stand your ground and fight the bees. Can be a bit complex but they're just bugs after all!

Attributes:

Swarm of miniature creatures
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The opponent you're facing is a cloud of miniature insects. Therefore, physical attacks are practically useless since just the wind from a strike will most likely move the individual bugs out of the way before they're hit. THey are, however, very brittle and vulnerable individually.
Rank: Ability, passive
Requirements: -
Special:
*Reduce conventional melee damage taken by 95% (context specific).
*Cannot be blocked by conventional weapons (context specific).
*Reduce Hp by 75%.
*Reduce damage proportionally to Hp lost.
*Cannot regenrate Hp.


NOTE: If you choose this option, roll an initiation check. Thief is considered as being in your cover already.

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NOTE: Consider the skills from this thread as though they were in effect and known by your character. Much more flexibility to how techniques can be used outside a standard combat scenario, have your character think about a possible action for the GM to explain what the effect/DC might be. Various strategies may influence the DCs and experience gained from succeeding this step, be creative.

Hoshigaki Hiru
Crew

Hoshigaki Hiru rolled 5 20-sided dice: 17, 9, 19, 18, 4 Total: 67 (5-100)

Hoshigaki Hiru
Crew

PostPosted: Sun Apr 06, 2014 7:02 am


Sneak Attack

Mizuiro's attempt (Thug 3): d20 [02] + Attack Melee [08] + 2 per 10 in Taijutsu [02] + 1 per 2 in Sneak Attack [00] = 12

Yuki's attempt (Thug 1): d20 [03] + Attack Melee [05] + 2 per 10 in Tessen [00] + 1 per 2 in Sneak Attack [03] = 11

EDIT: Hits!


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Initiation check!

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Thug 1: d20 [17] + Dex Moid [03] = 20
Thug 2: d20 [09] + Dex Moid [00] = 09
Thug 3: d20 [19] + Dex Moid [01] = 20
Thug 4: d20 [18] + Dex Moid [05] = 23
Thug 5: d20 [04] + Dex Moid [02] = 06




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NOTE: Consider the skills from this thread as though they were in effect and known by your character. Special bonus is awarded if you prevent the merchant from being harmed entirely.
Majikal Mayhem rolled 1 20-sided dice: 8 Total: 8 (1-20)
PostPosted: Sun Apr 06, 2014 8:16 am


Initiation check: 1d20 [8] + DEX [15] = 23


Majikal Mayhem


Cool Loser

23,400 Points
  • Battle: Rogue 100
  • Champion 300
  • Overstocked 200
Gideon Commando rolled 1 20-sided dice: 2 Total: 2 (1-20)

Gideon Commando
Crew

PostPosted: Sun Apr 06, 2014 5:45 pm



User Image
Jinichi Iwao
LV. 5
Hp: 50 / Cp: 65 / MHp: 50


Initiative: Roll (2) + Dex (6) = 8 (w00t! Great start!)
Hoshigaki Hiru rolled 1 20-sided dice: 3 Total: 3 (1-20)
PostPosted: Sun Apr 06, 2014 8:03 pm


User Image

Initiation Check

d20 [03] + Dex Mod [10] = 13

Hoshigaki Hiru
Crew



Majikal Mayhem


Cool Loser

23,400 Points
  • Battle: Rogue 100
  • Champion 300
  • Overstocked 200
PostPosted: Sun Apr 06, 2014 8:38 pm


User Image
Batsu Watanabe
Medic/Archer
HP - 204| CP - 323|Mhp - 391
D: 45 | F: 10 | R: 23 |W: 21





With the thief standing in front of him, Batsu looked over his shoulder and saw the bees coming. Great. Just when he thought that that was behind him, the little buggers made their way back. Guess that's what you get for assuming.

As Batsu looked over his shoulder at the swarm, he started forming handseals as he whispered to the other male. "Stay behind me at all times..." Batsu then took a step behind him as he turned and pivoted his body and head to face the bees which were now ahead of him. The boy finished the handseal sequence and stretched forth his palms out towards the flying insects. "Raiton: Jibashi!" he yelled out as he locked on to his six-legged targets. Sparks of lightning shot of his palms towards the bees and he growled.

Raiton: Jibashi (Lightning Release: Electromagnetic Murder )

This technique allows the user to create a wave of electricity from his hands. The user can vary its power from a small surge to shock an opponent to a powerful stream of lightning capable of ripping through solid rock. It is ideal to use in conjunction with a water technique.
Cp Cost: 95 Cp
Dice Rolls: 3
Damage: 75 – 90 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu [12 + 9 + 4 = 23]
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Special: Technique can be used through a conductor for a 25% reduced chakra cost. Can be used in conjunction with a water jutsu that will act as conductor, however the target only has to make one Reflex save for both attacks if such is the case. If jutsu makes contact, victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.




D: 45 | F: 10 | R: 23 |W: 21
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Kirigakure ((Hidden Village of Mist)) [Water Country]

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