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PupSage generated a random number between
170 and 210 ...
196!
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Posted: Thu Oct 30, 2014 8:43 am
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PupSage rolled 5 20-sided dice:
12, 13, 2, 20, 15
Total: 62 (5-100)
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Posted: Thu Oct 30, 2014 5:16 pm
 The giant brute Ran at Hiru, attempting to grapple him. He tried to force one are off of the blade, pinning the sword arm to Hiru's side and locking the other arm behind his back. Then his knees went to work (Punches if grapple fails), aiming straight for the kidneys, the second shot threw him off of his balance, causing him to go a little wide, but he swung back twice as hard, and the crunch of broken bones sounded out as it connected. 12+7+6=25 Grapple Check Escape Artist DC 25 13+26+6=45 2+21+6=29 20+16+6=42 (AutoHit, Critical) 15+7+6=28 Grapple DC for start of next round if Hiru gets grappled.
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Hoshigaki Hiru rolled 2 20-sided dice:
16, 15
Total: 31 (2-40)
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Posted: Thu Oct 30, 2014 8:07 pm
Turn #2

Hp: 432 - 35 = 397 Cp: 635 + 24 - 10 - 8 = 641 - 130 - 32 = 479 Mhp: 456 Dodge: 43 + 16 = 59 Samehada Cp: 0 + 4 + 12 = 16 Attack Melee: 36/31/26/21/16
Attack 1
*CRACK*
Hiru takes a straight right to the face, none of his fancy water acrobatics being able to protect him from the devastating attack. He swirves back a bit shaking his head.
God I hope that sound was my goggles and not my nose...
Just as he raises his head again he thrusts Samehada to the behemoth's gut in a pushing motion as his blade lights with blue flames.
With that monster strength I'm sure you can handle sharing a bit of chakra!
Chakra Kyūin Jutsu (Chakra Absorption Technique)
 This technique allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media such as earth or water. The only necessary condition is some medium through which chakra can be channeled. Cp cost: Varies Dice Rolls: 1 Damage: (Chakra Control / 2) - (Chakra Control) cp. Will DC: 15 + Chakra Mod + 2 per 10 ranks in Chakra Control Special: *Can be initiated through a succesful touch attack (attack that is made only to make contact, causing no physical damage but negating the target's armor bonuses to dodge) or at any other time the user has a direct line to the opponent through which the technique can be channeled. *If channeled through direct contact, 10% of the stolen cp is lost in the transfer (deduced form the target but not added to user's reserves.) *If channeled through a construct made of the user's chakra or chakra metal, reduce drain by 10% and 25% of the stolen cp is lost in the transfer. *If channeled through an element for which user has an affinity, reduce drain by 25% and 50% of the stolen cp is lost in the transfer. *A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it.
Touch attack: d20 [16] + BAB [36] + 2 per 10 in Samehada [8] = 60 (Hit) Will DC: 15 + Chakra Modifier [26] + 2 per 10 in Ninjutsu [10] = 51
Attacks 2 to 5
As the behemoth is pushed back, Hiru looks around as if he was trying to find a solution to the problem.
I can't drag this on for too long, Masanori's hurt and all he can do right now is plant flowers...
Well my frends, wherever you are, there is no hiding from this technique!
He then turns discretely to Masanori.
Masanori, you know the drill, just stay exactly where you are.
Hiru weaves about ten hand seals and shouts:
Suiton: Bakusui Shōha !
Water starts pouring from his mouth in incredible quantities. In an instant, Hiru and Masanori are raised upwards with the rising water level before it literally explodes in every direction, completely flooding the area.
Suiton: Bakusui Shōha (Water Release: Exploding Water Shockwave)
 The user generates a great volume of water, swallowing up and crushing the enemy with the advancing surge. The user can ride the wave, allowing them to move at high speed, and attack the enemy, now swept off their feet, without fear of counter-attacks. The amount of water created is proportional to the amount of chakra used; when used with an enormous chakra, even a dry wasteland can become a small ocean. Cp cost: 130 Dice Rolls: 4 Damage: 130 - 150 + chk mod Athletics DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu Special: Cannot be dodged due to the volume of the attack, targets must flee or get caught in the blast. Creates a water source. User can launch an attack in the same turn as he uses this technique, if the victim fails the Athletics save, his dodge rating will be 0.
Athletics DC: 15 + Chakra Modifier [26] + 2 per 10 in Ninjutsu [10] = 51
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[If someone fails Athletics DC]
As the water blasts outwards with tremendous force the trees in the area are uprooted and fall to theground as they get forced underwater. Hiru riding the explosion spots one of the bounty hunters and uses the torrents momentum to propel himself at great speed at the female bandit with a bow with his weapon glowing blue.
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: 50% of Cp drained. 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
Hiru's attack: d20 [15] + BAB [16] + 2 per 10 in Samehada [8] = 39 (hit)
Damage (if checks fail)

Chakra Drain to Bounty Hunter 1:
Bounty Hunter 1: (Chakra Control / 2 [24] - Chakra Control [48]) + (2 - 4) x Ninjutsu / 4 [ 14 ] = (24 - 48 ) + (28 - 56) = (52 - 104) + 25 % (Chakra Eater) = (65 - 130)
Chakra damage: 117 Cp (Controlled at 76 Cp)
Exploding Water Shockwave Damage:
Bounty Hunter 1: (130 - 150) + Chakra Modifier [26] + (2 - 4) x Ninjutsu / 4 [14] = (130 - 150) + (26 - 26) + (28 - 56) = (184 - 232) = 203 Hp Bounty Hunter 2: (130 - 150) + Chakra Modifier [26] + (2 - 4) x Ninjutsu / 4 [14] = (130 - 150) + (26 - 26) + (28 - 56) = (184 - 232) = 207 Hp Bounty Hunter 3: (130 - 150) + Chakra Modifier [26] + (2 - 4) x Ninjutsu / 4 [14] = (130 - 150) + (26 - 26) + (28 - 56) = (184 - 232) = 210 Hp Bounty Hunter 4: (130 - 150) + Chakra Modifier [26] + (2 - 4) x Ninjutsu / 4 [14] = (130 - 150) + (26 - 26) + (28 - 56) = (184 - 232) = 195 Hp
Melee Attack to Bounty Hunter 4 Damage:
Samehada Drain: Maximum of 5% of total opponent's chakra pool per strike = 5% of 176 = Maximum Cp drain of 9 per strike = 9 Cp
Hiruken: (Chakra Control /4 [12] - Chakra Control / 2 [24]) + (2 - 4) x Ninjutsu / 4 [ 14 ] = (12 - 24) + (28 - 56) = (40 - 80) + 25 % (Chakra Eater) = (50 - 100) = 59 Cp
Weapon Strike: (10 - 20) + 1.5 x str mod [18] + (1 - 2) x Samehada / 4 [ (11 - 22) ] = (39 - 60) x Hiruken Penalty [66%] = (26 - 40) = 32
Damage: 16 Cp (Controlled) and 32 Hp
---------------------------------------------------------------------------------------------------- N.B.: All damage is controlled to remain non lethal... although extremely painful.
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PupSage generated a random number between
26 and 49 ...
44!
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Posted: Sat Nov 01, 2014 9:51 am
26-49 x2 dmg
Critical hit on Hiru = 88 dmg
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PupSage rolled 19 20-sided dice:
8, 18, 7, 2, 8, 18, 14, 9, 14, 12, 15, 12, 4, 20, 7, 4, 18, 17, 12
Total: 219 (19-380)
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Posted: Sat Nov 01, 2014 9:52 am
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Posted: Sat Nov 01, 2014 10:20 am
8+7= 15 BH1 18-2=16 BH2 7-2= 5 BH3 2+8=10 BH4  HP: 340 - 207 = 133 /340 CP: 80 MHp: 260 8+35+20=63 18+30+8=56 14+25+8=47 9+20+8=37 14+43+12=69 Restealth The wave had blown her and the tree that she was hiding in back a ways. She poked up her head in time to see Hiru take down two of her allies. Aside from that, the wreckage from his jutsu had left this forest in disarray, and she could only imagine what happened to the nearby village ... A tear rolled down her face as she pulled the cigarette from her lips and put it down on the tree, the water had already ruined it. Then she armed her bow and took aim, preparing to run in like an idiot. The only debate was whether to focus on Masanori, or Hiru ... The choice for her was obvious for her. The arrow shot true, straight for his head as she sprung forward and dashed at him. "Kaiju Masanori, we hold no quarrel with you despite the bounty on your head," She fires another arrow at Hiru. "However, Hoshigaki Hiru. You have betrayed your village and stolen a precious artifact from them, which has put a nice bounty on your head." A third arrow flies at the shark boy. "And as nice as that is, I am a lot more concerned about the fact that your careless actions have nearly wiped out a third of the local ecosystem, not to mention you have probably flooded some of the homes in the nearby village. Shinobi like you have no right to live in this world." A last arrow was fired and she dove into the water, swimming under a few trees and taking a new hiding spot.  Hp: 286 -210 = 76 /286 Cp: 154 MHp: 374 12+35+20+8=75 15+30+8=53 12+25+8=45 4+20+8=32 20+15+8= 43 Autohit Crit Motivated by the words of his mentor the protege climbed out of the wreckage and volleyed arrow after arrow at Hiru.
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Posted: Sat Nov 01, 2014 12:55 pm
Awareness Check for previous post
Hiru's attempt: d20 [11] + Awareness [30] + Wisdom Modifier [9] = 50
(Not sure they'd still be concealed because stealth requires cover, which is no longer there, but I'll switch to Bounty Hunter 4 anyway.)
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Hoshigaki Hiru rolled 1 20-sided dice:
11
Total: 11 (1-20)
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Posted: Sat Nov 01, 2014 12:56 pm
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Posted: Sat Nov 01, 2014 6:53 pm
Dmg: 78 from normal hits 72 from the crit, Bleeding at -2 per turn ________ 150 dmg total, -2 per turn
--------------------------- If you don't use water gliding you would take 4 more hits for an additional 150.
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Posted: Sat Nov 01, 2014 9:03 pm
Reaction Post and Attacks 1 and 2 of next turn.

Hp: 397 - 88 = 306 Cp: 479 + 8 = 487 - 5 - 15 50 = 417 Mhp: 456 Dodge: 43 - 10 + 55 = 88 Samehada Cp: 16 + 72 + 4 = 92 Attack Melee: 36/31/26/21/16
Oh god... righteous bounty hunters... And tree huggers at that! Now I've truly seen everything... I guess they don't know the village has enough Mokuton users to regrow this entire area of the forest in a heartbeat!
I'm certainly touched by your care for my former village, bounty hunter. I'd tell you that there are always two sides to every story but, somehow, I'm pretty sure you really don't give more of a damn about this than the number of 0s next to my name in the Mist's bingo book.
As the first arrow heads straight for him, too fast for Hiru to move out of the way, he swiftly weaves a few hand signs. A second before the arrow makes contact, his entire body turns to water, letting the projectile go through, causing no harm.
Gekizou Sokuryoku (Speed Burst)
 Through very basic channeling of swift chakra, the user very briefly accelerates any basic movement to reduce the motion's 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). *For every additional dice roll deducted from the first, add 200% chakra cost to the ability from the cost of the previous deducted roll (5 cp for one, 15 cp for two, 45 cp for three, etc.).
Hijutsu: Suika no Jutsu (Secret Technique: Hydration Technique)
 By liquifying the whole body, this technique makes it impossible to receive damage from physical attacks. As this technique turns the body into water, the user is vulnerable to lightning techniques. Given the nature of the technique, the user must have a very strong affinity to water to use it. Rank: C Dice Rolls: 4 (can be used as reaction) Cp: 50 + 8 per holding post Damage: n/a Reflex DC: n/a Special: Can be used as a reaction (During opponen'ts turn). If used as a reaction, replace user's dodge rating by [level + wis mod + chakra control] and user's reflex rating by [Chakra Control + Base Save Bonus]. Gives immunity to physical, earth, wind and water damage. Fire jutsus deal half damage although they cause no status ailments. Ice jutsus deal no damage but cause status ailments. Lightning jutsus inflict normal damage and cancel the jutsu immediately upon impact.
*Pluck* *Pluck* *Pluck*
Probably because of the mist, the two archers couldn't clearly see much more than Hiru's silhouette and fired multiple times through him. One shot would have proven particularily lethal as it phased through his head, right between his eyes.
Masanori, these guys don't look like they're about to give up... Stay concealed in the mist and try to find that annoying archer!
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Dimi Deiod rolled 4 20-sided dice:
20, 2, 19, 6
Total: 47 (4-80)
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Posted: Sat Nov 01, 2014 11:50 pm
 Hp: 44Hp Cp: 260 Dodge: 31 Attack melee: 17/12/8/3 Attack ranged: 28/23/17/13/8Awareness roll: d20 (20autowin) + aware (16) = 36 Exploding tag: d20 (2) + baseR (28 ) + kunai (2) = 32 Exploding tag: d20 (19) + baseR (23) + kunai (2) = 44 Exploding tag: d20 (6) + baseR (18 ) + kunai (2) = 26Masanori turned to Hiru and looked at him with the most confused expression when he began to perform a series of handseals and told him that he knew what Masanori needed to do.
"Is it the ocean thing?.."
As the ocean formed and Masanori was raised up he couldn't help but to look nervously around him. The extreme sounds of the crashing waves was almost deafening. But shortly he turned into one happy ninja as he figured that the ones hunting them were probably dead by now. But two of them returned to the surface and popped their head up, only to have a speech about how Hiru sucked as a human being. Masanori chuckled somewhat and listend to Hiru's order.
"Yeah, I'll look for them"
He turned his sight, down towards the water and began looking for the two. He spotted them easily.
"There"
He said coldly and without dropping sight of the two, he blindly wrapped three exploding tags around three other kunais and threw them towards the water, activating the explosion before the tags got wet - he didn't know if the explosion would reach so far below the surface but he did hope.
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Hoshigaki Hiru rolled 5 20-sided dice:
18, 11, 14, 10, 11
Total: 64 (5-100)
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Posted: Sun Nov 02, 2014 6:24 am
Turn #3

Hp: 306 Cp: 417 - 4 = 428 Mhp: 456 Dodge: 43 - 10 + 26 = 59 Samehada Cp: 92 Attack Melee: 36/31/26/21/16
Hiru looks with astonishment as his partner seems to effortlessly find everone and starts bombing their asses.
Okay... Guess I must have been searching wrong this whole time... Anyway, it's the first time we know where both of these slippery creeps are, can't let the opportunity pass!
Attack 3
I'm not letting that guy dive to go and and hide with his buddy again. I'll stop him here and deal with him later.
Using the cloud from the explosions as cover, Hiru dashes towards the archer that remained in the open and hurls Samehada at him. FIrst thing the bounty hunter can see is it's shredding edge piercing right through the smoke.
Shinshikujizai Nigiri (Extensible Handle)
 Samehada's handle can stretch for long distances and back, allowing for the user to attack enemies from a distance without losing the benefit of direct contact with the weapon. When this technique is used, the weapon resembles more of a flail than an actual blade. Cp Cost: n/a Dice Rolls: n/a Damage: (10 - 20) + dex mod + 0.5 x str mod Special: Samehada can be used as a long range weapon for medium to medium-long distance attacks (about 25 meters).
Shoukenpou: Asshuku (Living Blade Art: Constriction)
 The user guides Samehada to wrap around a target, completely preventing any movement and draining his or her chakra. This allows the wielder to freely vacate to other tasks while keeping an opponent immobilized. Cp Cost: n/a Dice Rolls: 1 Damage: Regular weapon damage. Reflex DC: n/a Special: *Roll to initiate grapple is the same as an attack roll, melee or ranged. *Rolls to maintain grapple are the same as for taijutsu attacks but use [Samehada / 2] + [(Samehada Cp) / 20] instead of [str mod]. *For every failed active escape artist check performed by the victim, they take base weapon damage (excluding dex or str mod) / 2.
Ranged Attack: d20 [18] + RAB [24] + 2 per 10 in Samehada [8] + 1 per 20 in Samehada Cp [4] = 54 (Hit)
Grapple DC: d20 [11] + Samehada / 2 [22] + Samehada Cp / 20 [4] = 37
As the blade is apparently about to make contact, it coils up instead around the archer and begins to constrict, burrowing its scales into his flesh and preventing him from moving.
I would advise against wiggling around too much, these scales tend to shred if you make a wrong move...
Attacks 4 and 5
After Masanori had spotted the leader of the group, Hiru goes into the water to chase after her.
Going underwater to fight a shark man? Thought you'd have done your research better than that!
Hiru swims at great speed until he finally reaches the archer. In one fell swoop, he tackles her and attempts to immobilize her arms and legs with his own.
Hiru's grapple: d20 [14] + (MAB + 20%) [25] + 2 per 10 in Taijutsu [2] = 41 (hit)
Grapple DC: d20 [10] + Str Mod [12] + 2 per 10 in Taijutsu [2] = 24
As he locks the archer in place, he shifts his head to the side to speak to her.
And just for good measure...
He violently chomps on the archer's trapezius.
Samekamu (Shark Bite)
 The Hoshigaki's shark teeth make a useful weapon when both hands are immobilized. The sharpness of the two rows of teeth are sure to make the victim bleed should he or she be struck by this attack. Rank: E Dice Rolls: 1 Cp Cost: None Damage: (2 - 4) + str mod Reflex DC: n/a Fortitude DC: 10 + str mod (user) + 2 Per 20 hp past half hp (victim) Special: *If used when grappled and victim fails fortitude check, grapple is broken due to pain. *If used when grappling, user can hold the bite to increase the DC to maintain grapple by 5. *Succesful hit will cause target to bleed, taking 6 hp damage per turn until it is treated. Critical strikes cause severe bleeding, target taking 12 hp damage per turn.
Hiru's attack: d20 [11] + (MAB + 20%) [20] + 2 per 10 in Taijutsu [2] = 33 (hit, bleeds, and +5 to escape artist if grappled)
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PupSage rolled 11 20-sided dice:
16, 16, 9, 9, 13, 9, 6, 13, 7, 13, 7
Total: 118 (11-220)
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Posted: Sun Nov 02, 2014 1:55 pm
((Lets just call them dead.))
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Hoshigaki Hiru generated a random number between
12000 and 20000 ...
19685!
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Posted: Sun Nov 02, 2014 5:27 pm
((Yeah they were done for unless one of them got a natural 20 on an escape artist check!)) 
Hp: 306 + 126 (Symbiotic Regeneration) = 432 Cp: 428 + 159 = 587 + 112 (Chakra Feed) = 699 Mhp: 456 Dodge: 43 - 10 + 26 = 59 Samehada Cp: 92 + 146 = 238 - 126 - 112 = 0 Attack Melee: 36/31/26/21/16
As Hiru grabs the leader of the bounty hunters, she tries to wiggle free for a second but she's stopped completely when Hiru sinks his teeth into her shoulder. In a second afterwards, he dries her up of all her chakra, leaving just enough to maintain her vital functions.
So that's one down. Better get to the other before he kills himself trying to break free from Samehada's hold....
As Hiru swims back towards the surface he stretches out his hand towards Samehada. As he does, the creature extends its handle to reach Hiru's palm. Immediately, Hiru vaccumes the last bounty hunter's chakra with all his strength, knocking him unconscious. After the battle is done, Hiru puts his hands on his knees to take back his breath.
*pant* You really came through Masanori, that annoying bounty hunter could have kept firing at us all day if you hadn't found her... *pant*
Stretching back up, he channels Samehada's chakra as all of his wounds start closing and his chakra coming back to him, leaving him as good as new.
Be back in a flash Masanori, I'm just going to round up these guys to make sure nobody's drowning.
Using his jinton, he flashes across the combat field to gather the two other knocked out bounty hunters and tosses them all in a pile. Once they've been rounded up, Hiru strips them down completely to their undies and spits a film of sticky syrup on top of all of them to make sure they are not going anywhere.
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Victory!
Loot:
(23 + 22 + 20 + 19) x 10 = 840 / 2 = 420 XP (to be cashed in upon completion). Bow x 2 Kusarigama Common Clothes x4 Arrows x 68 Kunai x 18 (3,000 - 5,000) x 4 = (12,000 - 20,000) = 19,685 ryo ( 9,842 ryo for Hiru, 9,843 ryo for Masanori)
For our gracious NPC player (Sage):
Level 20-25 Voucher x 4 (will be tradeable for ryo or other rewards in the near future)
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After Hiru's finished looting everyone and immobilizing them, he turns to Masanori.
Phew that was something there wasn't it! You took one hell of a beating in the first flurry of arrows! You wanna keep going or do you prefer going back?
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Posted: Sun Nov 02, 2014 6:50 pm
Note: 68 arrows, not 100. Hanzo AokigaharaHp: 300 Cp: 380-30=350 MHp: 500 Doton: Dochū Eigyo no Jutsu (Earth release: Underground Projection Technique Hanzo rose from the ground behind the duo. "Admirable work you two." He paused, allowing them to gain their bearings and take in the Konohagakure jacket and Hidden Leaf headband on his thigh. "Though I found Hoshigaki's whole performance too flashy, your destruction proved effective in maximizing your overuse of chakra. And outside of finding the enemy at the end of the battle, Kaiju lived up to his name. Just like a monster he was non-existant. I would suggest finding a way to germinate the plants more quickly for future missions.” He removed a scroll from his jacket and thrust it toward Masanori. “My name is Aokigahara Hanzo. I have been assigned to be the third member of your team, welcome to Konahagakure. I specialize if puppetry, imobilization, and toxins. You are Kaiju Masanori, Genjutsu user who specializes in false love and Hoshigaki Hiru, weilder of Samehada and swordsman of the Mist. Introductions aside, do you wish to continue, or has this encounter worn you thin?”
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