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Majikal Mayhem generated a random number between
30 and 67 ...
37!
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Posted: Thu Dec 19, 2013 12:49 am
 Batsu Watanabe Medic/Archer HP - 204| CP - 323|Mhp - 391 D: 45 | F: 10 | R: 23 |W: 21((Last post)) Batsu continued to heal his friend and he grinned as he's punched. "How about we get you to train while you're gates are opened. In theory, it could help your endurance and help your last longer by boosting your ability to stay like that for a longer time,"((Shinzu is healed 37 Hp)) D: 45 | F: 10 | R: 23 |W: 21
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Posted: Thu Dec 19, 2013 1:05 am
Shinzu Akara Chuunin Hp: 204 Cp: 180 MHp: 225
"It's a plan, though to be honest, opening the gates aren't exactly my favorite thing in the world to do." He said as he began to feel mostly normal. "You're damn good at this by the way Batsu." Shinzu said with a smile. (Ok)
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Posted: Fri Feb 07, 2014 10:34 pm
 Hiru arrived at the grove with Fenrir, apologizing once more for pulling him out of the ramen shop: "Sorry again for that Fenrir, I just know how Shizoni-sama gets when you rile him up and he would have turned you into a voodoo doll in a matter of seconds if you would have dared act on an impulse...".
As they walked into the grove, he noticed two chuunins from the village preparing for a friendly spar. "Heh, looks like these two are about to start training their combat maneuvers soon!", he pointed out to Fenrir. This initiative having given Hiru an idea, he turned to his squad partner and asked : "Maybe it would be good for us to do the same! I haven't sparred since forever and we did tell Shizoni-sama we would... Who knows what he'll do if he finds out we lied to him!".
"Just one thing, I know how dangerous you are with that sword of yours, so no using the sharp edge of your sword for a spar, I don't want to end up a shish kebab!", he joked... with a healthy amount of genuine concern. "Don't worry, I'll keep my weapons wrapped up too so it doesn't start shredding things it shouldn't."
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The Winged Guardian rolled 1 20-sided dice:
8
Total: 8 (1-20)
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Posted: Sun Feb 09, 2014 10:05 am
Fen growled as Hiru once again began to apologize. He understood why he did it but still... "Yeah yeah.... But that still doesn't stop me from wanting to slice him up..." He growled once more before a took a deep breath.
Hiru started talking about the two chuunins in the grove with them. He looked at the two of them, his eyes narrowing as he examined them from the distance between the two groups. Seeing those two and the thought of battle slowly started to stir his blood, that mixed with the Ramen shop run in. When the words about the two of them, Hiru and himself, drifted into his ears he instantly became alert. His stance shifting slightly. He replied with a slight smirk on his face, "Sounds good to me. I'd hate to make you a liar."
Fen smiled at Hiru's comment about him and his sword, he couldn't help but grin with anticipation. He had always wanted to fight Hiru anyways. He slowly drew out his sword and spun it around his hand a few times before catching it, reversed. He looked up at Hiru from his sword. His face neutral. "Blunt edge only. Got it. And I'd hate to be a shredded mess in the grove, so thanks Leech." He watched Hiru closely, never letting a single detail escape his grasp. He waited for Hiru to be ready and start the spar.
Initiation roll: 1d20 ( 8 ) + Dex mod ( 10 ) = 18 (v.v sad roll... )
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Posted: Sun Feb 09, 2014 10:44 am
 Batsu Watanabe Medic/Archer HP - 204| CP - 323|Mhp - 391 D: 45 | F: 10 | R: 23 |W: 21Batsu finished patching up his friend after their friendly spar and he turned around. Tom hi surprise, he saw two entities far off in the distance who just seemed to be standing there talking for a while. However, the more the chuunin looked he ended up seeing one of them unsheath his sword. That could only mean one thing, another spar was about to take place. Cool! There wasn't a lot going on at the present time so seeing a spar without actually being in one would be a refreshing change of pace. In order to see it better, Batsu climbed a tree to get a better view. After reaching a satisfactory heightt, Batsu stood on a branch and looked towards the two people. One of which turned out to be Hiru himself. His eyes widened a bit from the shock of seeing him. The last time Batsu saw Hiru mid-fight was when he himself was on the receiving end of a beating. Hiru summmoned two of his turtles and made short work of the chuunin. Of course Batsu wanted to face them again but not until he was able to grow stronger. Batsu tilted his head for a second as he looked in curiosity at who Hiru was facing. Well... as Batsu looked over towards the opponent, Batsu furrowed his eyebrows, The guy Hiru was facing seemed to be someone he'd had never seen before. That alone lead Batsu to believe that the male was a higher-up of some sort since he'd have the nerve to face someone as strong as Hiru. Either way, this was proving to be an interesting fight. D: 45 | F: 10 | R: 23 |W: 21
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Hoshigaki Hiru rolled 1 20-sided dice:
15
Total: 15 (1-20)
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Posted: Sun Feb 09, 2014 6:53 pm
 Even though he had read about Fenrir's skill, Hiru was impressed with how effortlessly he could handle his weapon, even if it was simply to enter a combat stance.
Hiru was pretty glad for the opportunity to test out this new chakra that was now circulating through his system against a challenging adversary that would not cut his head off if something were to go wrong.
Seeing his opponent lunge forward, Hiru answered with the same, fairly certain his new speed would give him the edge in a head to head clash.
Initiation check: d20 [15] + Dex Mod [10] = 25
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Hoshigaki Hiru rolled 2 20-sided dice:
10, 15
Total: 25 (2-40)
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Posted: Sun Feb 09, 2014 7:50 pm

Hp: 432 Cp: 864 x 0.8 (Symbiotic Relationship) = 691 Samehada Cp: 00 Dodge: 43 x 1.2 (Samekansou) = 51 Reflex: 22 x 1.2 (Samekansou) = 26 Attack Melee: 36/31/26/21/16
Hiru had trained with ANBU operatives often enough to know that the battle usually turned in favor of the one who'd get the upper hand early. Wanting to tilt the advantage his way, he opted to use some of that swift chakra to stack the odds early; even if it would most likely prove extremely taxing on his chakra reserves.
Attack Turn 1
Channeling swift chakra in his wrists, hands, and fingers Hiru starts weaving hand seals with blinding speed as he runs towards Fenrir.
Gekizou Sokuryoku (Speed Burst)
 Through very basic channeling of swift chakra, the user briefly accelerates chakra flow and any basic movement to reduce the 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).
Cp: 691 - (5 x 3) = 676
As he is done casting hand seals, he holds the final sign and calmly says: "Suiton: Suiten Hōfutsu."
Suiton: Suiten Hōfutsu (Water Release: Water-Heavens Convergence)
 This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas. Cp cost: 70 Dice Rolls: 4 Damage: N/A Reflex DC:/ NA Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.
Cp: 676 - 70 = 606
As the technique starts taking effect, water raises from the ground in the form of bubbles and start floating in the combat area. As they do, they also seem to converge around Hiru, making it strangely look as though he is as much running as swimming towards Fenrir.
Attack Turn 2
Still charging towards Fenrir, Hiru once again tries his new (very useful!) swift chakra to increase his hand's movement speed. Gekizou Sokuryoku (Speed Burst)
 Through very basic channeling of swift chakra, the user briefly accelerates chakra flow and any basic movement to reduce the 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).
Cp: 606 - 5 = 601
His hands a blur, Hiru finishes on a boar seal and, without saying a word, apparently vanishes from sight.
Jinton: Jinpo (Swift Release: Swift Step)
 The most basic form of the swift release. This technique is an adapted version of the Body Flicker Technique fow which swift natured chakra is applied to increase its efficieny. Based on the same basic principle as its parent jutsu, the user activates his chakra to achieve increased speeds in order to move between various spots. However, swift natured chakra is added to technique, infusing the user's body and the space in his or her trajectory, dramatically increasing movement speed. Even to the trained eye, this jutsu generates such velocity that the user may appear to teleport from one location to the other. Cp Cost: 25 cp or 2 per ft. Dice Rolls: 2 Damage: Regular attack damage. Awareness DC: 10 + [Ninjutsu] + 2 per 10 ranks in Chakra Control. Special: *When rolling initiation checks or racing, or anything that involves speed, add [Ninjutsu + 2 per 10 in Chakra Control] to the dice roll. Does not nullify Stealth checks. *If technique is used in combat, user may speed away from his opponent's sight and go into hiding if his or her adversary fails awareness check. *If technique is used offensively, user launches an attack of the highest Base Attack Bonus of the dice rolls used to intitate this jutsu. Target must pass awareness check or the attack will be considered a sneak attack. *If technique is used defensively, add [Ninjutsu + 2 per 10 in Chakra Control] to Dodge, Reflex, or anything involving evasion against a single attack or jutsu.
Cp: 601 - 25 = 576
In a flash, Hiru "reappears" just over Fenrir's head, slightly to his left, striking downwards with great strength. To a watchful observer, it is visible that Samehada is apparently emanating a strange blueish glow as it is swung, clearly showing that Hiru is using his distinctive kenjutsu aimed at sucking out his opponents' chakra.
Awareness DC: 10 + Ninjutsu [55] + 2 per 10 ranks in Chakra Control [10] = 75
Attack Roll (if failed Awareness Check): d20 [10] + BAB x 0.2 (Samekansou) [22] + Str Mod [12] + Sneak Attack Bonus [15] = 59
Attack Roll (if succeeded Awareness Check): d20 [10] + BAB x 0.2 (Samekansou) [22] + Str Mod [12] = 44
Hiruken (Leech Fist)
 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: n/a 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
Attack Turns 3 to 5
Barely has he landed from his attack that he takes a few leaps back, all the while weaving a few very familiar hand seals. As he iss done, he vigorously says: "Suiton: Mizuame Bunshin no Jutsu!"
Suiton: Mizuame Bunshin no Jutsu (Water Release: Syrup Clone Technique)
 A hybrid technique of the syrup capture field and the water clone jutsus. The user creates a clone made of syrup that has the sole purpose of sticking the shinobi's opponent in place. Cp Cost : 25 cp per bunshin Dice Rolls: 3 Health Points: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP Damage: Physical damage caused by clones is reduced to 3/4 of the original amount. Intelligence DC: d20 + 0.5 x Int mod + 0.5 x Chk Mod Escape artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Strength DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Special : *Mizuame Bunshin can only perform water jutsus and normal attacks. *CP used for clones performing jutsu is 1.1x as much and is taken from the creators cp pool *Trap Effect: The bunshin can be melted back into sticky syrup, creating an effect similar to Mizuame Nabara. *If the trap effect was triggered following a physical attack or block, received or inflicted, victim is automatically stuck for [chk mod] turns or until an escape artist check is passed to break free. Victim can only attack using long-ranged attacks or techniques while stuck. *If the trap effect was triggered following a weapon attack or block, received or inflicted, victim is disarmed for [chk mod] turns or until a strength check is passed to unstick the weapon. *Clones have to stay within same thread as user and within eye or ear shot of them as well. *Can create [1 per 5 ranks in Chakra Control] clones. The user numbers each of their clones individually. If Intelligence DC wasn't met this turn, the attacker does a random number check to see what they hit. *Clones cannot mimic special weapon properties, such as the Samehadamaku's Chakra absorption, or producing wire like Nuibari. Owner: Hoshigaki Hiru
Cp: 576 - 100 = 476
Just as he is done casting, Hiru spits out a mass of sticky syrup which takes the form of four copies of himself. Very quickly, they shuffle together as to confuse Fenrir who would have to find out which one is real to avoid undesirable consequences.
Health Points: 20 + 2 per 10 in Chakra Control [10]+ 2 per 10 in Ninjutsu Skill [10]+ 5 per 10 CP over base CP [0] = 40 Hp Intelligence DC: d20 [15] + 0.5 x Int mod [3] + 0.5 x Chk Mod [13] = 15 + 16 = 31
If check is failed, roll random number between 1 and 5 to determine which is attacked.
Clones: 1, 3, 4, 5 Hiru: 2
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The Winged Guardian rolled 3 20-sided dice:
7, 17, 18
Total: 42 (3-60)
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Posted: Sun Feb 09, 2014 8:14 pm
Hp: 372/400 Cp: 420/420 -114-6 -39= 261/420 MHp: 400/400 Fenrir had never really fought head on like this. He always usually hid and waited for an opportunity. His eyes blurred slightly as he looked at Hiru... No wait! It was Hiru that was blurring! His eyes widened as he attempted to look around. He couldn't see Hiru anywhere. Just when he thought he had possibly went into hiding he got struck from above. Fen instinctively dropped to his knee with the momentum and swiveled his body around so he was facing his opponent. He knew Hiru could move fast but this was insane! He blinked for a moment to clear his head as he watched Hiru spawn more of him. They began to move around oddly and he had pretty much lost track of the original right away he was ashamed to admit. He knew that things would go south if they continued on like this.
Attack Turns 1-3 Suiton: Mizu Bunshin no Jutsu (Water Release: Water Doppelganger Technique) The technique creates clones out of water. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves. The range of the clone is limited however, as it can not travel very far from the original body without losing control. Additionally, water clones only have a fraction of the original person's power. Like other clone techniques, if the water clones are injured enough they will revert back to normal water. Rank: C Dice Rolls: 3 Cp cost: 15 per clone Damage: Physical damage caused by clones is cut by half. Reflex DC: n/a Requirements: Kirigakure or Amegakure or Takigakure, Water Affinity, Chakra control 20, Ninjutsu 18 Special: *Mizu Bunshin can only perform water jutsus and normal attacks. *CP used for clones performing jutsu is 1.1x as much and is taken from the creators cp pool *Clones have to stay within same thread as user and within eye or ear shot of them as well *HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP *Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit. *Clones cannot mimic special weapon properties, such as the Samehadamaku's Chakra absorption, or producing wire like Nuibari.
Fen focused intently on his chakra and handseals while he had a few fleeting moments. His brain was able to work out a pretty decent battle plan. He finally finished his handseals and mumbled "Mizu Bunshin no Jutsu..." He quickly pulled out his chakra and along with it, like Hiru, he spat up clones. One after another clones started to flow out of him. He coughed once he was done and kept his face neutral to blend in with the others. Even though it had cost him a lot chakra he needed to know the extent of Hiru's abilities!
Attack Turn 4
Bunshin no Jutsu (Clone Technique) This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent. Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Damage: N/A
Fenrir, moving with all his grace possible, shifted in between the clones until he was in the middle of them. He quickly cycled through the handseals he needed for his next idea. His chakra surged at the final handseal. "Bunshin no jutsu." He knew they'd probably be useless but if he could just occupy some of the Hiru's he could work on his next attack strategy. much quickly than with the Mizu bunshin's the clones started to flow off of him. Quickly they filled the gaps between the Mizu clones.
Awareness: Failure 1d20 (7) + awareness ( 11 ) + Wis. mod ( 10 )= 28 Intel dc attempt: 1d20 (17) + Int. Mod. (6) = 23 Failure. To See Through Mizu Clones: d20 (18 ) + 1/2 the user's int mod (3) + half the user's chk mod (5) = 26 To See Through Normal Clones: d20 (15) + 1/2 int mod (3) + 1/2 chk mod (5) = 23 Mizu Clones HP: 20 + 2 per 10 in Chakra Control ( 6 ) + 2 per 10 in Ninjutsu Skill (6) + 5 per 10 CP over base CP ( 0 ) = 321-Mizu____4-Fenrir__ 7-Norm___10-Mizu___13-Norm 2-Norm___ 5-Mizu___8-Norm___11-Norm___ 3-Mizu____6-Mizu___9-Norm___12-Mizu___ (Please don't hate me....)
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The Winged Guardian rolled 1 20-sided dice:
15
Total: 15 (1-20)
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Posted: Sun Feb 09, 2014 8:35 pm
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Hoshigaki Hiru rolled 20 20-sided dice:
7, 12, 6, 16, 16, 1, 5, 18, 8, 16, 19, 3, 11, 13, 1, 3, 4, 6, 10, 9
Total: 184 (20-400)
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Posted: Mon Feb 10, 2014 7:42 pm
((Damage: Here. By the way, don't forget tou can cast a maximum of [Chakra Control / 5] clones at the same time, so I'll just act as though there were 6 Mizu bunshins. You can edit your last action afterwards, I'll edit mine if anything completely unconciliable happens.)) 
Hp: 432 Cp: 476 + 18 = 494 Samehada Cp: 0 + 21 = 21 Dodge: 51 Reflex: 26 Attack Melee: 36/31/26/21/16
Hiru knew his opponent would adapt quickly to the situation. It was clear from the first burst that he was at a disadvantage in experience, so conjuring bunshins would give him some room to breathe while he thought up a strategy. Still, Hiru wouldn't underestimate his opponent, giving an adversary like Fenrir too much time usually proved troublesome. He had him on his back foot at the moment, and he had to make sure it continued this way.
First of all he had to try to find out which one of these was the real Fenrir...
To See Through Mizu Clones: d20 [07] + Int Mod [07] = 14 vs. 26 (fail)
Sadly, Fenrir was as adept with his sword as he was at acting, and his clones pretty much all looked exactly alike. He'd have to jump in and try to eliminate as many of them as possible...
Attack Turn 1 to 5
The obvious strategy here would be to land as much damage as possible on Fenrir now that he had been exposed; but Hiru has another plan. Instead of letting this turn out into a chaotic battle royale, he plans to thin out the Mizu bunshin population first and let his syrup clones dish out the beating on the original. Hiru knows using Jinton will expose him as the caster, but at that point it does not impair his strategy significantly.
Taking a first swing at the clones closest to him, he swipes horizontally with great strength, planning to take out the both of them with a single swipe and taking the momentum to carry him into his other attacks.
Attack 1 (Clone 5): d20 [12] + BAB x 0.2 [28] + Strength Modifier [12] + 2 per 10 in Samehada [8] + Samehads Cp Bonus [1] = 59
Attack 2 (Clone 6): d20 [06] + BAB x 0.2 [22] + Strength Modifier [12] + 2 per 10 in Samehada [8] + Samehads Cp Bonus [1] = 49
Barely was he done with his grand slash, he immediately chained into a chain of swift steps cast with increased hand movement to attack the next three water clones closest to him while trying to take them by surprise.
Gekizou Sokuryoku (Speed Burst)
 Through very basic channeling of swift chakra, the user briefly accelerates chakra flow and any basic movement to reduce the 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).
Jinton: Jinpo (Swift Release: Swift Step)
 The most basic form of the swift release. This technique is an adapted version of the Body Flicker Technique fow which swift natured chakra is applied to increase its efficieny. Based on the same basic principle as its parent jutsu, the user activates his chakra to achieve increased speeds in order to move between various spots. However, swift natured chakra is added to technique, infusing the user's body and the space in his or her trajectory, dramatically increasing movement speed. Even to the trained eye, this jutsu generates such velocity that the user may appear to teleport from one location to the other. Cp Cost: 25 cp or 2 per ft. Dice Rolls: 2 Damage: Regular attack damage. Awareness DC: 10 + [Ninjutsu] + 2 per 10 ranks in Chakra Control. Special: *When rolling initiation checks or racing, or anything that involves speed, add [Ninjutsu + 2 per 10 in Chakra Control] to the dice roll. Does not nullify Stealth checks. *If technique is used in combat, user may speed away from his opponent's sight and go into hiding if his or her adversary fails awareness check. *If technique is used offensively, user launches an attack of the highest Base Attack Bonus of the dice rolls used to intitate this jutsu. Target must pass awareness check or the attack will be considered a sneak attack. *If technique is used defensively, add [Ninjutsu + 2 per 10 in Chakra Control] to Dodge, Reflex, or anything involving evasion against a single attack or jutsu.
Cp: 494 - (5 x 3) - (25 x 3) = 404
As though he is teleporting from one clone to the next, Hiru appears within striking distance of each successively, attacking the next three with blinding speed from various angles.
Awareness DC per Attack: 10 + Ninjutsu [55] + 2 per 10 ranks in Chakra Control [10] = 75 (Only apply Sneak Attack Bonus if Awareness Check is failed.)
Attack 3 (Clone 4): d20 [16] + BAB x 0.2 [16] + Strength Modifier [12] + 2 per 10 in Samehada [8] + Samehads Cp Bonus [1] + Sneak Attack Bonus [15] = 68
Attack 4 (Fenrir): d20 [16] + BAB x 0.2 [10] + Strength Modifier [12] + 2 per 10 in Samehada [8] + Samehads Cp Bonus [1] + Sneak Attack Bonus [15] = 62 (hit)
Having found that this Fenrir didn't squash right away when it was swung at and had chakra that was different from only water, Hiru knew he had found the right target. He took another swing at him afterwards and signaled his clones to join in.
Attack 5 (Fenrir): d20 [01] + BAB x 0.2 [4] + Strength Modifier [12] + 2 per 10 in Samehada [8] + Samehads Cp Bonus [1] + Sneak Attack Bonus [15] = 41 (fail)
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Hp: 40 Cp: -- Samehada Cp: -- Dodge: 51 Reflex: 26 Attack Melee: 36/31/26/21/16
As Hiru is signalining them to his current opponent, the syrup clones immediately understand the strategy and launch into a dogpile on Fenrir, ruthlessly attacking him from all sides. There are situations when finesse is overrated
Attack 1 (Fenrir): d20 [05] + BAB x 0.2 [28] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 52
Attack 2 (Fenrir): d20 [18] + BAB x 0.2 [22] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 60
Attack 3 (Fenrir): d20 [08] + BAB x 0.2 [16] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 44
Attack 4 (Fenrir): d20 [16] + BAB x 0.2 [10] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 46
Attack 5 (Fenrir): d20 [19] + BAB x 0.2 [4] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 43
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Attack 1 (Fenrir): d20 [03] + BAB x 0.2 [28] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 51
Attack 2 (Fenrir): d20 [11] + BAB x 0.2 [22] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 53
Attack 3 (Fenrir): d20 [13] + BAB x 0.2 [16] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 49
Attack 4 (Fenrir): d20 [01] + BAB x 0.2 [10] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 31 (fail)
Attack 5 (Fenrir): d20 [03] + BAB x 0.2 [4] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 27 (fail)
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Attack 1 (Fenrir): d20 [04] + BAB x 0.2 [28] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 52
Attack 2 (Fenrir): d20 [06] + BAB x 0.2 [22] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 48
Attack 3 (Fenrir): d20 [10] + BAB x 0.2 [16] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 46
Attack 4 (Fenrir): d20 [09] + BAB x 0.2 [10] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 39 (fail)
Attack 5 (Fenrir): d20 [19] + BAB x 0.2 [4] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 43
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Attack 1 (Fenrir): d20 [01] + BAB x 0.2 [28] + Strength Modifier [12] + 2 per 10 in Samehada [8] = (fail)
Attack 2 (Fenrir): d20 [13] + BAB x 0.2 [22] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 55
Attack 3 (Fenrir): d20 [09] + BAB x 0.2 [16] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 45
Attack 4 (Fenrir): d20 [06] + BAB x 0.2 [10] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 36 (fail)
Attack 5 (Fenrir): d20 [10] + BAB x 0.2 [4] + Strength Modifier [12] + 2 per 10 in Samehada [8] = 36 (fail)------------------------------------------------------------------ ((There were a lot of them, but those were some weak a** rolls! Rolls to determine who Hiru attacked on his first sequence are in the same thread as previous damage roll!))
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Hoshigaki Hiru rolled 6 20-sided dice:
19, 1, 13, 9, 6, 10
Total: 58 (6-120)
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Posted: Mon Feb 10, 2014 7:57 pm
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Posted: Thu Feb 13, 2014 11:20 am
Shinzu Akara Chuunin Hp: 204 Cp: 180 MHp: 225
Now healed Shinzu continued to lay there for a few moments, knowing that he really needed to start training again, lest he be left behind by Batsu. After a few moments he noticed that Batsu had climbed a tree and was watching something intently. Walking over to the tree, Shinzu knocked on the base of it, the Chuunin strong enough that it actually made a sound. "Hey man, what ya looking at?" He asked, curious, though he fully intended to go train somewhere else.
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Posted: Thu Feb 13, 2014 1:00 pm
 Batsu Watanabe Medic/Archer HP - 204| CP - 323|Mhp - 391 D: 45 | F: 10 | R: 23 |W: 21Batsu was, in fact, watching the battle closely and was amazed by how strong the two combatants were. He actually was intrigued by the sheer speed and power of them and it definitely made Batsu to become stronger. He, admittedly, had become lax in training outside of his duties outside of his medical work but seeing the fight made him want to go back to what he was before the chuunin exams. Speaking of chuunins, Batsu heard a series of loud thuds and he immediately looked down to find the source of the noise. Lo and behold, it was his friend Shinzu. Before he could ask what Shinzu wanted, Shinzu asked what he was doing. Batsu looked back towards the fight as he responded to Shinzu. "Another spar is taking place and one of the people involved is Hiru-san. I do not know who he is facing, however." That was something else Batsu needed to work on... knowing who every shinobi is in the village. D: 45 | F: 10 | R: 23 |W: 21
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Posted: Sun Feb 16, 2014 2:17 pm
Shinzu Akara Chuunin Hp: 204 Cp: 180 MHp: 225
Shinzu nodded as Batsu spoke, a spar between Hiru and anyone even close to his equal would be quite the spectacle. However, Shinzu had no real desire to watch, the taijutsu specialist would like end up confused by the large amount of a jutsu they would undoubtedly perform. "Alright, well I'm going to head out for now." He said up to Batsu as he put his hands in his pockets. "I'll be in the village if you need me." He said as he turned around and began to head out of the grove.
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Majikal Mayhem rolled 1 20-sided dice:
2
Total: 2 (1-20)
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Posted: Tue Feb 18, 2014 11:48 am
 Batsu Watanabe Medic/Archer HP - 204| CP - 323|Mhp - 391 D: 45 | F: 10 | R: 23 |W: 21Batsu continued to watch the fight... up until the point where he heard Shinzu say he was going to train. As much as he wanted to watch the rest of the fight, he knew he had to get some training in as well. As he looked down towards the ground he noticed that Shinzu was gone, so he looked around for him... only to find him heading out of the grove. Batsu smirked ever-so-slightly as it seemed like his friend had his guard down. Time for a playful attack. Batsu shimmied down the tree slowly and reached in his medical bag to pull out a single senbon as he walked behind Shinzu, ready to strike. Stealth: 1d20 [2] + Stealth [12] + DEX [15] = 29 vs. Shinzu's Awareness roll D: 45 | F: 10 | R: 23 |W: 21
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