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Reply Kirigakure ((Hidden Village of Mist)) [Water Country]
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Qyp rolled 2 20-sided dice: 7, 14 Total: 21 (2-40)

Qyp
Crew

Manly Lunatic

PostPosted: Sat Aug 11, 2012 11:05 am


Next up was the limestone, which was was known to erode under the power of water quicker then most other rocks. Mizuiro liked knowing that little bit of knowledge, it was just one of the odd facts that had strangely caught his ear, or were slapped across his eyes. Once he was sure it was secure and set up nicely, He looked at the ground to make sure he would get a good grip on the ground, because noticed that it was starting to rain a bit. But he should be able to still train in the water, water was his element and his habitat. It was easy for him.

Stage II: Taijutsu DC 22 vs 1d20 + 10
5/10

Now, Mizuiro didn't let the rain bother him, but he wanted to quickly destroy this limestone before the rain have any effect on the limestone. Not that it happen in the few minutes, but Mizuiro wasn't one to gain all facts, he was the "shoot, and ask questions later" type. But all he really needed to once again focus on, was the breaking of this stone, and then onto the next, and then onto the final, before trying to bend steel with a kick. He breathed out, then in, tenced up, and swung his kick, with about as much force as before, but that seemed to be all that was needed, due to limestone before of a similar density. It shattered everywhere, and Mizuiro fell back and was relieved.

Stage II: Taijutsu DC 22 vs 1d20 + 10
6/10
Qyp rolled 2 20-sided dice: 5, 16 Total: 21 (2-40)
PostPosted: Sat Aug 11, 2012 11:19 am


Next was the granite, which was slightly more harder, and denser. It was not something that would give way so easily like the previous stones. He decided to prep himself, psych himself up, get into good state of mind for it, a mindset that meant that he could do this with one hundred percent confidence, skill, and power. The granite, not his leg, would break. That was his main thought, and he knew repeating it over as he did stresses and meditations would really psych him up more.

Stage II: Taijutsu DC 22 vs 1d20 + 10
6/10

Once he knew he was ready, he got the granite stone ready into position and himself as well. Concentration and balance was key, as then the thrust of power going through his leg was him unlocking his next level of potential. Mizuiro kicked as hard as he could, not stopping until he hurt the breaking of the stone, and it's pieces hitting the ground. He couldn't feel his leg for a few seconds, but then it throbbed a little, but it was not nearly broken, it was just a little sore. He would quickly recover and then smash on through the next stone.

Stage II: Taijutsu DC 22 vs 1d20 + 10
7/10

Qyp
Crew

Manly Lunatic


Qyp
Crew

Manly Lunatic

PostPosted: Mon Sep 03, 2012 9:12 am


-ignore-
Qyp rolled 2 20-sided dice: 9, 6 Total: 15 (2-40)
PostPosted: Mon Sep 03, 2012 9:13 am


The next challenge was the basalt, which was the hardest of the four stones. It was dark grey, not at all that pretty, but it was about the hardness of it that mattered. To break it was amazing. But all who wanted greater power, needed to do this. To power through stone, is great power indeed. Mizuiro just had to release the pain from his leg before kicking through this next rock.

Stage II: Taijutsu DC 22 vs 1d20 + 10
7/10

More exercises, more stresses, more meditation. He did feel like it helped him through it, like it was making him work harder then ever. becoming stronger not only in body, but also in mind. It was invigorating, and intense. It was a good sign to him, he felt like he had greatly improved alright, but he wanted to keep going. He needed to do it.

Stage II: Taijutsu DC 22 vs 1d20 + 10
7/10

Qyp
Crew

Manly Lunatic

Qyp rolled 2 20-sided dice: 8, 16 Total: 24 (2-40)

Qyp
Crew

Manly Lunatic

PostPosted: Mon Sep 03, 2012 9:22 am


Mizuiro stood up after squatting for a short while, and walked around in circles for a few minutes, then back the other way. He felt like his leg was now really truly ready for the next kick. He was certain he could blow on through that basalt with ease. It was such a funny name for a stone, but he didn't think about it now, all he could think about it's destruction, brought to it by him through his power. He knew he could do it.

Stage II: Taijutsu DC 22 vs 1d20 + 10
7/10

The rock was in position. His body was. Everything was set, and his breathing was relaxed. He was certain, he was focused, and once against the keys would unlock another level of potential. He swung his leg as hard, no, more then ever this time. He seemed to have gathered up lot of energy, or savoring it for this. Possibly both, it was quite obvious he had yet to tire greatly, he was still energetic enough to destroy this basalt, which he did, the pieces flying everywhere, even a small cloud of dust for a few seconds. His leg was in pain again, but about as much as before, He would now have some great bruising the next day.

Stage II: Taijutsu DC 22 vs 1d20 + 10
8/10
Qyp rolled 2 20-sided dice: 3, 14 Total: 17 (2-40)
PostPosted: Mon Sep 03, 2012 9:35 am


Now it was time to bend some iron bars with a single kick. He was at first a little nervous, mainly because his leg was throbbing a little, but also before iron was a lot more harder then those rocks. He only wanted to bend them with a single kick, but so far, he just needed to travel right through the objects he meant to destroy, this time, it was all about self control, learning to stop that great power and force through his leg at the right time.

Stage II: Taijutsu DC 22 vs 1d20 + 10
8/10

He set up the iron pole, which was a simple one. Wasn't that big, about three centimetres in diameter. His focus was the same, but this time, he had to stop at the right time, so as not to cause himself great damage, but still bending the poll, as his body should go tense as soon as the pole was hit. His leg would be fine, and the pole would not be due to this. And so it was done, his leg flew with great force, and stopped just at it reached the pole, but because of reaction time, the pole was bent. Any further, and any more force would have left him in great pain.

Stage II: Taijutsu DC 22 vs 1d20 + 10
9/10

Qyp
Crew

Manly Lunatic

Qyp rolled 1 20-sided dice: 15 Total: 15 (1-20)

Qyp
Crew

Manly Lunatic

PostPosted: Mon Sep 03, 2012 9:49 am


Another pole was to be set up, and this time, his control had to be even better, control was the final key to his kicks being as strong as they could be at this stage of his life. He positioned himself for the final kick of today's training. For he felt if he could this correct, he would be fit enough to meet a new challenge in the coming days. His body and soul was ready, his mind focused. His leg with great power and forced went around to meet the pole. As it go to it, he stopped his leg right as it touched it, but the pole felt the leg's power, and gave way slightly. But he barely had touched it, it was just enough to bend the pole enough to show that he had power, and he had control.

Stage II: Taijutsu DC 22 vs 1d20 + 10
10/10
Qyp rolled 2 20-sided dice: 16, 3 Total: 19 (2-40)
PostPosted: Tue Sep 11, 2012 3:18 am


IGNORE

Qyp
Crew

Manly Lunatic

Qyp rolled 1 20-sided dice: 8 Total: 8 (1-20)

Qyp
Crew

Manly Lunatic

PostPosted: Wed Apr 23, 2014 2:02 am


User Image

Mizuiro's desire to be far better at Taijutsu was growing, he wanted to make his clan proud with some talent, and this was definitely it. He wished to grow in skill, become stronger, faster, and make his enemies cower from knowing who he was.
As he thought about what to train in next, he knew well he was already quite good at punching, but kicking he still needed some work on. A good jump kick was always his idea of a good attack. So he decided to just start jumping up and down, and kicking. He mainly focused on jumping as high as he could at first, and then started to kick.


Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
1D20 + 11 = 19
1/10
Stage II: Taijutsu DC 20. Train jump kick from a running start.
1D20 + 11 =
0/10
Qyp rolled 1 20-sided dice: 7 Total: 7 (1-20)
PostPosted: Wed Apr 23, 2014 2:03 am


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He decided the best way to train was to see how far he could kick some dummies, since they were quite heavy, and the further he could kick them, the better. So he set up a couple of them and positioned himself so that his kick would go through the head of the dummy he was currently beside.
He started to jump up and down to get a feel for how high he should jump. He then kicked the dummy's head hard as he could, which teared it from the torso and it flew a few metres away quickly.


Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
1D20 + 11 = 18
2/10
Stage II: Taijutsu DC 20. Train jump kick from a running start.
1D20 + 11 =
0/10

Qyp
Crew

Manly Lunatic

Qyp rolled 1 20-sided dice: 7 Total: 7 (1-20)

Qyp
Crew

Manly Lunatic

PostPosted: Wed Apr 23, 2014 10:54 pm


User Image

Mizuiro was pleased with that kick, but wanted to kick the next dummy head further away, and in doing so, defeating himself meant he had improved. With this motivation, he jumped high and kicked as hard as he could once more, hoping that the head of the dummy would go flying even further, but it went about the same distance, the difference very minimal. But it showed that his legs wouldn't give out any time soon. He just had to keep going and going until that head went flying farther and farther.

Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
1D20 + 11 = 18
3/10
Stage II: Taijutsu DC 20. Train jump kick from a running start.
1D20 + 11 =
0/10
Qyp rolled 1 20-sided dice: 10 Total: 10 (1-20)
PostPosted: Wed Apr 23, 2014 11:46 pm


User Image

He kept moving about to keep his body warm, so that he avoided any cramps or stretching of muscles between kicks. He placed the head back on a dummy, since it could just sit there. He bounced around a bit and then jumped up high and kicked as hard as he could once more, but this time the head exploded, and was no longer useable. This did not disappoint Mizuiro, but gave him the idea to kick different objects and see if he could smash them up.

Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
1D20 + 11 = 21
4/10
Stage II: Taijutsu DC 20. Train jump kick from a running start.
1D20 + 11 =
0/10

Qyp
Crew

Manly Lunatic

Qyp rolled 1 20-sided dice: 17 Total: 17 (1-20)

Qyp
Crew

Manly Lunatic

PostPosted: Thu Apr 24, 2014 12:02 am


User Image

Mizuiro got a good clay pot, that hopefully no one cared about, and put it on top of the dummy where the head should be. He liked the idea of smashing things. As dust puffed away from his feet with every jump he made, with every breath he took, he was going higher and higher, and then he kicked. The pot cracked open and multiple pieces went flying to smash up even more upon the ground. Mizuiro cheered! Now he looked around for something harder.

Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
1D20 + 11 = 28
5/10
Stage II: Taijutsu DC 20. Train jump kick from a running start.
1D20 + 11 =
0/10
Qyp rolled 1 20-sided dice: 13 Total: 13 (1-20)
PostPosted: Thu Apr 24, 2014 1:05 am


User Image

Mizuiro picked up a brink made of clay, it was a big more solid, since it was far more thicker and denser. He decided to put a few on the head, mainly to see how far these bricks would go, and if he could give them enough momentum to break upon the ground. He had to jump around again to get his blood flowing some more, get himself all pumped up for the kick that will obliterate those bricks. Up into the air he went and kicked the bricks as hard as he could. The went flying and some cracked or broke in half, but none shattered into a million pieces like he hoped. But it was a good start.

Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
1D20 + 11 = 24
6/10
Stage II: Taijutsu DC 20. Train jump kick from a running start.
1D20 + 11 =
0/10

Qyp
Crew

Manly Lunatic

Qyp rolled 1 20-sided dice: 8 Total: 8 (1-20)

Qyp
Crew

Manly Lunatic

PostPosted: Thu Apr 24, 2014 1:42 am


User Image

The bricks were not destroyed, but he still happy with the results. He just needed to find something else to destroy, something that was softer, and could take more damage. He figured a sack of seeds would do, it should hopefully take a lot of heaps before exploding. He decided to change things a bit, and hanged it from a overhanging tree branch.
It was swinging, and he wanted to try and kick it while it was doing so, more of a challenge that way, and more lively, like a real person. He got into the rhythm of the swinging quickly, and jump kicked it hard. Now it was swinging all over the place, which made the target more harder to move, but also more of a challenge.


Dynamic Entry
Simply a flying jump kick straight at the enemy. Usually used as an opening or surprise attack.
Cp cost: ---
Dice Rolls: 1
Damage: Add 3 - 8 to Taijutsu dmg
Requirements: Taijutsu 6.
Training: 2 stages.
Stage I: Taijutsu DC 18. Train jump kick from standing.
1D20 + 11 = 19
7/10
Stage II: Taijutsu DC 20. Train jump kick from a running start.
1D20 + 11 =
0/10
Reply
Kirigakure ((Hidden Village of Mist)) [Water Country]

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