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Posted: Sat Jul 07, 2012 10:18 am
((+Bleeding and wound damage, you are down to 130/180 hp))
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PupSage rolled 6 20-sided dice:
16, 6, 19, 16, 17, 13
Total: 87 (6-120)
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Posted: Sat Jul 07, 2012 10:19 am
[Reflex][16+13=29] Success [Reflex][06+13=19] Fail [Reflex][19+13=32] Success [Attack]16+21= 37 Vs Jin, HIT [Attack]17+16= 33 Vs Candy HIT [Attack]13+11= 24 Vs Jin HIT
Hp: 266-32=234/266 Cp: 280 MHp: 182
Masa dodged two of the floating katanas that attacked her, but the third ripped open her pants. She heard Shinzu's comment about shutting the kid up and replied, "Gladly." Her sword tore through the air and into the kids body, leaving a vicious wound in its wake as it tore out and struck at Candy. "You wrecked my outfit b***h." As that hit connected, she tore out for one final attack at Jin, stabbing the kid in the gut and killing him as she kicked the body off of her sword. She gave a little salute to Byakoran before turning back towards Candy. "Shinzu, go for big bernie over ther, I'll join you after I settle my score with this b***h." She swiped her sword in front of her, spraying Jin's blood at Candy as it cut through the tension mounted between them.
((@Ghost: Feel free to move on to one of the others next round.))
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PupSage generated a random number between
58 and 94 ...
91!
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Posted: Sat Jul 07, 2012 10:33 am
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PupSage generated a random number between
29 and 47 ...
32!
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Posted: Sat Jul 07, 2012 1:00 pm
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Majikal Mayhem generated a random number between
23 and 54 ...
47!
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Posted: Sat Jul 07, 2012 1:15 pm
((HP: 154 - 39 = 115 CP: 168 - 12 = 156))Dear god was he out of place in this fight. He had just been ran over by a mach truck and everyone else was doing a damn fine job of fighting them off. So the only thing left to do was to make sure everyone else was okay. So Batsu ran over to Shinzu since he saw that he was bleeding and whatnot. It took him just a small amount of time to pull the jutsu off and start healing his wounds.
((RNG [47] + CHK [8] = 55 +55 HP to Shinzu and all wounds healed))
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Hoshigaki Hiru rolled 6 20-sided dice:
14, 9, 3, 8, 2, 4
Total: 40 (6-120)
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Posted: Sun Jul 08, 2012 7:42 am
Follow up from this post. 
Hp: 340 - 78 = 262 Cp: 179 Samehada Cp: 0 Dodge: 26 Reflex: 18 Attack Melee: 30/25/20/15
Dodge: 1. d20 [13] + Reflex [18] = 31 [Dodge] 2. d20 [04] + Reflex [18] = 22 [Fail]
Damage on hold since he will attempt a block on attack turn.

Hp: 20 + 2 per 10 in Chakra Control [8] + 2 per 10 in Ninjutsu Skill [6] = 34 Cp: 179 Samehada Cp: 0 Dodge: 26 Reflex: 18 Attack Melee: 30/25/20/15
Dodge: 1. d20 [08] + Reflex [18] = 26 [Dodge] 2. d20 [13] + Reflex [18] = 31 [Dodge]
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Hp: 262 Cp: 179 - 8 = 171 Samehada Cp: 0 + 6 = 6 Dodge: 16 ---- 35 Reflex: 18 ---- 27 Attack Melee: 30/25/20/15
Hiru was staggered, he was clearly rusty after spending so much time at the Sameru springs. He had never expected to be spotted, and even less hit, by such a burly and... simple... opponent. The punch came as strong as a jackhammer straight to his jaw and nearly made him lose consciousness. Also, in a well coordinated move, one of this other opponent launched two blades in his direction. Still dizzy, he managed to dodge the first one, but quickly realized he wouldn't be able to move out of the way of the second.
Blocking : Samehada
 Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller). Cp cost: --- Dice Rolls: 2 Rolls Special: *Against physical attacks, use attack roll against attacker's attack score. If the Block is higher, all damage from the attack is negated and victim takes chakra damage through a damage roll as though he had just been struck by the blade. *Against ninjutsu attacks, use attack roll against jutsu's evade DC. If the Block is higher, damage is negated and Cp cost of the technique is added to the weapon's chakra pool.
Block: d20 [14] + Attack Melee [30] + 2 per 10 in Samehada [4] = 48 (success)
Hiru very easily simply unsheathed Samehada, and in his motion sweeped the incoming blade to the ground. In doing so Samehada drained what little chakra was in the thread and gargled a bit as it ingested it.
Not going to be taken by surprise again, Hiru cast a few hand seals to initiate his water gliding justsu that would improve his reaction time. Immediately, to thin layers of water formed under the sole of his sandals, slightly lifting him on an air cushion. As though he was surfing on the sea, Hiru's feet looked for their balance for a second before finding their exact position. Hiru didn't think these opponents would be fearsome enough for him to have to cast this technique, but his aching jaw claimed otherwise.
Suiton: Mizu Kassou (Water Release: Water Gliding)
 The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on water for a reduced chrakra cost. Cp: 2 cp per post on water or in a water field, 8 initial cp + 4 cp per post on land Dice Rolls: 2 to initiate Damage: Add chakra mod charging attacks (started from a distance) Special: While this mode is active: *Replace [dex mod] in [Dodge] by [chk mod] (Dodge = 10 + [wis mod] + [chk mod]) *Replace [dex mod] in [Reflex] by [chk mod] *Add [chk mod] to any chasing, racing, or charging roll while this mode is active. *Ignore any terrain penalties to movement rolls. Owner: Hoshigaki Hiru
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Hp: 20 + 2 per 10 in Chakra Control [8] + 2 per 10 in Ninjutsu Skill [6] = 34 Cp: 179 - 4 = 175 Samehada Cp: 0 Dodge: 26 Reflex: 18 Attack Melee: 30/25/20/15
The blades flew at great speed in the bunshin's direction, and, as it seemed, fatally stabbed through the chest and face. A bunshin, lifeless, fell to the ground like a ton of bricks.
SURPRISE!
As soon as the body hit the ground, the bunshin turned into a lifeless log in which two blades were planted.
Kawarimi no Jutsu (Replacement Technique) This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack. Cp cost: 4 Dice Rolls: n/a Damage: n/a 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.
Awareness Check: d20 [09] + Awareness [37] = 46 (Sees everyone)
Hiru's bunshin took this pause while he was hiding to survey the battlefield, something his original copy did not have the time to do. He noticed an irregularity in the wall, as though something was phasing through it. He simply gazed at it for a second more to realize there really was an additional attacker, and that what he was doing right now certainly wasn't a genin level jutsu.
Attacks to Kimyo:
1. d20 [09] + Attack Melee [30] + 2 per 10 in Samehada [4] + 1 per 2 in Sneak Attack [12] = 56 2. d20 [03] + Attack Melee [25] + 2 per 10 in Samehada [4] = 32 3. d20 [08] + Attack Melee [25] + 2 per 10 in Samehada [4] = 37 4. d20 [02] + Attack Melee [20] + 2 per 10 in Samehada [4] = 26
(Superfluous rolls due to miscalculation, thought Awareness check did not count as a dice roll )
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PupSage rolled 2 20-sided dice:
20, 16
Total: 36 (2-40)
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Posted: Sun Jul 08, 2012 1:57 pm
Moroko phased into the library's ceiling and traveled down the wall. He reached out of the wall and grabbed the copied scroll from the table before fading back into the wall. Now it was time to leave, with or without his troops. He debated throwing a flashbang into the room, but decided against it. He traveled through the wall, over the door, and to the very edge of the library so that he could make a clean getaway.
[Stealth][20+30=50][Auto Success] [Escape roll 1 of 3][16+15=31]
[In order to pursue, you must make an athletics check, DC 31 (You must know that he is escaping first though)]
(That kind of sucks ... bad guy is going to be escaping and the only hope is if Hiru investigates the noise on the roof.
I will also say that Batsu can try to make a Awareness check vs 50 on this round, and will automatically see him escaping next round.)
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PupSage rolled 3 20-sided dice:
3, 18, 11
Total: 32 (3-60)
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Posted: Sun Jul 08, 2012 2:04 pm
[03+20=23 Awareness] [18+0=18 to see through clones] FAIL [Using Minor Chakra heal on Candy] [11+27+6=44 Vs Batsu]
Kimya LV. 15 Hp: 330 Cp: 210 MHp: 255
Kimya continued to rampage through the library. The puny man from outside ran past him and healed the other martial artist. Kimya smiled, "A medic. I guess I will kill you first then." His hands glowed green as he placed them on Candy. Then he punched at the medic again. Looking at the blue chick and saying, "Your next b***h." Then that kid with the clones. Kimya shouted again at Candy, "Grab the scroll and leave."
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PupSage generated a random number between
22 and 41 ...
35!
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Posted: Sun Jul 08, 2012 2:26 pm
1-10+CHK[11]+skill[10-20]
HP Healed to Candy
Edit: Forgot to add CC
41 HP healed
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PupSage rolled 2 20-sided dice:
7, 7
Total: 14 (2-40)
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Posted: Sun Jul 08, 2012 2:28 pm
[7+14+6=27] [7+9+6=22]
Fai lang ran in screaming "I went back to the boats and dropped off Hirojo!" He knew that his orders were to stay there, but he also knew that he was needed here. Jin was dead. That was the first thing he noticed. The second thing he saw was a man with a few clones atop a bookshelf, so he jumped up and began slashing them down.
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PupSage rolled 2 10-sided dice:
8, 5
Total: 13 (2-20)
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Posted: Sun Jul 08, 2012 2:29 pm
3 hits the real Byakoran, any other number hits and destroys a clone. One was destroyed before, so I will roll 2d10, divided by 2
2 more clones destroyed.
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The Ghost of Xmas Awesome rolled 2 20-sided dice:
10, 4
Total: 14 (2-40)
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Posted: Sun Jul 08, 2012 4:23 pm
 Byakuran Usotsuki Lv. 8 Experience: 26/450 Hp: 47 hp Cp: 69cp -33 = 36 remaining MHp: 96 Dodge Bonus: 16 Awareness Check: 10+10= 20 See Through Clones: 1st 2: 26 2nd 3: 12 If check is above twelve, but below 26, only have to roll a 6 sided with 3 and 4 as real Byakuran. Byakuran dawned a rather sardonic smirk as the rather...enthusiastic, girl with the vicious blade cut through his opponent like a knife through hot butter, ending the other young man's life in an instant. He really did have to hand it to the Hoshigaki. They did have such a nice dramatic flare for execution. As the girl offered him a slight salute before rushing back into the fray, he gave a chuckle. "Oh, I like her. She's fun." as two more of his clones fell however, his attention sifted back to the matter at hand, his ears pricking up one of the other ninja addressed the girl. He told her to grab the scroll and run... Byakuran's face turned up into a slight smirk once more. He formed a hand sign yet again, his chakra rushing up within as his figure once more flickered in the rush of smoke, the lost numbers to his clones restored. He should probably just use the Shunshin and escape...it would be a simple enough matter with the remaining chakra in his reserves...but he wasn't going to call it quits just yet. He supposed he was trusting to luck, but sometimes if one wanted to win one had to spin the wheel and trust where it landed... Bunshin no Jutsu (Clone Technique) User Image - Blocked by "Display Image" Settings. click to show. 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 Requirements: Learn in the academy. Training: 1 stage Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart. Special: 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. To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones. (2 rolls left) 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 Requirements: Water Affinity, Chakra Control 16, Ninjutsu 14 Training: 3 stages Stage I: Chakra Control DC 26 Generating syrup from water inside the user's mouth. Stage II: Chakra Control DC 28 Controlling the spread of the syrup. Stage III: Ninjutsu DC 24 Increasing stickiness of the syrup to maximum viscosity. 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.
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The Ghost of Xmas Awesome
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Hoshigaki Hiru generated a random number between
120 and 180 ...
170!
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Posted: Sun Jul 08, 2012 4:27 pm

Hp: 20 + 2 per 10 in Chakra Control [8] + 2 per 10 in Ninjutsu Skill [6] = 34 Cp: 175 Samehada Cp: 0 + 120 = 120 Dodge: 26 Reflex: 18 Attack Melee: 30/25/20/15
Damage for attacks to Kimyo:
Physical damage:
(10 - 20) + 1.5 x str mod [15] + (1 - 2) x Samehada / 4 [ (5 - 10) ] = (30 - 45)
(30 - 45) x 4 hits = (120 - 180)
Physical damage: 170 Hp
Chakra damage:
Maximum of 15% of total opponent's chakra pool per strike = 15% of 210 = Maximum Cp drain of 31 per strike.
Since minimal damage for each strike is 30:
Chakra damage: 120 Cp
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PupSage rolled 1 20-sided dice:
1
Total: 1 (1-20)
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Posted: Sun Jul 08, 2012 6:40 pm
Candy LV. 14 Hp: 135-49=86/252 Cp: 76/196 MHp: 182 DB: 24
To see through clones = Auto Fail
Candy looked back and saw that the scroll was gone. This mission was failing horridly. She readied her levitated her weapons and looked up at the clones, she couldn't tell which was the real one, so she threw one katana at each of the clones atop the bookshelf. She was determined to make her last move in this fight matter. If she couldn't see through the clones, she would destroy them! And the three next to her too. They would all suffer. They killed her teammate and had driven her own brother to madness. This was the fury of a woman's final moments.
DC=26 (Ghost, Roll a reflex for each to see if they poof or not.) 1- 1 Katana 2- 1 Katana 3- 1 Katana 4- 1 Katana 5- 1 Katana 6- 1 Katana
Shinzu- 1 Katana Masaraku- 1 Katana Batsu- 2 Kunai
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PupSage generated a random number between
26 and 46 ...
44!
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Posted: Sun Jul 08, 2012 6:49 pm
Katana damage if you fail the reflex.
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