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PupSage generated a random number between
51 and 91 ...
57!
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Posted: Tue Mar 18, 2014 7:26 pm
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Posted: Tue Mar 18, 2014 8:43 pm
Attack 2

Hp: 432 - 57 = 375 Cp: 471 - 15 (Speed Burst) - 90 (Kirisame) = 366 Mhp: 318 Dodge: 59 (Water Gliding) Reflex: 38 (Water Gliding) Attack Melee: 36/31/26/21/16
That Dragon was certainly starting to become quite the nuisance... He'd had Hiru on his back foot since his first attack and had just come up with surprise after surprise since then. Hiru noticing the live wire everywhere that was just waiting to be set off by the slightest spark, knew he had to do something to avoid complete destruction of the building. There weren't that many ways of preventing tags from detonating, but getting them wet and draining the chakra from them just might do the trick.
His hands a blur, he channeled swift chakra into his wrists and finger to weave hand seals with incredible 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).
As he finished, a delicate mist rose inside the tower and over all of the surrounding area from which a delicate and soothing rain began to pour. Making the entire area far less of a fire hazard, the rain also drained the chakra of anything it touched, vaporizing Dragon's clones and soaking up into the explosive tags.
Hijutsu: Kirisame (Secret Technique: Mist Rain)
 A jutsu known by some Kirigakure shinobis, the user generates a light mist in the area of his target in which a delicate rain starts to pour which eats up the chakra it comes into contact with that is not of the same signature as the original user. Rank: C Dice Rolls: 4 Cp: 90 + 30 per post maintained Damage: n/a Reflex DC: n/a Special: *Reduce victim's damage dealt by ninjutsu by 15 + chk mod + 2 per 10 points in ninjutsu skill. Double this effect for Katon Jutsus and cut it in half for Doton Jutsus. *Cancels enemy field of effect jutsus. *All chakra constructs not generated by the user take [15 + chk mod + 2 per 10 points in ninjutsu] damage per turn regardless of their regenerative capacities.
Looking up at his opponent in the delicate rain, Hiru calmly addressed Dragon: "Dragon-Sama... I don't know if on some unconscious level what you actually desire is to be harmed; but know this is not something I will allow, even if it has to be against your will.". Charging at his opponent with a compassionate look, Hiru kept talking to his fellow former test subject: "I implore you, cease this useless violence and follow me, I will make sure nothing is done to you!"
Attack 3

Hp: 375 Cp: 366 - 15 (Speed Burst) - 70 (Convergence) = 286 Mhp: 318 Dodge: 59 (Water Gliding) + 22 (Merge) = 81 Reflex: 38 (Water Gliding) + 22 (Merge) = 60 Attack Melee: 36/31/26/21/16
During his charge Hiru seemed to be continually casting jutsus, a testament to his massive reserves.
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).
At some point during the charge, water bubbles began to rise within the mist, merging in front of Hiru and allowing him to swim in the air as water followed him around the area.
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.
Attack 4

Hp: 375 Cp: 286 - 10 (Speed Burst) - 30 (Water Clones) = 246 Mhp: 318 Dodge: 59 (Water Gliding) + 22 (Merge) = 81 Reflex: 38 (Water Gliding) + 22 (Merge) = 60 Attack Melee: 36/31/26/21/16
Hiru kept going on his ninjutsu spree as he now swam around the area.
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).
Quickly, two copies of his regular self condensed from the floating water bubbles, both in combat stance, waiting to act.
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. Dice Rolls: 3 Cp cost: 15 per clone 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 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. *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.
Attack 5

Hp: 375 Cp: 246 - 10 (Speed Burst) - 30 (Syrup Capture Field) = 206 Mhp: 318 Dodge: 59 (Water Gliding) + 22 (Merge) = 81 Reflex: 38 (Water Gliding) + 22 (Merge) = 60 Attack Melee: 36/31/26/21/16
As Hiru finally arrived close to his opponent, he weaved his final hand seals, the air around his hands having nearly started combusting from his excessive use of his Jinton ability.
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).
Suddenly, a massive stream of an extremely sticky liquid began pouring from his mouth, aimed directly at Dragon's feet.
Suiton: Mizuame Nabara (Water Release: Syrup Capture Field)
 Using this technique, the user can spit a stream of extremely sticky syrup that covers the ground and holds opponents in place. Any ninja capable of walking on water can avoid being stuck in the syrup, but needs to do so before being caught. Cp cost: 30 Dice Rolls: 3 Damage: N/A Awareness DC: 12 + sneak attack + 2 per 10 ranks in Ninjutsu Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Escape Artist DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Special: *Renders victim immobile for [chk mod] number of turns. *Victim can only attack using long-ranged attacks or techniques. *If used as a sneak attack, user must roll and pass an awareness check before his reflex DC. If he fails Awareness Check, target cannot dodge the technique.
Reflex DC:
12 + chk mod [26] + 2 per 10 ranks in Ninjutsu [10] = 48
Panting heavily, Hiru relented for a second from his assault. It certainly did not happen often, but this opponent was forcing him to tap into the deep ends of his chakra reserves, He'd have to find a way to end this quickly... and without other unexpected surprises...
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PupSage generated a random number between
92 and 184 ...
167!
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Posted: Thu Mar 20, 2014 12:16 pm
DMG: Reflex Save is 40 to avoid it 92-184
If you avoid the damage the tower takes it instead.
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PupSage rolled 2 20-sided dice:
15, 13
Total: 28 (2-40)
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Posted: Thu Mar 20, 2014 12:35 pm
[15 is for the clone check that you never rolled. I know that they look like normal Hiru, but things can change, so please roll one.] [13+19=32 on reflex save]
HP: ??? CP: -257/??? MHP: ???
The Dragon said nothing, but he continued to do hand signs. The explosion happened behind Hiru and blew out a large section of the wall. Still the Dragon continued to do hand signs. "I may not have the chakra reserves that you do swordsman, but I am smart enough to know that even if I walk peacefully with you back to your land that I would be killed. Such is the way of our kind." The Dragon knew that he would not have much longer to complete his part of the mission, so he began to go into another jutsu, one that he had hoped not to use in this encounter. "One day your eyes will open boy. We are pawns. Only weapons in the hands of men playing children's games."
((That speed up technique needs to get looked at ... its not that big of a deal to drop an extra 20 cp to be dropping an A rank jutsu in no time.)) ------------------------------------------------------------------------------------------------------------ 1/6 towards - Shi no Kumi no Jutsu (Death Foreseeing Technique)
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Hoshigaki Hiru rolled 2 20-sided dice:
12, 15
Total: 27 (2-40)
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Posted: Thu Mar 20, 2014 7:44 pm
((For the jutsu, it seems a logical application of swift chakra and something that shouldn't be too chakra consuming. What makes it so powerful is the combination of this technique with the massive chakra reserves granted by Samehada, for a typical nintaijutsu user the limited chakra quantities that come with having to spread skills and abilities evenly make this advantage very mild. Plus, my proposed changes to ninjutsu skills should also rebalance this furhter, I'm working on the official proposal right now.)) Clone DC: d20 [12] + 0.5 x Int mod [3] + 0.5 x Chk Mod [11] = 26
Hiru: Attack 1 to 3

Hp: 40 Cp: 206 - 34 (Symbiotic Relationship) - 30 (Kirisame) + 21 (Jutsu Block) = 163 Mhp: 318 Dodge: 43 Reflex: 21 Attack Melee: 36/31/26/21/16
Hiru grinned as the arrows deplyed a flurry of chakra tags being soaked up by chakra draining water. His thrill was as much about the cleverness of the trick as it was about the fact that his opponent clearly did not have intel on him. Energy detonations against the wielder of Samehada were all but futile. Samehada had never been a fan of fire, but it would forgive him in a situation like this one.
Shoukenpou: Jutsu Kyūin (Living Blade Art: Jutsu Absorption)
 This technique allows Samehada to literally slice through an opponent's techniques, in spite of whether the chakra has been transformed or not. In some instances, it can even prevent the technique from being performed at all by absorbing all of the necessary chakra, before preparations for casting the jutsu can be completed. Dice Rolls: 3 Rolls Damage: n/a Special: *Use the formula 1D20 + [Samehada] + [Samehada cp / 20] against jutsu's evade DC. *If the Block is higher by 1 to 10 points, all damage from the attack to the user is negated and 50% of the technique's Cp cost is added to the weapon's chakra pool. Does not work against area of effect jutsus. If the technique consists in a volley of projectiles, each must be blocked individually. *If the Block is higher by 11 points or more, the jutsu is prevented from being completed and the technique's Cp cost is added to the weapon's chakra pool.
Block Roll
Hiru's attempt: d20 [15] + Samehada [44] + Samehada Cp / 40 [3] = 62
Result: Success, technique completely prevented, + 21 to Samehada Cp
As Hiru finished his motion to block the detonation, the tags fizzed as the chakra being transferred to trigger them was intercpted and consumed. Hiru could probably have just jumped out of the way; he wasn't sure however if the children kidnappings were actually true, and he couldn't take the chance of this tower being destroyed before he could confirm it was empty.
Turning to his clone, he noticed it springing into action, most likely having spotted some movement by his opponent.
Clone 1: Attack 1 to 3

Hp: 40 Cp: 163 - 20 (Water Prison) - 2 (Used by clone) = 141 Mhp: - Dodge: 43 Reflex: 21 Attack Melee: 36/31/26/21/16
The first water clone did not wait long when it saw its opening. Hiru's syrup had done its effect and had paralyzed their opponent in place. Seeing Dragon weaving numerous hand gestures, it knew it shouldn't wait for him to get done before intervening. Immediately, it leaped towards him as water started forming around its target. If that water prison could form he wouldn't be able to finish casting that technique and incapacitating the opponent without hurting him would be a lot easier.
Suirō no Jutsu (Water Prison Technique)
 A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned. Cp cost: 20 + 10 per turn held Dice Rolls: 3 Damage: n/a Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu. Special: *If victim is underwater, increase Reflex DC to dodge by 25%. *Victim is completely immobilized until he/she can break free.
Reflex DC:
12 + chk mod [26] + 2 per 10 ranks in Ninjutsu [10] + Underwater Bonus [12] = 60----------------------------------------------------------------------------------- Note: Rest of the post will depend on the outcome of the reflex save from the water prison. Still left are attacks 4 and 5 of Hiru, 4 and 5 of clone 1 and 1 to 5 of clone 2.
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PupSage rolled 1 20-sided dice:
9
Total: 9 (1-20)
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Posted: Thu Mar 20, 2014 8:15 pm
((Except that it really is terribly broken. This guy has decently high Chakra and has around 600 cp. Say that he had this technique and used Kaze no Yaiba (Blade of Wind). 150 cp per use, +20 to make it one turn, 170 cp. x3 510 cp, plus 2 attacks.
Dmg is 159-361 x3 = 477-1083 and he still has 2 attacks left afterwards.
He could kill himself with the bare minimum damage from the jutsu alone, not even counting the 2 extra attacks.
It really needs to have an exponential cost to maintain the balance. 5cp to bump off 1 attack turn, 15 to bump off two, 30 to bump off 3 50 to bump off 4 and 80 to bump off 5. The whole reason attacks take up an extra turn is because it balances things, and when you have some "Kekkai Genkai" that everyone can learn if they want to (but won't because its buried in the approvals forum and will be forgotten) and allows higher level character the ability to shrug off what to them is a minuscule amount of cp to shell out massive damage ... Sure the extra 200 cp from Samehada may have helped you, but you have taken what was supposed to be an equal matchup and blown it up completely because of this technique being so cheap. You have messed up the balance of the game.
And yeah, he fails the reflex, I would have to get a nat 20 to do anything against you since you have everything buffed by your chakra stat and are rapid casting off high ranking jutsu for next to nothing nothing.)
Mission end. Target drowns.
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PupSage rolled 20 20-sided dice:
2, 8, 1, 7, 9, 3, 17, 5, 5, 11, 2, 3, 9, 7, 10, 15, 13, 1, 11, 14
Total: 153 (20-400)
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Posted: Thu Mar 20, 2014 8:30 pm
At this point there is zero chance for him to do anything. Its not like you killed him, but for the next 25 turns he can't do jack s**t except hop for a nat 20.
So by all means, take your 127 actions with Hiru and your 257 clone actions because that jutsu ruined the balance. you are taking 5 turns worth of actions per turn. Its not fair, and thus not fun.
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PupSage rolled 5 20-sided dice:
19, 17, 15, 10, 5
Total: 66 (5-100)
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Posted: Thu Mar 20, 2014 8:31 pm
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Posted: Thu Mar 20, 2014 9:14 pm
Yup I think it's better to stop this here for now. Thanks for the fun fight.
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