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

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Reply Iwagakure ((Hidden Village of Stone)) [Earth Country]
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Emily Marneth rolled 1 20-sided dice: 10 Total: 10 (1-20)


Emily Marneth


PostPosted: Fri Feb 06, 2009 4:33 pm


Cart HP: 8/20

And once again, she was interrupted by those damn holes. They lurched and Artemis fell from the wagon, grabbing the bar on the side and flipping up onto the top of the cart. Resting on the roof, she sighed, jumping back down to the seat with another slow breath, wishing that something interesting could happen. Otherwise, she'd just be forced to beg for a playmate. And that would never be fun. Of course.... NO NO NO! This was someone else's playmate... if they didn't get their time, she wouldn't get hers... She sighed sadly.

Mission Name: Prisoner escort (class a)
Client: Iwagakure prision managment
Location: Iwagakure/kara badlands
Mission Profile: We need a able shinobi to take a criminal shinobi to the maximum security prision deep with in the kara badlands. this criminal has been proven guilty and will serve a long time behdie bars, but firsrt we need him to be transported to the prision, some parils may await you from the village to the prision, including the possibility of rouges trying to aid him.
Reward:
Requirements: *20+ posts
*every two turns roll a 1d20 if 16+ nothing happens, if between 11-15 hit a rut and that roll and turn dont count to get the cart unstuck -1hp, 6-10 something happens (you decided) and cart becomes damaged -2hp (cart has 20hp), 1-5 help come and must combat 3 level 10, and the prisioner level 15 (leader makes profiles)


successes: 15/20
PostPosted: Fri Feb 06, 2009 4:50 pm


((Sorry I thought I was on 16)) (Rut Post)

Yumi was near the front of the wagon still. She looked at Roy during his irritation, it wasn't going to be one of his best moments but Yumi didn't care about him not being happy. It was just one of those things she guessed. Yumi looked at Shuiro as she shocked the horse it was quick but Yumi would also move quickly out of the way as the horse started to move quickly and pulled the wagon out of the rut.


Petite Omnivore



Emily Marneth


PostPosted: Fri Feb 06, 2009 4:53 pm


Cart HP: 8/20

She turned and stared at the sand, studying the patterns the wind had shaped into the grain. It was like water. Water made of earth. She smiled and giggled, noting that she was currently captain of a ship, and that they kept running on reefs. "Mine ship will need a name. I can think of none else than the Reef Runner. And no finer a ship there be. No matter what we hit, she will hold strong, and her hull shall never falter before the barrage of cannon, rocks, and fire that may cross our paths." She smiled, patting the wood softly, staring at the rolling waves and looking up to see the seagulls as she found herself on the ocean. She smiled big, laughing.

Mission Name: Prisoner escort (class a)
Client: Iwagakure prision managment
Location: Iwagakure/kara badlands
Mission Profile: We need a able shinobi to take a criminal shinobi to the maximum security prision deep with in the kara badlands. this criminal has been proven guilty and will serve a long time behdie bars, but firsrt we need him to be transported to the prision, some parils may await you from the village to the prision, including the possibility of rouges trying to aid him.
Reward:
Requirements: *20+ posts
*every two turns roll a 1d20 if 16+ nothing happens, if between 11-15 hit a rut and that roll and turn dont count to get the cart unstuck -1hp, 6-10 something happens (you decided) and cart becomes damaged -2hp (cart has 20hp), 1-5 help come and must combat 3 level 10, and the prisioner level 15 (leader makes profiles)


successes: 16/20
Emily Marneth rolled 1 20-sided dice: 4 Total: 4 (1-20)
PostPosted: Fri Feb 06, 2009 5:20 pm


Artemis HP: 120
Artemis CP: 640
Artemis MHP: 840

Rei HP: 225
Rei CP: 195
Rei MHP: 225
-46 to all checks; feared.

Ichi HP: 150 - 16 = 134
Ichi CP: 130
Ichi MHP: 150
poisoned: one post until total body paralysis. Full-body bound with an escape artist of 99

Ni HP: 100
Ni CP: 80
Ni MHP: 150

San HP: 100
San CP: 170
San MHP: 150

Cart HP: 8/20

((Ayame Tori (Murderous Grasp)
This jutsu uses a metal string strengthened with chakra to make a thread capable of cutting through steel with little difficulty
Cp cost: 6 per foot per turn
Damage: 5 - 12 + half chk mod + half str mod = 5 - 12 + 8 + 1 = 14 - 21
Requirements: Chakra Control 10
Training: 3 days
Special: Can be used as a weapon! ))

And then, out of nowhere, there was a sound that could not be heard on the water: footsteps. Sandy footsteps. And Artemis was brought back to the present. She heard something whistling through the air. It sounded big. It sounded sloppy. She turned and pulled a wire from her supplies, laughing as she finally got the excitement she had wanted. The wire danced through the air as it wound itself around the girl as if it had a mind of its own. Only after she pulled hard on the harder-than-steel wire and it bit into the girls flesh, ripping a scream from her throat, did the purple liquid on the wire reveal itself. A poisoned wire. A wire poisoned with sea anemone poison. A poison that could paralyze a person for hours, and it was coursing through the enemy's veins like liquid ice.

Unbeknownst to Artemis, there were two more interlopers, currently opening the back of the wagon to find their sensei. Their sensei... Who was shaking and shivering with fear, curled in the corner when no one was near them but a small girl.


Mission Name: Prisoner escort (class a)
Client: Iwagakure prision managment
Location: Iwagakure/kara badlands
Mission Profile: We need a able shinobi to take a criminal shinobi to the maximum security prision deep with in the kara badlands. this criminal has been proven guilty and will serve a long time behdie bars, but firsrt we need him to be transported to the prision, some parils may await you from the village to the prision, including the possibility of rouges trying to aid him.
Reward:
Requirements: *20+ posts
*every two turns roll a 1d20 if 16+ nothing happens, if between 11-15 hit a rut and that roll and turn dont count to get the cart unstuck -1hp, 6-10 something happens (you decided) and cart becomes damaged -2hp (cart has 20hp), 1-5 help come and must combat 3 level 10, and the prisioner level 15 (leader makes profiles)


successes: 16/20


Emily Marneth


Emily Marneth rolled 1 20-sided dice: 3 Total: 3 (1-20)


Emily Marneth


PostPosted: Fri Feb 06, 2009 5:24 pm


((roll for codename: Ichi to hit Artemis, with dynamic entry. None have skill in sneak attack, therefore they receive no bonuses.))

((roll = 3 + 29 = 32.

Artemis DB: 36. Miss.))

User-name: emily marneth
Posting: As long as he survives (not long)

~Character Data~


Name: Rei (zero)
Element Affinity:
fire
Age: 19
Gender: male
Rank: chuunin

~Appearance~


Height: 5' 9"
Weight: 180
Hair: Long, black, straight
Eyes: Black
Physical Description: Tall, slim, and muscular.
Clothing: Wears a full black jumpsuit, so that he is easy to pick out against the sand, should he escape
Background: A classified criminal from Iwagakure.
Personality: Cocky, arrogant, and self-assured

Jutsu:

Ninjutsu-

henge
kawarimi
bunshin

Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 30
Damage: 20 - 40 + chakra modifier.
Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age. This does not mean that Uchiha starting out will have this jutsu.

Hari Jizo (Needle Guardian)
The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike.
Cp cost: 20
Damage: 15 - 25 + chakra mod. Can be used as a form of defense.
Requirements: Long hair
Training days: 12 days.
Special: *This jutsu can be used to counter taijutsu at the expense of all attack turns for the users next turn.
*If the attack DC of the incoming Taijutsu attack is less than the Ninjutsu DC of this jutsu then the attack is nullified. If it is greater than the Ninjutsu DC by 10 points, the defender suffers 1/3 the damage and the attacker only suffers half the damage from the barrier.



Genjutsu-



Taijutsu-

Gouken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5-12
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Dainamikku-Entori (Dynamic Entry)
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Damage: Double Taijutsu damage.
Requirements: Taijutsu 15 ranks, Tumble 10, Must be first attack of battle or Sneak Attack only.
Training days: 3 days.

Summoning Contract-

~Stats~

LV. 15
Experience:
Hp: 225
Cp: 195
MHp: 225

Strength: 28 | mod = 9
Dexterity: 20 | mod = 5
Constitution: 20 | mod = 5
Intelligence: 10 | mod = 0
Wisdom: 20 | mod = 5
Charisma: 10 | mod = 0
Chakra: 30 | mod = 10
Dodge Bonus: 20

Base Attack Bonus: 15
Attack Melee: 24/19/14
Attack Ranged: 20/15/10

Base Save Bonus: 7
Fort: 12
Rex: 12
Will: 12

Damage:

Taijutsu: 14 - 31


~Skills~



Tumble: (dex) 10
Chakra Control: (Int) 50
Ninjutsu: (Chk) 40
Taijutsu: (Str) 50
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


~Character Data~


Name: Ichi
Element Affinity: fire
Age: 15
Gender: female
Rank: chuunin

~Appearance~


Height: 5' 3"
Weight: 130
Hair: Long, black and straight, like Rei's
Eyes: blue
Physical Description: Ichi is thin and muscular, much like Rei
Clothing: She is wearing a sand-colored outfit, to blend in.
Background: She is infatuated with Rei (who is her teacher,) and she will go to any lengths to rescue him. She has idolized him for a long time, and is in almost all ways his equal, even down to their knowledge of jutsu.
Personality: pretty much it. She is cold and unyielding when it comes to protecting Rei.

Jutsu:

Ninjutsu-

henge
bunshin
kawarimi

Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth.
Cp cost: 30
Damage: 20 - 40 + chakra modifier.
Reflex DC: 10 + Character level + chakra mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: Fire Affinity, Chakra 20+, Chakra Control 12
Training days: 7 days/ if Uchiha teaches you, 4 days
Special: Uchihas learn this at young age. This does not mean that Uchiha starting out will have this jutsu.

Hari Jizo (Needle Guardian)
The user causes their long, spiky hair to wrap around him and harden, in a manner similar to a hedgehog's or porcupine's quills, defending against any physical attacks. This is effective as a method for forcing someone away, or stopping a powerful strike.
Cp cost: 20
Damage: 15 - 25 + chakra mod. Can be used as a form of defense.
Requirements: Long hair
Training days: 12 days.
Special: *This jutsu can be used to counter taijutsu at the expense of all attack turns for the users next turn.
*If the attack DC of the incoming Taijutsu attack is less than the Ninjutsu DC of this jutsu then the attack is nullified. If it is greater than the Ninjutsu DC by 10 points, the defender suffers 1/3 the damage and the attacker only suffers half the damage from the barrier.

Genjutsu-

Taijutsu-

Gouken (Strong Fist)
Gōken is the most basic form of Taijutsu. It aims at inflicting external damage and breaking bones. The gouken style also use extreme movements based on leg flexibility and spin kick for more damage.
Damage: Increases normal taijutsu damage to 5-12
Requirements: Taijutsu 20 ranks.
Training days: Must keep training all the time.

Dainamikku-Entori (Dynamic Entry)
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Damage: Double Taijutsu damage.
Requirements: Taijutsu 15 ranks, Tumble 10, Must be first attack of battle or Sneak Attack only.
Training days: 3 days.


Summoning Contract-

~Stats~

LV. 10
Experience:
Hp: 150
Cp: 130
MHp: 150



Strength: 28 | mod = 9
Dexterity: 20 | mod = 5
Constitution: 20 | mod = 5
Intelligence: 10 | mod = 0
Wisdom: 20 | mod = 5
Charisma: 10 | mod = 0
Chakra: 30 | mod = 10
Dodge Bonus: 20

Base Attack Bonus: 10
Attack Melee: 19/14/9
Attack Ranged: 15/10/5

Base Save Bonus: 5
Fort: 10
Rex: 10
Will: 10

Damage:

Taijutsu: 5 - 27

~Skills~


Tumble: (Dex) 10
Chakra Control: (Int) 30
Ninjutsu: (Chk) 30
Taijutsu: (Str) 30


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


~Character Data~


Name: ni
Element Affinity:
earth
Age: 15
Gender: male
Rank: chuunin

~Appearance~


Height: 5' 5"
Weight: 150
Hair: long and black, but spiky near the front
Eyes: blue
Physical Description: thinner and lightly muscled.
Clothing: a sand colored outfit
Background: he is ichi's brother, and will stand by her side as he always has.
Personality: normally loyal to a fault, but he is becoming distanced from his sister, due to her infatuation with their sensei, (which he does not approve of)

Jutsu:

Ninjutsu-

Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 35
Damage: N/A
Requirements: Chakra 15+, Earth Affinity, Chakra Control 12.
Training days: 7 days
Special: Creates full cover, crumbles when hit.

Soshuha (Manipulating Attack Blades)
Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
Cp cost: 6 per blade per turn
Damage: weapon damage + chk mod
Requeriments: Chakra Control 15 the weapons..
Training days: 9 days
Special: Can control up to 5 blades + 2 more for every 10 ranks in Chakra Control

Genjutsu-



Taijutsu-

Kage Shuriken no Jutsu (Shadow Shuriken Technique)
The user of this technique throws multiple large shuriken in such a way that the first shuriken hides the subsequent ones by blocking the line of sight. To the target, it would look like only one shuriken was thrown.
Cp cost: 4 per throw
Damage: Add +2 per shuriken to your attack roll
Requirements: Fuuma Shuriken. Gennin or higher Rank, Shuriken skill 10+ Ranks.
Special: + 2 to attack roll for every additional shuriken past the first 2.
Training days: 2.

Sōfūshasan no Tachi Jutsu (Manipulating Windmill Triple Blades)
The user controls shuriken that have wire cords attached to them (two held with the hands and one with the mouth) and manipulate their paths to tie an opponent to a nearby large object, binding them. If there is no object, the shuriken will impale the opponent.
Cp cost: N/A
Damage: Shuriken damage.
Requirements: Shuriken, wire, Dex 20, Use Rope Skill 20+
Training: 3 days
Special: Roll a Use Rope check against the opponent's Reflex Save. If successful, the opponent is bound and cannot move. They must use escape artist checks against the innitial Use Rope DC set by the attacker.

Summoning Contract-

~Stats~

LV. 10
Experience:
Hp: 100
Cp: 80
MHp: 150

Strength: 10 | mod = 0
Dexterity: 30 | mod = 10
Constitution: 10 | mod = 0
Intelligence: 30 | mod = 10
Wisdom: 20 | mod = 5
Charisma: 18 | mod = 4
Chakra: 20 | mod = 5
Dodge Bonus: 25

Base Attack Bonus: 10
Attack Melee: 10/5/0
Attack Ranged: 20/15/10

Base Save Bonus: 5
Fort: 5
Rex: 15
Will: 10

Damage:

Taijutsu: 1-8

Fuuma Shuriken: 11 - 28

~Skills~


Use Rope: (Dex) 20
Chakra Control: (Int) 30
Ninjutsu: (Chk) 1
Taijutsu: (Str) 1
Ninja Weapons (fuuma shuriken): 50


~Possessions~


Equipment:

4x Fuuma Shuriken: The fuma shuriken is a bigger version of a nirmal shuriken that normally has 4 sides to balance its rotating speed. People normally carry these shuriken in summoning scrolls.
Damage: 1 - 8 + Dex. mod.
Range: 50 ft.
Special: Can be used with the shadow shuriken no jutsu.

100 feet metal wire (25 feet on each fuuma shuriken)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Character Data~


Name: san
Element Affinity:
wind
Age: 13
Gender: male
Rank: chuunin

~Appearance~


Height: 5' 2"
Weight: 110
Hair: short and sand blond
Eyes: sandy brown
Physical Description: He is the shortest and thinnest, his skin matching his hair in color
Clothing: Sand colored
Background: He was taken on latest of all the others, and has not developed any ties save those of opportunity to the squad.
Personality: Calculating and intelligent, he tends to think and speak in third person, removing himself and looking at things in perspective.

Jutsu:

Ninjutsu-

Kamaitachi no Jutsu (Cutting Whirlwind Technique)
A Jutsu that, using a giant fan or similar, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source.
Cp cost: 35
Damage: 40 - 50 + chakra modifier.
Requirements: Wind Affinity, chakra 20+, Kyodai Sensu
Training days: 8 days

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Dokugiri (Poison Mist)
The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 30
Damage: N/A "poison"
Requeriments: Int 30+ Chakra 30+
Training days: 12 days
Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke
Reflex Save: 10 + half character level + half chakra mod. "To avoid"
Fort: 10 + half character level + half chakra mod. To resist the poison.

Genjutsu-

Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
Narakumi no Jutsu is a Genjutsu that causes its target to see a horrifying vision. The user will use the rat hand seal that causes an imaginary circle of leaves to spin and envelop the target and then fall away. Once cast, the world will appear normal to the target until they have already seen the illusion.
Cp cost: 20
Damage: 10 - 25 + int mod + Genjutsu bonus
Requirements: Genjutsu 15 Ranks
Training days: 5 days.
Will Save:10 + half user's level + half int mod + half wis mod
Specials= If this jutsu remains in effect for two turns, add the effects of Fear to all rolls

Taijutsu-

Summoning Contract-

~Stats~

LV. 10
Experience:
Hp: 100
Cp: 170
MHp: 150

Strength: 10 | mod = 0
Dexterity: 10 | mod = 0
Constitution: 10 | mod = 0
Intelligence: 40 | mod = 15
Wisdom: 20 | mod = 5
Charisma: 10 | mod = 0
Chakra: 38 | mod = 14
Dodge Bonus: 15

Base Attack Bonus: 10
Attack Melee: 10/5/0
Attack Ranged: 10/5/0

Base Save Bonus: 5
Fort: 5
Rex: 5
Will: 10

Damage:

Taijutsu: 1 - 6

Kyodai Sensu: 2 - 10

~Skills~


Chakra Control: (Int) 50
Ninjutsu: (Chk) 50
Genjutsu: (Int) 50

~Possessions~

Equipment:

Kyodai Sensu: "Temari's Tessen" A gigantic folding fan which can be used for offensive and defensive techniques. The fan is very useful in manipulating and projecting the air around the user.
Damage: 2 - 10 + Str. mod.
Range: Melee Ranged.
Special: Can only be used by Suna nins, must be carried in order to use the kamaitachi skills "forgot the spelling sorry". Can also be used to slow fall to the earth by riding it on the air.
Emily Marneth rolled 1 20-sided dice: 8 Total: 8 (1-20)
PostPosted: Fri Feb 06, 2009 5:41 pm


((Roll is use rope check.

Escape artist DC = roll + 91 = 99

Poisoned line with anemone poisoning. Paralysis will set in under successful attack in the time of one post.))

User-name: Emily Marneth
Posting: all the time
Time zone: GMT -7:00

~Character Data~


Name: Artemis Malia
Village: Iwagakure
Clan/Bloodline: None (I know, oh my god!!!! Right? Emily is making a clanless character!!!!
Element Affinity:
fire
earth
Age: 21 (7)
Gender: female
Rank: jounin (specializes in 'interrogation' XD "torture" and infiltration)

~Appearance~


Headband: Does not wear a headband, instead she chose 'was required' to get the Iwagakure symbol tattooed on the inside of her lower lip
Height: 3' 3"
Weight: 50 pounds
Hair: long, straight, and black. Hangs down to her waist.
Eyes: A deep, emerald green.

Physical Description: In all ways a seven year old child. She is very pale, and has a scar across her throat where it had been slit when she was seven years old (for real.) She is slightly underweight, but does not look more than a little thin, her cheeks only slightly sunken.

Clothing: Artemis wears an ankle-length jade and black dress, reminiscent of old times. The dress reveals her small shoulders, and runs across her chest,

Background: As a child, Artemis had a fair childhood. She was a happy child, and always happy to do whatever she could for other people. At the age of seven, she was grabbed off the street by three men. They took turns. She was tortured professionally and raped multiple times over the course of three days. They broke her. After they had their fun, they slit her throat and left her lying where they had found her.

When she awoke, Artemis was still broken. She was cold, unfeeling, and angry at the world for what had happened to her. She found the men... She tracked them down and took them the way they had taken her. She tied them down, and she took her time getting her revenge. Artemis broke their bones, broke their bodies, and broke their spirits. She not only kept each one at the brink of death for three days, she kept them just sane enough to suffer the whole time. She was a natural. She slit their throats and left each one at his respective home, with a note..

He started a job he couldn't finish.

It didn't take long for the shinobi to figure out exactly who was behind the murders. After all, three men died, and one little girl who was raped by three men was unnacounted for.

They quickly set out to capture --not kill-- her. When they found her... They hesitated. She was just a small girl. An innocent, harmless child. Could they possibly be wrong? It didn't seem like she could have done anything to a person her own age, let alone three healthy, grown men.

She didn't put up a fight, and she was brought to the 'interrogator.' No matter how hard they tried, though, she never showe any sign of pain or of weakness during her torture... And --more importantly-- she never gave them a single shred of evidence. They were intrigued. One interrogator who spent longer than the rest with her... Came out of the room broken down... She had not only tortured him, but she had broken him while strapped to a bed...

Seeing her potential, they recruited her as an interrogator... She excelled at the practice, turning it into a fine art... She progressed through her training with little difficulty, always having the gentle, optimistic disposition of a child while she was outside the torture chambers.

It was a few years before it was realized that she never aged... It has been fourteen years since she had been kidnapped, and she hadn't seemed to age a day. Even her brain has not developed much, although it is the thing that has progressed furthest.

Personality: Artemis is kind. She is gentle, and she is in all ways a child.

However, she is something entirely different when she's interrogating. She not only gives up every shred of her humanity, but she severs all ties with time and space outside the room she's locked herself in. She will do whatever she has to to break someone, and she usually won't even eat until she's done. (Unless, by eating, she's further degrading the mental state of her prisoner.)

Other: Artemis wears a black leather choker with a silver pentacle hanging from it directly over the scar on her neck, which she adjusts often, to hide the scar.


Missions:

S:
A:
B:
C:
D:

Jutsu:

Ninjutsu-

Bunshin no Jutsu:
Henge no Jutsu (Transformation Technique)
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Kawarimi no Jutsu (Replacement Technique)
Nawanuke no Jutsu (Rope Escape Technique)

Shosen Jutsu
By concentrating chakra to the hand, the user is able to cure wounds by focusing their own chakra to where the critical injuries lie, healing them in the process. This jutsu, however, uses up a high amount of chakra. This may also be utilized as the Chakra Enjintou and Chakra no Mesu, or the chakra scalpel for that matter - in order to sever the opponent's muscle fibers at the point of contact.
Cp cost: 60 + 10 per 20 Hp healed
Damage: N/A
*Combat scalpel: Same as common taijutsu damage but adds chakra modifier instead of str modifier. Affected victim must roll a reflex save (DC: your attack roll) to avoid inner bleeding, should the inner bleeding check fail the victim shall lose 3 Hp per round per time hit. Also depending on the area you are hit you might receive extra penalties. Such as -10 attack roll and damage for arm and leg wounds.
Requirements: Treat Injury 50 ranks, Chakra Control 70
Training days: 15 days.
Special: If used as a combat Scalpel, user must beat defendants’ Dodge Bonus by at least 10 points to cut muscle fibers in area hit. Defender cannot use affected area until healed or for 10 turns.

Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 10
Training: 5 days
Special: Add chakra mod to Will Save

Ayame Tori (Murderous Grasp)
This jutsu uses a metal string strengthened with chakra to make a thread capable of cutting through steel with little difficulty
Cp cost: 6 per foot per turn
Damage: 5 - 12 + half chk mod + half str mod
Requirements: Chakra Control 10
Training: 3 days
Special: Can be used as a weapon!

Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 30
Damage: N/A
Requirements: Chakra 20+ Level 15+
Will Save DC: 10 + 1/2 Character level + 1/2 Chakra modifier + 1 per 10 ranks in Intimidation.
Training days: 10 days
Special: This jutsu is broken upon impact.

Chakra Kyūin Jutsu, (Chakra Absorption Technique)
This jutsu allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media, as Jirobo did with his Earth Release Barrier: Dungeon Chamber of Nothingness. The only necessary condition is some medium through which chakra can be channeled.
Cp cost: 1/3 amount of chakra taken
Damage: User can drain from 1 cp to (chk mod * 1.5) cp per usage
Requirements: Chakra Control 30
Training: 7 days
Special: Regain Cp.

Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: 1 per ft
Damage: N/A
Requirements: Dexterity 20+
Training days: 3 days.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll.

Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm)
This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it.
Cp cost: 25 + additional 5 per rock
Damage: 5 - 35 + chakra mod +2 to max per rock used.
Requirements: Chakra 25+
Training days: 8 days

Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
Traps the victims inside a self-repairing dome of earth.
Cp cost: 60 + 8 per turn
Damage: N/A
Requirements: Earth Affinity, Chakra 25+, Chakra Control 30
Training days: 10 days.
Special: *Must keep contact with wall to keep chakra flowing through it. Once contact is broken, the barrier looses its repairing function and can be destroyed easily.
Escape roll: User's D20 + chakra control vs. target's D20 + melee attack bonus




Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique)
After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object.
Cp cost: 55
Damage: 40 - 70 + chk mod
Requirements: Fire Affinity, Chakra 25+, Chakra Control 30, long thin object.
Training days: 5 days


Genjutsu-

Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
Jigoku Kōka no Jutsu is a Genjutsu that causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety.
Cp cost: 140
Damage: 160 for those that flee, 530-650 for those that are burned, add an additional continual 60 per turn IF burned
Requirements: Genjutsu 110 Ranks
Training days: 20 days
Will save: 25 + half character level + half int mod + half wis mod
Specials: -4 to all checks if victim is burned

Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like the Temporary Paralysis Technique, but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Damage:200 - 300 + int mod + Genjutsu bonus, then 25 per post hereafter
Requirements: Genjutsu 90
Training: 18 days
Will Save: 20 + half Character Level + half Int Mod + half Wis Mod
Special: -10 to all checks

Kage Kyouhaku no Jutsu (Shadow Intimidation Jutsu)
The victim of this Genjutsu is engulfed by pure darkness, sending them into the deepest abyss of nothingness. Here, they face a back and white, contrast monster of their greatest fears, this monster is generated, not by the user of the genjutsu, but the mind of the victim. The victim is forced to fight with their greatest fear, and try to overcome it. However, not many can bring themselves to this, and are too scared to fight back. The user can even use this genjutsu as a form of harsh interrogation, by projecting his or her voice from the monster to gather information.
Cp cost: 20 + 5 per turn
Damage: 15 + 5 per post.
Requirements: 20 Genjutsu, 10 Intimidation
Training: 3 Days
Will Save: 10 + half user's level + half int mod + half wis mod + 2 per 10 ranks in Intimidation
Resist Intimidation-Interrogation DC: 10 + Intimidation Roll

Taijutsu-

Summoning Contract-

~Stats~

LV. 30
Experience:
Hp: 120
Cp: 600
MHp: 840

Strength: 12 | mod = +1
Dexterity: 12 | mod = +1
Constitution: 12 | mod = +1
Intelligence: 52 | mod = +21
Wisdom: 46 | mod = +18
Charisma: 54 | mod = +22
Chakra: 44 | mod = +17
Dodge Bonus: 10 + 1 + 25 = 36

Base Attack Bonus: 30
Attack Melee: 31/26/21/16/11/6
Attack Ranged: 31/26/21/16/11/6

Base Save Bonus: 15
Fort: 16
Rex: 16
Will: 33

Damage:
Taijutsu: 2-7

Chakra scalpel: 18-23

metal wire (ayame tori): 14 - 21

~Skills~


Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex) 90
Perform Puppet Play: (Dex)

Concentration: (Con)

Chakra Control: (Int) 70
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge (anatomy): (Int) 50
Knowledge(behavioral science): (int) 30
Repair: (Int)
Research: (Int)
Search: (Int)

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

Bluff: (Cha) 75
Diplomacy: (Cha)
Disguise: (Cha)
Gather Information: (Cha) 100
Handle Animal: (Cha)
Intimidate: (Cha) 100
Innuendo: (Cha)
Perform: (Cha)
Seduction: (Cha) 25

Ninjutsu: (Chk)1
Genjutsu: (Int) 110
Taijutsu: (Str)1
Fuuin Jutsu: (Int)1
Kawarimi:
Kunai:
Shuriken:
Ninja Weapons:
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:

several hundred feet of metal wire
20 bomb tags

3x Sedative and Truth Serum
Obviously this concoction will sedate a person and make it easier to force the truth out of him.
Ingredients: Coriander, Valerian
Effects: Makes patient drowsy, Will, Rex Save -10, all skills -15 for the next 2 hours. Interrogator receives +10 Gather Information bonus.
To Make It: DC 45, 10 Coriander, 1 Valerian
Special: Alternatively substitute 10 Coriander for 1 Hemlock

1x Fly-agaric
A red-capped toadstool that induces hysteria.
Effect: All checks -10 for 6 RP hours.
Antidote: --
To Extract: Chakra Control DC 40
Fortitude DC: 40

5x Foxglove/Digitalis
Foxglove leaves contain the poison which affects the brain and senses, as well as affecting heartbeat. Foxglove juice in very diluted form can also induce vomiting.
Effect: Hp -60, all checks -25 until cured
Antidote: 1 Belladonna or similar herb, Treat Injury DC 45
To Extract: Chakra Control DC 40
Fortitude DC: 45

2x Boomslang
Boomslangs are large snakes that can reach up to 1.8m in length. Boomslang skin disables the blood clotting process which means that the victim can and will die from bloodloss. Other symptoms include headache, nausea, sleepiness and mental disorders. However, the venom acts slowly and may not appear until hours after the bite, which makes it effective for assassination without time limit. 5 milligrams of boomslang venom is all that is required to kill an adult man.
Effect: Hp -150, all checks -15 after 2 RP hours, then death after five more RP hours.
Antidote: --
To Extract: Chakra Control DC 60
Fortitude DC: 60

6x Fat tailed Scorpion venom
One of the most poisonous scorpions to humans. Its venom acts rapidly on its victim. The poison is mostly used for paralysis but a big dose of it can be lethal too because of its potent neurotoxins if applied directly to the blood stream. May take effect about after an hour and paralysis may last up to 10 hours.
Effect: Unable to move after 1 RP hour until 10 RP hours later.
Antidote: --
To Extract: Chakra Control DC 60
Fortitude DC: 65
Special: If given in a concentrated dose (more than 5 at once) death in 12 RP hours.

3x Lonomia Caterpillars
The Lonomia genus caterpillars dwell in rainforests and are extremely venomous. However they are very hard to find due to their camouflage and poison is hard to extract (They can be found grouping together on the bark of trees). A mere touch of the caterpillar is enough for its venom to be released via its hairs which can sting obviously.
Two or three caterpillar stings is the fatal dose for the Lonomia poison. Symptoms include massive internal bleeding, kidney failure and destruction of the blood. Rather dramatic and the symptoms of Lonomia poisoning are rather easy to identify.
Effect: Hp goes down to 10% of original, death after six RP hours.
Antidote: --
To Extract: Chakra Control DC 80
Fortitude DC: 75

4x 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 lasts anywhere from 10 - 12 hours.
Effect: Paralysis (1 Post)
Antidote: --
To Extract: Chakra Control DC 20
Fortitude DC: 15


Valuables

black leather choker with a silver pentacle hanging from the front


Emily Marneth


Emily Marneth generated a random number between 14 and 21 ... 16!


Emily Marneth


PostPosted: Fri Feb 06, 2009 5:46 pm


((damage for ayame tori))
Emily Marneth rolled 9 20-sided dice: 4, 9, 11, 4, 9, 11, 16, 3, 6 Total: 73 (9-180)
PostPosted: Fri Feb 06, 2009 6:17 pm


((4, 9, 11, 4, 9, 11, 16, 3, 6))

((First roll: Rei's will roll
roll + 12 - 46
4 + 12 - 46 = -30 < 59
FAIL
Second roll: Ichi's escape artist roll
roll + 5
9 + 5 = 14 < 99
FAIL
Third Roll: Ni's will roll
roll + 10
11 + 10 = 21 < 59
FAIL
Fourth Roll: San's will roll
roll + 10
4 + 10 = 14 < 59
FAIL

will save DC: 25 + half character level + half int mod + half wis mod
= 25 + 15 + 10 + 9 = 59

5 and 6: Rei's taijutsu rolls should he escape the genjutsu
7: Ichi's further escape artist roll, unless she should pass the first (with a natural twenty) in which case it is taijutsu against Artemis.
16 + 5 = 21 < 59
FAIL
8: Ni's taijutsu roll should he escape the genjutsu
9: San's taijutsu roll should he escape the genjutsu

The roof was not really ripped off. It's a genjutsu. Yeah. Illusion. Fantasy. K. Sorry. Just covering my tracks.))

Artemis HP: 120
Artemis CP: 540
Artemis MHP: 840

Rei HP: 225
Rei CP: 195
Rei MHP: 225 - 615 = 0
-46 to all checks; feared.
Mental breakdown

Ichi HP: 150 - 16 = 134
Ichi CP: 130
Ichi MHP: 150
poisoned: one post until total body paralysis. Full-body bound with an escape artist of 99

Ni HP: 100
Ni CP: 80
Ni MHP: 150 - 615 = 0
Mental breakdown

San HP: 100
San CP: 170
San MHP: 150 - 615 = 0
Mental breakdown

Cart HP: 8/20

Artemis heard the ninja in the back of the wagon, and leaped easily over the wagon, forming a long chain of seals as she ascended, and then descended again. As the small girl landed in front of the doorway, and her voice echoed through the wooden wagon, Rei would start to shake again. "You are not under arrest in the name of Iwagakure no sato. You are my property. The devil incarnate, with unlimited power, I shall condemn you to the trials of the falling flame!" And with that, she formed the last seal in the chain.

The roof was torn from the wagon, and above them, descending rapidly, was a gargantuan ball of flame. "YOU ARE CONDEMNED TO HELL!"


Mission Name: Prisoner escort (class a)
Client: Iwagakure prision managment
Location: Iwagakure/kara badlands
Mission Profile: We need a able shinobi to take a criminal shinobi to the maximum security prision deep with in the kara badlands. this criminal has been proven guilty and will serve a long time behdie bars, but firsrt we need him to be transported to the prision, some parils may await you from the village to the prision, including the possibility of rouges trying to aid him.
Reward:
Requirements: *20+ posts
*every two turns roll a 1d20 if 16+ nothing happens, if between 11-15 hit a rut and that roll and turn dont count to get the cart unstuck -1hp, 6-10 something happens (you decided) and cart becomes damaged -2hp (cart has 20hp), 1-5 help come and must combat 3 level 10, and the prisioner level 15 (leader makes profiles)


successes: 16/20

((Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
Jigoku Kōka no Jutsu is a Genjutsu that causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety.
Cp cost: 140
Damage: 160 for those that flee, 530-650 for those that are burned, add an additional continual 60 per turn IF burned
Requirements: Genjutsu 110 Ranks
Training days: 20 days
Will save: 25 + half character level + half int mod + half wis mod
Specials: -4 to all checks if victim is burned


Emily Marneth


Emily Marneth generated a random number between 530 and 650 ... 615!


Emily Marneth


PostPosted: Fri Feb 06, 2009 6:26 pm


((MHP Damage Rei, Ni, and San will suffer from their minds telling them they are cooked alive.

530-650 for those that are burned,))
Emily Marneth rolled 1 20-sided dice: 12 Total: 12 (1-20)
PostPosted: Fri Feb 06, 2009 6:44 pm


((traveling roll))

Artemis HP: 120
Artemis CP: 400
Artemis MHP: 840

Rei HP: 225
Rei CP: 195
Rei MHP: 0
-46 to all checks; feared.
Mental breakdown

Ichi HP: 134
Ichi CP: 130
Ichi MHP: 150
poisoned: one post until total body paralysis. Full-body bound with an escape artist of 99

Ni HP: 100
Ni CP: 80
Ni MHP: 0
Mental breakdown

San HP: 100
San CP: 170
San MHP: 0
Mental breakdown

Cart HP: 8/20

And The flames came crashing down upon their screaming victims. The screams ripped through the land, sending pleasured shivers down Artemis' spine, as her laughter mingled with them in a grim chorus. And there was Ichi, still, silent, and paralyzed as her eyes caught the horrible sight of her team suddenly become silent, falling to the ground and shaking before striking the wooden floor and growing completely still. The walls bore the marks of their fingernails clawing at the sides, and she had been forced to watch, useless and limp in the sand.

Artemis walked to her. "I know what you're thinking.... you're thinking that I am the devil. You're thinking that the one thing you would like nothing more than is to strangle the life from me. But you can't. And it's eating away at you from the inside." An evil grin lit her features, and her finger stroked Ichi's tan cheek. "And what to do with you? Flaying is always fun... I could keelhaul you... That would be lots of fun on a wagon in the sand. Of course... I could just keep you as a pet... That would be convenient... You are very pretty..."

Artemis would stroke the girl's cheek again. "They're never going to wake up... There is a limit to how much the brain can take... And I fear your friends just weren't capable of seeing what the real world had in store for them... They were weak. They were foolish... And they deserved much worse than the merciful death I gave them... But what am I to do with you... You, who was the most useless, worn-out member of your team, who was brought down after she gave away their positions... Who killed them with her actions..." Artemis tutted, closing the doors of the wagon and tying the wire that was wound around the paralyzed chuunin to the top of the wagon.

She jumped up to the seat, spurring the ox on and jumping back to the top of the wagon, tying the reins straight.

And they hit a rut. Artemis sighed sadly, jumping down and digging the cart out before she turned back to her prisoner, content to waste some time before they got started again. She smiled, taking the wire down and looking to her prisoner, Artemis' eyes blazing with enthusiasm, her prisoners.... Not so much...


Mission Name: Prisoner escort (class a)
Client: Iwagakure prision managment
Location: Iwagakure/kara badlands
Mission Profile: We need a able shinobi to take a criminal shinobi to the maximum security prision deep with in the kara badlands. this criminal has been proven guilty and will serve a long time behdie bars, but firsrt we need him to be transported to the prision, some parils may await you from the village to the prision, including the possibility of rouges trying to aid him.
Reward:
Requirements: *20+ posts
*every two turns roll a 1d20 if 16+ nothing happens, if between 11-15 hit a rut and that roll and turn dont count to get the cart unstuck -1hp, 6-10 something happens (you decided) and cart becomes damaged -2hp (cart has 20hp), 1-5 help come and must combat 3 level 10, and the prisioner level 15 (leader makes profiles)


successes: 16/20


Emily Marneth


Emily Marneth generated a random number between 57 and 87 ... 62!


Emily Marneth


PostPosted: Fri Feb 06, 2009 7:00 pm


((damage from Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique)

40 - 70 + chk. mod. = 57 - 87))

Artemis HP: 120
Artemis CP: 345
Artemis MHP: 840

Rei HP: 225
Rei CP: 195
Rei MHP: 0
-46 to all checks; feared.
Mental breakdown

Ichi HP: 134 - 62 = 72
Ichi CP: 130
Ichi MHP: 150
poisoned: total body paralysis. Full-body bound with an escape artist of 99

Ni HP: 100
Ni CP: 80
Ni MHP: 0
Mental breakdown

San HP: 100
San CP: 170
San MHP: 0
Mental breakdown

Cart HP: 8/20

Taking the wire in her small hands, Artemis grinned, forming a well-practiced stream of seals, placing the string in front of her mouth, she spoke softly "How does it feel? To know that those you love... That those you served... They are all dead now... And they were not slain by some creature of the dark, nor creature of the deep... They were killed because you were incompetent, and they were killed by a seven year old girl... A child... Almost a baby... And you were so incompetent that they were destroyed by a child... That's some amazing skill you have... It's almost like... You... wanted them to die..."

And with that, flames flew down the wire, wrapping themselves in the intricate pattern of the wire around Ichi's body. And her screams ripped through the silence again, Artemis relishing them in her own silence, smiling the whole time.


Mission Name: Prisoner escort (class a)
Client: Iwagakure prision managment
Location: Iwagakure/kara badlands
Mission Profile: We need a able shinobi to take a criminal shinobi to the maximum security prision deep with in the kara badlands. this criminal has been proven guilty and will serve a long time behdie bars, but firsrt we need him to be transported to the prision, some parils may await you from the village to the prision, including the possibility of rouges trying to aid him.
Reward:
Requirements: *20+ posts
*every two turns roll a 1d20 if 16+ nothing happens, if between 11-15 hit a rut and that roll and turn dont count to get the cart unstuck -1hp, 6-10 something happens (you decided) and cart becomes damaged -2hp (cart has 20hp), 1-5 help come and must combat 3 level 10, and the prisioner level 15 (leader makes profiles)


successes: 16/20

((
Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique)
After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object.
Cp cost: 55
Damage: 40 - 70 + chk mod
Requirements: Fire Affinity, Chakra 25+, Chakra Control 30, long thin object.
Training days: 5 days
))
Emily Marneth generated a random number between 57 and 71 ... 60!
PostPosted: Fri Feb 06, 2009 7:07 pm


((damage from Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique)

40 - 70 + chk. mod. = 57 - 87))

Artemis HP: 120
Artemis CP: 290
Artemis MHP: 840

Rei HP: 225
Rei CP: 195
Rei MHP: 0
-46 to all checks; feared.
Mental breakdown

Ichi HP: 72 - 60 = 12
Ichi CP: 130
Ichi MHP: 150
poisoned: total body paralysis. Full-body bound with an escape artist of 99

Ni HP: 100
Ni CP: 80
Ni MHP: 0
Mental breakdown

San HP: 100
San CP: 170
San MHP: 0
Mental breakdown

Cart HP: 8/20

And Artemis was in front of Ichi's face. "And you did, didn't you? You sabotaged their mission? You KILLED THEM!"
Artemis slapped the crying girl "SHUT UP! YOU DON'T DESERVE TO CRY! DO YOU THINK THEY CAN CRY ANYMORE? THEY'RE CURSING YOUR NAME FROM THE OTHER SIDE! I CAN HEAR THEM!" Artemis formed those seals again, looking into Ichi's eyes as the flames wrapped around the hoarse, screaming, crying girl. Artemis laughed as the girl cried, the wire wrapped around her glowing red hot even after the flames passed. "I can't believe you would ever do something like that! Why would you kill your own teammates? That's exactly what we would expect from disgusting filth like you!"


Mission Name: Prisoner escort (class a)
Client: Iwagakure prision managment
Location: Iwagakure/kara badlands
Mission Profile: We need a able shinobi to take a criminal shinobi to the maximum security prision deep with in the kara badlands. this criminal has been proven guilty and will serve a long time behdie bars, but firsrt we need him to be transported to the prision, some parils may await you from the village to the prision, including the possibility of rouges trying to aid him.
Reward:
Requirements: *20+ posts
*every two turns roll a 1d20 if 16+ nothing happens, if between 11-15 hit a rut and that roll and turn dont count to get the cart unstuck -1hp, 6-10 something happens (you decided) and cart becomes damaged -2hp (cart has 20hp), 1-5 help come and must combat 3 level 10, and the prisioner level 15 (leader makes profiles)


successes: 16/20

((
Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique)
After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object.
Cp cost: 55
Damage: 40 - 70 + chk mod
Requirements: Fire Affinity, Chakra 25+, Chakra Control 30, long thin object.
Training days: 5 days
))


Emily Marneth


Emily Marneth generated a random number between 1 and 12 ... 5!


Emily Marneth


PostPosted: Fri Feb 06, 2009 7:14 pm


((damage from Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique)

40 - 70 + chk. mod. = 57 - 87))

Artemis HP: 120
Artemis CP: 235
Artemis MHP: 840

Rei HP: 225
Rei CP: 195
Rei MHP: 0
-46 to all checks; feared.
Mental breakdown

Ichi HP: 12 - 5 = 7
Ichi CP: 130
Ichi MHP: 150
poisoned: total body paralysis. Full-body bound with an escape artist of 99

Ni HP: 100
Ni CP: 80
Ni MHP: 0
Mental breakdown

San HP: 100
San CP: 170
San MHP: 0
Mental breakdown

Cart HP: 8/20

And the girl's screaming quieted into a quiet moan. Not broken. Just in lots of pain... Artemis' laughter echoed through the desert with a bell-like tone, sending the girl's frightened eyes closing, expecting more pain. "And you don't even feel guilty enough yet. You're still clinging to that hope that this wasn't your fault... Well here!" Artemis threw the body of Rei in the sand before the girl, shooting another jet of flames down the wire wrapped around the girl, her screaming filled with remorse and pain that cut deeper than any blade that was piercing her flesh, and any flame that was searing it closed. "HE'S DEAD! HE'S DEAD BECAUSE OF YOU! HE'S DEAD BECAUSE YOU NOT ONLY GAVE HIM UP IN THE FIRST PLACE, YOU SACRIFICED HIS LIFE TO ATTACK SOMEONE YOU HAD NO HOPE OF BEATING!"

Mission Name: Prisoner escort (class a)
Client: Iwagakure prision managment
Location: Iwagakure/kara badlands
Mission Profile: We need a able shinobi to take a criminal shinobi to the maximum security prision deep with in the kara badlands. this criminal has been proven guilty and will serve a long time behdie bars, but firsrt we need him to be transported to the prision, some parils may await you from the village to the prision, including the possibility of rouges trying to aid him.
Reward:
Requirements: *20+ posts
*every two turns roll a 1d20 if 16+ nothing happens, if between 11-15 hit a rut and that roll and turn dont count to get the cart unstuck -1hp, 6-10 something happens (you decided) and cart becomes damaged -2hp (cart has 20hp), 1-5 help come and must combat 3 level 10, and the prisioner level 15 (leader makes profiles)


successes: 16/20

((
Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique)
After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object.
Cp cost: 55
Damage: 40 - 70 + chk mod
Requirements: Fire Affinity, Chakra 25+, Chakra Control 30, long thin object.
Training days: 5 days
))
Emily Marneth rolled 6 20-sided dice: 19, 10, 3, 6, 14, 20 Total: 72 (6-120)
PostPosted: Fri Feb 06, 2009 7:22 pm


((Damage from taijutsu

seven (basically) strikes at damage 2-7= 14-49))

Artemis HP: 120
Artemis CP: 235
Artemis MHP: 840

Rei HP: 225
Rei CP: 195
Rei MHP: 0
-46 to all checks; feared.
Mental breakdown

Ichi HP: 1
Ichi CP: 130
Ichi MHP: 150
poisoned: total body paralysis. Full-body bound with an escape artist of 99

Ni HP: 100
Ni CP: 80
Ni MHP: 0
Mental breakdown

San HP: 100
San CP: 170
San MHP: 0
Mental breakdown

Cart HP: 8/20

Artemis backhanded the girl's seared cheek. The scent of burnt hair and seared flesh flooded the air. "Worthless," She backhanded the girl's other cheek "Useless" Standing, Artemis kicked the girl in the stomach, sending her rolling across the sand "Pathetic" She appeared on the other side, kicking the girl's opposite ribs "Traitorous" Grabbing the girl by her throat and throwing her up, Artemis jumped, kicking the girl in the stomach with immense force, sending her flying towards the wagon "WENCH!!!" Grabbing the trailing metal wire, Artemis slammed the girl into the sand, face first, her pitiful sobs choked by the earth.

Mission Name: Prisoner escort (class a)
Client: Iwagakure prision managment
Location: Iwagakure/kara badlands
Mission Profile: We need a able shinobi to take a criminal shinobi to the maximum security prision deep with in the kara badlands. this criminal has been proven guilty and will serve a long time behdie bars, but firsrt we need him to be transported to the prision, some parils may await you from the village to the prision, including the possibility of rouges trying to aid him.
Reward:
Requirements: *20+ posts
*every two turns roll a 1d20 if 16+ nothing happens, if between 11-15 hit a rut and that roll and turn dont count to get the cart unstuck -1hp, 6-10 something happens (you decided) and cart becomes damaged -2hp (cart has 20hp), 1-5 help come and must combat 3 level 10, and the prisioner level 15 (leader makes profiles)


successes: 16/20


Emily Marneth


Emily Marneth generated a random number between 1 and 6 ... 6!


Emily Marneth


PostPosted: Fri Feb 06, 2009 7:29 pm


((Holding back for torture. Taijutsu damage.))
Reply
Iwagakure ((Hidden Village of Stone)) [Earth Country]

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