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Hoshigaki Hiru rolled 5 20-sided dice:
12, 12, 18, 4, 9
Total: 55 (5-100)
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Posted: Wed Jul 13, 2011 7:41 pm
Kuchiyose no Jutsu (Summoning Technique)
 This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle. The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices. Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread. Cp cost: Varies. Dice Rolls: 4 Rolls Damage: Depending on summon's power. Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25 Training: 4 stages Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply. Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along. Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it! Stage IV: Ninjutsu DC 40 Combine the previously trained elements.
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Stage 1 : You need lots of chakra to summon creatures. Train up your chakra supply. DC: 26 (Increased from 22 for stat point) d20 + Chakra Modifier [16] 10/10 (Complete)
d20 [12] + Chakra Modifier [16] = 28 (pass/fail)

Hiru grinned at Kuurukame's plea as he knew his technique would blow his mind. They were similar in so many ways, there was no way he wouldn't appreciate the it. "Okay, so what you have to do is condense a thin layer of water under your feet, or, under the surface of any part of your body that is in contact with the ground.", explained Hiru, using his hands extensively to visually illustrate the concept. "Then, using your chakra control, you actually move the water itself, carrying your feet with it, instead of actually moving your feet themselves! It's that simple!"
Just as he was done explaining, seemingly without moving a muscle at first, Hiru glided away in the water charged air, creating an artistic water trail behing his body. "Come on, you try it!", he shouted at his new friend.
d20 [12] + Chakra Modifier [16] = 28 (pass/fail)
Kuurukame was awestruck at first. The technique seemed so simple but actually looked so cool he didn't understand how he couldn't have thought of it sooner. It took him no more than a few seconds. He looked at his feet while varying layers of water formed under them and moved independantly, until, finally, his entire body started moving.
"YAAAAAHOOOO!!!!!", shouted the turtle, surfing with incredible speed in his water field. "This technique is AAAAAAWESSSOOOOOOME!!!", he kept on yelling, slowly learning how to maneuver until he finally reached Hiru. "Man, you totally rock dude, and there I was always walking all day! This takes up a lot of chakra though, you must have pretty large quantities of it to keep this active throughout a whole battle. That's good, you'll need it to summon me from now on.", added the turtle, still exhilerated from his glide.
((Had to tie in chakra somehow !))d20 [18] + Chakra Modifier [16] = 34 (pass/fail)

"Summon you? I'm not even sure how... I mean I'm pretty sure I have more than enough than enough chakra for it, that's never been a concern, but I've barely even heard about the technique, much less known someone who could teach me. Still, it'd be pretty nice to have a buddy around once in a while. Things can get pretty boring here, pretty fast!", he concluded.
"Do you know how I could learn to summon you here?", Hiru asked, extremely interested at the idea.
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Hoshigaki Hiru rolled 5 20-sided dice:
2, 11, 16, 19, 20
Total: 68 (5-100)
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Posted: Thu Jul 14, 2011 2:35 pm
Kuchiyose no Jutsu (Summoning Technique)
 This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle. The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices. Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread. Cp cost: Varies. Dice Rolls: 4 Rolls Damage: Depending on summon's power. Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25 Training: 4 stages Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply. Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along. Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it! Stage IV: Ninjutsu DC 40 Combine the previously trained elements.
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Stage 2 : To summon a creature you call him from his own country. Help him along. DC: 35 d20 + Chakra Control [42] 5/10
d20 [02] + Chakra Control [42] = 46 (pass/fail) "Well, first of all let's not to get too far ahead of ourselves, you'll still have to sign a contract with our elders. However, with Kuurukame vouching for you, it's mostly a formality!", he said with a hint of narcissism. "Still... we'll have to do it first...", he uttered to clarify. "In the meantime, I suggest we try mastering that summoning technique to make sure I no longer have to swim all the way here when I feel like changing sceneries!", he added enthusiastically.d20 [11] + Chakra Control [42] = 53 (pass/fail)

"Well... how do we go about doing that exactly?", Hiru asked. "I don't even have a summoning contract so how can I even know if I'm doing it well?", he added, hoping to be enlightened. Obviously, Hiru was skilled enough at chakra control to learn pretty much anything you'd explain to him in detail. However, he was in no way smart enough to figure out such a complex technique on his own, despite his best efforts.
d20 [16] + Chakra Control [42] = 58 (pass/fail) "Well, that part you don't need to worry about. All of us turtles are part of our own contract so if you use some of my blood you'll be able to summon from the Cool Springs without any problems. Of course, I'm not sure who you'll actually summon. It's usually one you have a strong affinity with at first; but since I'm already here it could be anybody."
Kuurukame turned his head and spat a very high velocity water jet at the base of one of his claws, injuring it slightly. "You have your blood there, now give it a shot!", he asked.d20 [19] + Chakra Control [42] = 61 (pass/fail)

Hiru was a bit surprised the technique required blood to use. However, now that he thought about, it was the only way it could make sense. The link between the two planes was the blood which could be found in both. So, if he only used his chakra through that blood and followed the trail back to where it is linked, he was pretty sure he could manage to summon something with the jutsu. Now, he just needed to give it a try. He dipped his finger in the small traces of blood, slammed his hand to the ground, and shouted "Kuchiyose no jutsu!".
d20 [20] + Chakra Control [42] = 62 (pass/fail) "Eeeeeh... what are you doing?", asked Kuurukame. "You actually tried to summon me five inches to the left of where I'm standing right now... and not that well might I add...", he said. "You need to focus on another consciousness that is still in the Cool Springs! I know it's easier when I'm standing right here but that's not what our exercise is for. There are literally dozens of us over there, try something a little harder.", he finally explained.
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Hoshigaki Hiru rolled 5 20-sided dice:
1, 7, 19, 19, 5
Total: 51 (5-100)
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Posted: Thu Jul 14, 2011 3:36 pm
Kuchiyose no Jutsu (Summoning Technique)
 This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle. The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices. Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread. Cp cost: Varies. Dice Rolls: 4 Rolls Damage: Depending on summon's power. Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25 Training: 4 stages Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply. Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along. Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it! Stage IV: Ninjutsu DC 40 Combine the previously trained elements.
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Stage 2 : To summon a creature you call him from his own country. Help him along. DC: 35 d20 + Chakra Control [42] 9/10
d20 [01] + Chakra Control [42] = 43 (pass/fail)

Hiru hadn't realized that the reason it appeared so easy when he first felt the connection with a turtle must have been mostly because it was actually standing right next to him. He'd have to work a little harder if he wasnted to try bring one all the way here. Still, he wasn't even sure if he was doing it well yet. Now that he thought about it, he had failed to summon a turtle not five inches from where it was just standing...
d20 [07] + Chakra Control [42] = 49 (pass/fail)

Still, now wasn't the time to be demoralized by failed attempts. Ready to try again, hiru dipped his index finger in the drying puddle of blood again and decided to give it another shot. Focusing his chakra into the blood, he scanned it until he found the signature he was looking for and the tunnel to which it was attached. Strangely, this was the best way he could find to explain what he was feeling.
d20 [19] + Chakra Control [42] = 61 (pass/fail) Having already gotten bored from seeing Hiru struggle, Kuurukame had returned to his new water gliding technique back a few dozen feet from where Hiru was training. He was doing so with an incredible speed, most likely illustrating an incredible chakra strength, probably just as strong if not stronger than Hiru's. Seeing that huge turtle move back and forth at rocket speed was quite the spectacle!d20 [19] + Chakra Control [42] = 61 (pass/fail)

A bit insulted at first that his "teacher" had so quickly given up on him, Hiru understood neverhteless that in comparable circumstances he would most likely have done the same thing. Still, getting back to business, he once again shifted his focus to the drying blood on his finger. He followed its chakra signature as far as he could. It was hard to explain, but he could almost feel himself travelling through it miles off the cost of the Land of Water.
d20 [05] + Chakra Control [42] = 47 (pass/fail) "Wait, who is this?", asked a voice. "It feels like someone's trying to summon me but really isn't doing an awesome job at it...", the voice added. "Heeelloooo? You could at least answer me! I didn't even know someone else had signed our contract, it's been years since anyone has. Listen to me, whoever you are, you better promise me you're not just teasing me cause I'm tired of only wrestling turtles!", it added, waiting for Hiru to answer.
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Hoshigaki Hiru rolled 2 20-sided dice:
2, 16
Total: 18 (2-40)
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Posted: Thu Jul 14, 2011 4:39 pm
Kuchiyose no Jutsu (Summoning Technique)
 This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle. The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices. Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread. Cp cost: Varies. Dice Rolls: 4 Rolls Damage: Depending on summon's power. Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25 Training: 4 stages Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply. Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along. Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it! Stage IV: Ninjutsu DC 40 Combine the previously trained elements.
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Stage 2 : To summon a creature you call him from his own country. Help him along. DC: 35 d20 + Chakra Control [42] 10/10 (Complete)
d20 [2] + Chakra Control [42] = 44 (pass/fail)

It took a while before Hiru realized the creature he was trying to get a feel of in order to summon it to where he was was very aware of this. It seemed it had felt his chakra following it's thread back to the Cool Springs. "Eeehm... sir... I'm sorry to disturb you, I was just practicing summoning some of you. I'll do my best to try and get you here as soon as I can.", answered the young shark man, now feeling a little more pressure than he originally did.
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Hoshigaki Hiru rolled 4 20-sided dice:
17, 19, 1, 12
Total: 49 (4-80)
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Posted: Thu Jul 14, 2011 5:10 pm
Kuchiyose no Jutsu (Summoning Technique)
 This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle. The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices. Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread. Cp cost: Varies. Dice Rolls: 4 Rolls Damage: Depending on summon's power. Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25 Training: 4 stages Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply. Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along. Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it! Stage IV: Ninjutsu DC 40 Combine the previously trained elements.
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Stage 3 : Work on your Chakra Control as transporting a creature takes a lot of it! DC: 40 d20 + Chakra Control [42] 4/10
d20 [16] + Chakra Control [42] = 58 (pass/fail) "Haha relax man, no need to "sir" me, I just can't wait to see what's outside these springs. Even though things here are pretty mellow and we have our events, I'd love to see some action from the rest of the world!", the turtle answered. "I'm no ninjutsu genius though so don't expect me to be much help to you to give you tips on how to summon. We have a few of them here, but I can't find em around...", he added.d20 [17] + Chakra Control [42] = 59 (pass/fail)

"Well don't worry about that!", answered Hiru. "I have one of your specialists right next to me, he's just kind of... busy... at the moment.", he answered, passing a glance at Kuurukame who was still rocketing left and right with Hiru's water gliding technique. "I'm pretty sure I'll be able to get you here in a little while. Just have to get the hang of this.", he added, keeping his focus on the bond he was right now sharing.
d20 [19] + Chakra Control [42] = 61 (pass/fail) Kuurukame was still messing around when he yelled at Hiru from afar: "Come on, if you've invented this technique you can certainly ace the Kuchiyose in a few minutes! Just stop looking at your finger and give it a shot!", he explained, hoping this would give the shark man the confidence he needed. It was indeed clear to him that the problem here wasn't the ability to do it or not, it was simply about believing in himself.d20 [01] + Chakra Control [42] = 43 (pass/fail)

Focusing a bit more, Hiru gave once again got a feeling of the channels between locations. He shifted his entire concentration to the bond and sent his chakra through it, trying to reach whatever was at the other end through it and get it to come to his location. In a herculean effort, he flooded the bond with chakra and pulled as hard as he could. It was almost there! He could feel it... just... needed... a... little... more...
d20 [12] + Chakra Control [42] = 54 (pass/fail) "Not sure what you did dude but I'm pretty certain you just drained some chakra from me...", the turtle answered. "I'm glad to be of help but I'm not crazy about the idea of being used as a big green battery...", he added. "Whatever you're doing, you just need to adjust it a bit. I'm barely holding in place here with that bond you've got opened. Just need to make one good push and I'll be through!".
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Hoshigaki Hiru rolled 5 20-sided dice:
4, 19, 14, 5, 8
Total: 50 (5-100)
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Posted: Thu Jul 14, 2011 5:44 pm
Kuchiyose no Jutsu (Summoning Technique)
 This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle. The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices. Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread. Cp cost: Varies. Dice Rolls: 4 Rolls Damage: Depending on summon's power. Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25 Training: 4 stages Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply. Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along. Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it! Stage IV: Ninjutsu DC 40 Combine the previously trained elements.
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Stage 3 : Work on your Chakra Control as transporting a creature takes a lot of it! DC: 40 d20 + Chakra Control [42] 9/10
d20 [04] + Chakra Control [42] = (pass/fail)

This could explain what Hiru had been doing wrong the whole time. He had been using the wrong technique... He was so used to using his chakra kuin technique which was a cornerstone of his fighting style that he had been trying to apply the same principle to pull the turtle from the Cool Springs. Even he was surprised that he had actually managed to pull out some chakra though...
d20 [19] + Chakra Control [42] = (pass/fail)

This time, instead of pulling solely on the target's chakra signature, he'd try pulling on a bigger scale. He'd stretch a bit farther out and pull towards himself. This way, he'd probably be able to get something more effective than recharging his chakra supplies. So, at that moment, he once again flooded the link and reached out to the turtle at the end of it. He noticed the feel was different, this was probably a good sign...
d20 [14] + Chakra Control [42] = (pass/fail)"Man, I don't know what you're doing but it seems to be working, I'm vibrating like there's no tomorrow here, I even dropped my glass of punch!", said the enthusiastic turtle. "Don't stop, I actually feel my body being pulled in, we should be able to meet pretty soon!", he added with excitement. As the connection grew it strangely seemed like his voice was getting fainter. Pretty soon Hiru couldn't hear him at all.d20 [05] + Chakra Control [42] = (pass/fail)

Hiru's focus was growing so strong and the jutsu coming in so gradually that he started shaking as well, the chakra from the blood on his finger started charging up more and more as the connection strengthened. Once Hiru, found that the bond was strong enough, he opened his hand, slapped it to the ground and yelled with vigor and enthusiasm: "Kuchiyose no jutsu!".
d20 [08] + Chakra Control [42] = (pass/fail) In a voluminous cloud of smoke, a figure appeared, seemingly out of nowhere. Hiru crumbled to one knee from the chakra exhaustion, this technique seemed to require more than he thought it did. The large figure stepped out of the screen and walked right up to Hiru. "Well, well, would you look at that! It seems you've got it!", said the new presence. When Hiru raised his eyes, what he saw wasn't really what he had expected. In fron of him stood a large, bipedal, tortoise, with a huge smile on its face.
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Hoshigaki Hiru rolled 2 20-sided dice:
13, 14
Total: 27 (2-40)
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Posted: Thu Jul 14, 2011 7:43 pm
Kuchiyose no Jutsu (Summoning Technique)
 This technique, using a contract, seal, and the user's blood, binds a being to the user. The type of being is determined by the contract and Seal performed. The blood is used as a signature to make the contract, which can be written on a scroll or tattoo, valid. Once bound, the being can be summoned with a blood sacrifice to perform a task or help the user in battle. The summon usually is subservient to the summoner. However, the more powerful summons demand respect and loyalty from their summoners. Some may even demand hundreds of live human sacrifices. Other types of summonings include even powerful objects, such as the Rashōmon gates. For more information, check the "Summoning Contracts" thread. Cp cost: Varies. Dice Rolls: 4 Rolls Damage: Depending on summon's power. Requirements: Chakra 30, Chakra Control 25, Ninjutsu 25 Training: 3 stages Stage I: Chakra DC 22 {d20 + chk mod} You need lots of chakra to summon creatures. Train up your chakra supply. Stage II: Chakra Control DC 35 To summon a creature you call him from his own country. Help him along. Stage III: Chakra Control DC 40 Work on your Chakra Control as transporting a creature takes a lot of it!
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Stage 3 : Work on your Chakra Control as transporting a creature takes a lot of it! DC: 40 d20 + Chakra Control [42] 10/10 (Complete)
d20 [13] + Chakra Control [42] = 55 (pass/fail) "Think we haven't had the time to introduce ourselves properly, I'm Kamesaru, and man am I glad your chakra was attuned to mine!", said the tortoise. "Oh, I see you've already met Kuurukame! I guess he's the reason you've found us right?", he asked, answering his own question at the same time. "Well, what's your name then? Guess I should know if we're going to be partners!"
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Hoshigaki Hiru rolled 5 20-sided dice:
19, 10, 7, 15, 3
Total: 54 (5-100)
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Posted: Sat Jul 23, 2011 9:45 pm
Suiton: Mizuame Kawarimi no Jutsu (Water Release: Syrup Replacement technique)
 A derived jutsu from the original Kawarimi technique. Instead of replacing his body with a random object, the user replaces it with a hollow syrup clone. When the attacker makes contact with the syrup dummy, it causes it to splash open, covering him with the highly adhesive substance and impairing his movements. Rank: C Cp cost: 20 cp Dice Rolls: n/a Damage: n/a Escape artist DC: 10 + chk mod + 2 per 10 ranks in Ninjutsu Strength DC: 10 + chk mod + 2 per 10 ranks in Ninjutsu Requirements : Water affinity, Suiton: Mizuame Nabara, Kawarimi no Jutsu Training : 3 stages Stage I: Chakra Control DC 25 Making a syrup construct in very limited time. Stage II: Ninjutsu DC 25 Switching succesfully so that opponent doesn't realize the stratagem until it's too late. Special : *This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack. *If used following a melee attack, victim is automatically stuck and must beat Reflex DC to break free. *If used following a weapon attack, victim is disarmed and has to beat strength DC to unstick his weapon. Owner: Hoshigaki Hiru
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Stage 1 : Making a syrup construct in very limited time. DC: 25 d20 + Chakra Control [42] 5/10
d20 [19] + Chakra Control [42] = 61 (pass/fail)

Hiru gasped at the sight of the creature he had just summoned. It loooked half human and hal turtle and must have been close to seven feet tall! Actually, it didn't really look half human, it looked like some sort of mutant from a strange experiment... "My name is Hiru...", he answered the Behemoth bipedal turtle. "How was the trip here? I tried to make it as seemless as possible but it really was my first time!", he asked.
d20 [10] + Chakra Control [42] = 52 (pass/fail) "No complaints, actually. It was my first time being summoned but I barely felt anything when you brought me here. I would have appreciated it a b it if there had been something do here though." Kamesaru noticed Kuurukame still gliding away across the forest. "I don't remember Kuurukame ever showing us that move in his demonstrations. Should I understand you taught it to him?", he asked.d20 [07] + Chakra Control [42] = 49 (pass/fail)

"Yes I did!", answered Hiru. "This was a technique I came up while I was still an academy student. At first it was just something I used to play around, but I noticed that if you put enough chakra into it, this technique can be quite effective in combat as well.", he added. "But, if you want to see another technique I made up, take a look at this one."
Hiru turned around and formed a few hand seals. Instantly, his mouth seemed to fill up with a strange substance that he spat out with extreme velocity at one of the trees. The impact was so strong it nearly broke into, if it hadn't been held together by the sticky fluid.
d20 [15] + Chakra Control [42] = 57 (pass/fail) Kamesaru was baffled by this demonstration. It seemed that the shinobi he had been summoned by had develloped a jutsu that enabled him to fire extremely sticky fluid to damage and stick opponents in place. "That is... impressive...", spontaneously said the turtle. "Have you ever thought about using this technique in other ways? This sticky syrup thing seems like it could come in pretty handy in many situations.", he explained.d20 [03] + Chakra Control [42] = 45 (pass/fail)

"Actually, I had thought about it.", answered Hiru. "The original technique simply consisted in spitting it on the floor and letting opponents get stuck on it like fly paper. I turned it a bit more offensively, with this jutsu I've just shown you. For now I hadn't thought about any other forms of application for it.", he added.
"Do you know of another way this could be used?", he asked.
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Hoshigaki Hiru rolled 5 20-sided dice:
8, 1, 18, 2, 11
Total: 40 (5-100)
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Posted: Sun Jul 24, 2011 10:56 am
Suiton: Mizuame Kawarimi no Jutsu (Water Release: Syrup Replacement technique)
 A derived jutsu from the original Kawarimi technique. Instead of replacing his body with a random object, the user replaces it with a hollow syrup clone. When the attacker makes contact with the syrup dummy, it causes it to splash open, covering him with the highly adhesive substance and impairing his movements. Rank: D Cp cost: 20 cp Dice Rolls: n/a Damage: n/a Escape artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Strength DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements : Water affinity, Suiton: Mizuame Nabara, Kawarimi no Jutsu Training : 3 stages Stage I: Chakra Control DC 25 Making a syrup construct in very limited time. Stage II: Ninjutsu DC 25 Switching succesfully so that opponent doesn't realize the stratagem until it's too late. Special : *This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack. *If used following a melee attack, victim is automatically stuck and must beat Reflex DC to break free. *If used following a weapon attack, victim is disarmed and has to beat strength DC to unstick his weapon. Owner: Hoshigaki Hiru
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Stage 1 : Making a syrup construct in very limited time. DC: 25 d20 + Chakra Control [42] 9/10
d20 [08] + Chakra Control [42] = 50 (pass/fail) "Well, it seems what you're describing to me are ways to attack a target directly with the technique. What if you tried to lure them into a situation where they would get stuck of their own volution?", suggested the turtle. "It could work like a trap of some sorts. I'm not really a ninjutsu expert in anyway but as a melee combat specialist I can tell you that this could prove very annoying...", he concluded.d20 [01] + Chakra Control [42] = 43 (pass/fail)
Hiru thought about Kamesaru's suggestion and it seemed to make a lot of sense. Even though he could likely not help him much farther than pitching ideas, the concept of setting various traps for opponents in which they could get stuck in syrup did seem like an extremely efficient technique for combats against taijutsu specialist. He still felt the wound he had received in his spar against Andou and surely wished for a way to avoid these situations in the future.
d20 [18] + Chakra Control [42] = 60 (pass/fail)
Brainstorming a bit, he tried to find ways this could happen. He rmembered his training time for the Hiruken, he had thought of a way he could merge two concepts he already knew, the chakra draining technique and bojutsu, into one efficient technique. Maybe there was a way he could do it again with this one. But what technique could be used as a trap? The Syrup capture field in itself was a bit traplike, but not enough...
d20 [02] + Chakra Control [42] = 44 (pass/fail)
Then, it hit him. The kawarimi! Every shinobi learned the basic technique to switch his body with another object to create a diversion, but what if he actually switched his body with sticky syrup in order for the attacker not only to be fooled, but also to be stuck while opening himself up for a counterattack. This could certainly work! He just needed to get working on it now.
d20 [11] + Chakra Control [42] = 53 (pass/fail)
The first step would necessarily consist in making a syrup construct as quickly as possible, and, for the technique to prove somewhat effective, Hiru would need to give it some kind of humanoid form. This way, he could cover it with some form of henge jutsu to look like him and fool his opponent into completeing a total attack, maximizing the chances he would get covered with the sticky fluid. Of course, for someone of Hiru's skill level in chakra control, such an exercise was not overly complex.
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Posted: Mon Jul 25, 2011 8:58 pm
Suiton: Mizuame Kawarimi no Jutsu (Water Release: Syrup Replacement technique)
 A derived jutsu from the original Kawarimi technique. Instead of replacing his body with a random object, the user replaces it with a hollow syrup clone. When the attacker makes contact with the syrup dummy, it causes it to splash open, covering him with the highly adhesive substance and impairing his movements. Rank: D Cp cost: 20 cp Dice Rolls: n/a Damage: n/a Escape artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Strength DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements : Water affinity, Suiton: Mizuame Nabara, Kawarimi no Jutsu Training : 3 stages Stage I: Chakra Control DC 25 Making a syrup construct in very limited time. Stage II: Ninjutsu DC 25 Switching succesfully so that opponent doesn't realize the stratagem until it's too late. Special : *This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack. *If used following a melee attack, victim is automatically stuck and must beat Reflex DC to break free. *If used following a weapon attack, victim is disarmed and has to beat strength DC to unstick his weapon. Owner: Hoshigaki Hiru
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Stage 1 : Making a syrup construct in very limited time. DC: 25 d20 + Chakra Control [42] 10/10 (Complete)
d20 [07] + Chakra Control [42] = 49 (pass/fail)
Making a few hand seals, Hiru slowly spat out a rather large quantity of syrup. As it came out of his mouth, it formed into a human like shape which stood in place perfectly still, save maybe for a few wobbles as the wind blew into it. After a second, Hiru simply formed one rapid hand seal as his image started covering the construct until it finally looked just like him. He could probably move on to the next step now.
Stage 2 : Switching succesfully so that opponent doesn't realize the stratagem until it's too late. DC: 25 d20 + Ninjutsu [36] 5/10
d20 [09] + Ninjutsu [36] = 43 (pass/fail) "Well, I guess the only way to see if the technique could work would be to give it a try now right?", he asked, looking around to see if someone esle would be able to take his place in attacking the sticky dummy. "*sigh*, I'll do it then... Just try not to get too much on me...", he added, reluctantly getting into a fighting stance, ready to attack Hiru for the benefit of science.d20 [20] + Ninjutsu [36] = 56 (pass/fail)

"Ehm... thanks for the help... I guess...", answered Hiru, not sure how thrilled he should be at the idea of getting assaulted by a seven feet tall turtle which seemed to weigh more than three times his own weight. "Let's start a bit slower at first until I get the hang of it. It shouldn't be too long but I don't want to end up flat as a pancake because I wasn't quick enough!", he added, pleaing for comprehension.
d20 [13] + Ninjutsu [36] = 49 (pass/fail) "Don't worry, I've trained with much slower than you and so far all of them have survived!", Kamesaru answered, not really making Hiru feel any better. "Just tell me when you're ready, we'll start with a slow attack and we'll see if the technique we came up with could have some form of application in combat.", he added, waiting for Hiru's cue before launching his first assault.d20 [15] + Ninjutsu [36] = 51 (pass/fail)

"Okay, go ahead!", signaled Hiru, getting into a defensive position. In a flash, what looked like a huge clumsy reptile charged right at him with such swiftness that he almost took Hiru by surprise. The attack was also... different... from what hiru had expected. What he thought he'd see was a powerhouse trying to overpower him with brute strength, but instead he jumped right at him as though he was trying to flatten him to the ground.
d20 [07] + Ninjutsu [36] = 43 (pass/fail)

Despite the attack's blazing speed, Hiru still managed to cast his jutsu at the right moment. In the time it took for Kamesaru to blink, Hiru had switched places with a chakra construct and had managed to place it right in the turtle's path, making it nearly impossible for him to dodge. In his motion, the reptile had the syrup explode in his face, completely covering him from head to toe as he fell to the ground and got stuck.
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Hoshigaki Hiru rolled 6 20-sided dice:
7, 9, 20, 13, 15, 7
Total: 71 (6-120)
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Posted: Mon Jul 25, 2011 8:59 pm
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Hoshigaki Hiru rolled 5 20-sided dice:
12, 4, 12, 16, 7
Total: 51 (5-100)
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Posted: Wed Jul 27, 2011 7:11 pm
Suiton: Mizuame Kawarimi no Jutsu (Water Release: Syrup Replacement technique)
 A derived jutsu from the original Kawarimi technique. Instead of replacing his body with a random object, the user replaces it with a hollow syrup clone. When the attacker makes contact with the syrup dummy, it causes it to splash open, covering him with the highly adhesive substance and impairing his movements. Rank: D Cp cost: 20 cp Dice Rolls: n/a Damage: n/a Escape artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Strength DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements : Water affinity, Suiton: Mizuame Nabara, Kawarimi no Jutsu Training : 3 stages Stage I: Chakra Control DC 25 Making a syrup construct in very limited time. Stage II: Ninjutsu DC 25 Switching succesfully so that opponent doesn't realize the stratagem until it's too late. Special : *This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack. *If used following a melee attack, victim is automatically stuck and must beat Reflex DC to break free. *If used following a weapon attack, victim is disarmed and has to beat strength DC to unstick his weapon. Owner: Hoshigaki Hiru
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Stage 1 : Making a syrup construct in very limited time. DC: 25 d20 + Chakra Control [42] 10/10 (Complete)
Stage 2 : Switching succesfully so that opponent doesn't realize the stratagem until it's too late. DC: 25 d20 + Ninjutsu [36] 10/10 (complete)
d20 [12] + Ninjutsu [36] = 48 (pass/fail) Kamesaru could not stop in his motion, and, for a second ,he cursed himself for volunteering for this training. His fighting style was actually going to make this experience even less enjoyable than it could have been since it focused on throwing his entire body into everyone of his moves, greatly resembling a form of sumo and mexican wrestling hybrid, performed by individuals with shells.d20 [04] + Ninjutsu [36] = 40 (pass/fail)So, as his entire body was thrown into one attack, his target changed from being a somewhat large yet nimble shark man to a large quantity of sticky syrup that exploded everywhere on his arms, shell and face. Because it made his limbs stick to each other and to his shell, he had no choice but to crumble ackwardly to the ground where he ended up completely stuck..d20 [12] + Ninjutsu [36] = 48 (pass/fail)

Hiru appeared from behind a tree and looked at the outcome of the technique he and his new partner had just develloped. Quite obviously, it had succeeded in covering an attacking target. It stickiness also seemed to be comparable to that of the actual jutsu despite the lesser amount of time he disposed of to actually pull off the construct, judging by the size of the individual who was now trapped.
d20 [16] + Ninjutsu [36] = 52 (pass/fail) "Okay, it works, we get it!", said Kamesary, wiggling on the ground trying to break free of the syrup's field. "Now, we've wasted enough time, could you get me out of here so I can reverse summon us back to the Cool Springs, the elder will most likely be very interested to meet someone with two recommendations for a contract. Heck it's been a while since we've had just one!", he added.d20 [07] + Ninjutsu [36] = 43 (pass/fail)

A bit surprised but still extremely excited, Hiru touched the syrup on the ground with the tip of his Samehadamaku and made it immediately dissolve back to regular water, even the one covering Kamesaru. "Okay, really looking forward to actually seeing this place. From what I've heard from Kuurukame it's a sight to behold, both for the relaxation and the entertainment", he said with a joyful tone. "I'm ready when you are!", he said, vanishing from the Shoreline.
[Exit to Cool Springs]
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Majikal Mayhem rolled 1 20-sided dice:
1
Total: 1 (1-20)
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Posted: Fri Jul 29, 2011 6:42 pm
((Enter from Main Island: Kirigakure Hospital)) Batsu walked right up onto the entrance to the shoreline. Immediately, he was met with numerous sea creatures along the shoreline. The problem with the overwhelming number of beasts was the fact that he had a hard time identifying any of them. The boy read a book about poisonous sea beings, but it was taking a long time for the information to come to the forefront of his mind.Batsu sighed in frustration. Usually knowledge would come to him instantly. This scenario was a bit different. Quote: Let's Go Fishin' Mayumi needs your help. The hospital has run out of two poisonous invertebrate. Catch ten fire jellyfish and ten sea nettle. DC: Awareness - 10, Capture - 10, Dodge - 10 Successes: 0/10 - 0/10 Rewards:A vial of fire jellyfish and sea nettle poison Awareness check (1+0) vs. 10 [fail]
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Majikal Mayhem rolled 1 20-sided dice:
13
Total: 13 (1-20)
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Posted: Fri Jul 29, 2011 7:04 pm
Batsu stood in place and started thinking. The young boy started memorizing the pages of the book he read. The first thing that came up was a picture of a fire jellyfish. The boy kept the image in his mind and stepped up closer to the shore. Batsu scanned the washed-up creatures until he saw something that looked like a jellyfish. The boy looked harder and sure enough, it was a fire jellyfish. Quote: Let's Go Fishin' Mayumi needs your help. The hospital has run out of two poisonous invertebrate. Catch ten fire jellyfish and ten sea nettle. DC: Awareness - 10, Capture - 12, Dodge - 10 Successes: 0/10 Rewards:A vial of fire jellyfish and sea nettle poison Awareness check (13+0) vs. 10 [Pass]
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Majikal Mayhem rolled 1 20-sided dice:
9
Total: 9 (1-20)
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Posted: Fri Jul 29, 2011 7:14 pm
Batsu crept up closer to the jellyfish, tightening the grip on the fishing net as he did so. The boy kept his attention on his target but made sure to look around. There would be trouble if he was hit... especially if it was one of the more poisonous animals. Step by step, Batsu inched closer until he was within reach. The boy swiped the net across the ground and before he knew it, the beast was trapped in the net. Quote: Let's Go Fishin' Mayumi needs your help. The hospital has run out of two poisonous invertebrate. Catch ten fire jellyfish and ten sea nettle. DC: Awareness - 10, Capture - 12, Dodge - 10 Successes: 1/10 - 0/10 Rewards:A vial of fire jellyfish and sea nettle poison Capture (9+4) vs. 12 [pass]
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