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PupSage rolled 2 20-sided dice:
2, 3
Total: 5 (2-40)
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Posted: Sun Aug 19, 2012 10:16 pm
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PupSage generated a random number between
57 and 131 ...
83!
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Posted: Sun Aug 19, 2012 10:31 pm
1-4 4-12 ( x cool 5-16
42-116 +15 57-131
Dmg to batsu
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PupSage generated a random number between
12 and 24 ...
17!
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Posted: Sun Aug 19, 2012 10:35 pm
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Gideon Commando rolled 3 20-sided dice:
7, 13, 9
Total: 29 (3-60)
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Posted: Sun Aug 19, 2012 10:38 pm
(Reflex Saves Roll (7)+ Rex (15) = 22 F Roll (13)+ Rex (15) = 28 S Roll (9)+ Rex (15) = 24 F)
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Posted: Sun Aug 19, 2012 10:55 pm
 Name: Shinzu Akara LV. 14 Experience: 206/750 Hp: 4 Cp: 168 MHp: 181 MAB: 23/18/13 DB: 26
Shinzu was knocked out cold from the dual attacks and laid thier on the ground. nable to move he simply laid there, appearing to be completely knocked out.
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PupSage rolled 1 20-sided dice:
1
Total: 1 (1-20)
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Posted: Mon Aug 20, 2012 8:50 am
Ikkaku Pierce LV. 15Hp: 270 Cp: 315-40= 275 MHp: 195 DB: 28 [Awareness][Nat 1. He doesn't even know Masa exist.] [Reflex DC][12+11+4=27] [Acrobatics DC][14+11=25] Time for Ikkaku to add his piece of the puzzle. By making it hard to get a grip, everyone would fall. "HEY GUYS! I'M ABOUT TO DO IT!" He warned his teammates as he did the handsigns. Suddenly a burst of wind hit the arena, sweeping dirt and dust over everything. Members of the audience coughed and scoffed at this move. Quote: Fusajin no Jutsu (Dust Wind Technique) This technique produces a strong wind current which will cover the surrounding area in dust, which in fact serves to completely loosen the footing for any nearby opponent. Cp cost: 40 Dice Rolls: 3 Damage: ---- Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Wind Affinity, Chakra Control 18, Ninjutsu 15 Training: 3 stages. Stage I: Chakra Control DC 28 Manipulate your chakra to affect the air currents around you to produce light gusts of wind. Stage II: Chakra DC 18 {d20 + chk mod} Increase the power of your gusts until you reach a strong current. Stage III: Ninjutsu DC 30 Combine the previously learned elements not forgetting to work also on speed of delivery. Special: Opponent must succeed a balance check {DC: 14 + opponents chk. modifier} or they are automatically knocked to the floor, prone and blinded by the dust suffering a -10 penalty on attacks and losing their wisdom mod bonus to their Dodge Bonus.
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Majikal Mayhem rolled 3 20-sided dice:
7, 17, 5
Total: 29 (3-60)
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Posted: Mon Aug 20, 2012 9:24 am
((Reflex (Finn) - 1d20 [7] + Ref [19] = 26 < 35 [Hit] Reflex - (Christy) 1d20 [17] + Ref [19] = 36 > 8 [Missed] Reflex (Ikkaku) 1d20 [5] + Ref [21] = 26 < 28 [Hit]  Batsu Watanabe Medic/Archer HP - 56| CP - 256|Mhp - 336 D: 40| F: 9| R: 21|W: 17He locked on to the girl and that was all he needed. The boy managed to dodge her attack but was hit from behind by another opponent. No matter. Batsu continued on with the mental attack on the girl and immediately healed himself in the process. The hit took a lot out of him and he immediately began to watch the boy. Another hit like that and Batsu would be done for. That was something he didn't want. There was no telling how the other two were doing. He couldn't quite see them. Quote: Kuro Ikkou no Jutsu (Black Thought Technique) This Jutsu, while simplistic, can also act as a reflection of a Genjutsu user's talent. The aim of this genjutsu is primitive, but the effects can be devastating in the hands of a master. While not showing any horrible visions or disrupting the person’s perception directly, it causes the person to think things he or she would normally find unthinkable; murdering their own family, killing their closest friend, betraying their lover. The stronger the user of this jutsu is the more the person is consumed by this terrible thought, and the more it damages their psyche. Cp Cost: 15 + 5 per turn the technique is continued. Dice Rolls: 2 Damage: 15 - 30 + int mod per turn. Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu ((10 + 13 + 2 = 25))Requirements: Genjutsu 14, Chakra Control 18 Training: 2 stages Stage I: Chakra Control DC 24 Stage II: Genjutsu DC 22 Special: If jutsu is maintained for more than 3 turns, the opponent becomes Frightened (-2 to all rolls). Owner: The Ghost of Xmas Awesome D: 40| F: 9| R: 21|W: 17
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Majikal Mayhem rolled 1 20-sided dice:
12
Total: 12 (1-20)
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Posted: Mon Aug 20, 2012 10:03 am
((Acro check
EDIT: DAMN that was close...
Acrobatics:1d20 [12] + Acrobatics [14] = 26 > 25 [dodged]))
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Majikal Mayhem generated a random number between
24 and 52 ...
27!
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Posted: Mon Aug 20, 2012 10:14 am
RNG [27] + CHK [8] =35 +35 HP to Batsu))
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PupSage rolled 3 20-sided dice:
10, 10, 8
Total: 28 (3-60)
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Posted: Mon Aug 20, 2012 11:19 am
10+29+12[sneak]-5 environments=46 Vs Christy [Hit] 10+24=34 Vs Ikkaku [Hit] 8+19=27 Vs Finn [Ties go to the defender]
Masa came out from the trees and mowed through the red girl. Her rampage carried her through as she raised her sword and swept it under the enemy swordsman's legs. "Take that b***h." She would regret those words, because the last guy, whom had his back turned before, was facing her now. "s**t." She swung, he dodged, and now she was left in the middle of a ********.
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PupSage generated a random number between
32 and 50 ...
48!
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Posted: Mon Aug 20, 2012 11:27 am
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PupSage generated a random number between
32 and 50 ...
41!
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Posted: Mon Aug 20, 2012 11:28 am
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Posted: Mon Aug 20, 2012 11:41 am
Finnelle Lammers LV. 14Hp: 120/224 Cp: 200-114=86/350 MHp: 210 DB: 27 [Reflex DC to Dodge][12+15+8=35] 7 Fireballs 1 for Shinzu - If hit, 13 dmg. (Perma-KO until fight is over.) 2 for Batsu 4 for Masa They had this in the bag. These people didn't know the meaning of teamwork at all. Shinzu was to focused on revenge. Batsu was focused on Christy, and the Blue chick just wanted to be a show off. He did some hand signs and seven balls of fire appeared above him. A weak one aimed at Shinzu, after all, he didn't want to kill the guy. He sent two at the guy attacking Christy, he was banged up as it was. Lastly, he sent four at the blue b***h, raining hell upon her. Quote: Katon: Hosenka no Jutsu (Fire Release: Phoenix Immortal Fire Technique) Multiple balls of fire are sent at the target. It is also possible to hide shurikens within the fireballs, creating an unexpected secondary surprise attack. Cp cost: 30 + 12 per ball Dice Rolls: 3 Damage: 12 – 30 + chk mod per ball that lands. Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu. Roll a Reflex check for each fireball. Requirements: Fire Affinity, Chakra Control 25, Ninjutsu 22 Training: 3 stages. Stage I: Chakra Control DC 35 Generate the fireballs with a focus on speed and accuracy. Aim for 2-3 in quick succession. Stage II: Chakra Control DC 37 Work on making the fireballs hotter. Aim for 4-5 in quick succession. Stage III: Ninjutsu DC 32 Combine the previously learned elements. Special: Maximum amount of fireballs created is 3 + 1 per 10 ranks in Chakra Control
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Posted: Mon Aug 20, 2012 11:45 am
PupSage Christy Baall LV. 15Hp: 270-48=222/270 Cp: 240-60=180/300 MHp: 154-56=98/210 DB: 31+2=33 12+11= 23 Will VS 25 [Reflex to dodge the attack 28] Nodachi - Batsu Katanas x8 - Masa Kunai - Shinzu Ugh. This was annoying, the brat kept using Genjutsu on her. Time to kill these ******** class="quote"> Quote: Soshuha (Manipulating Attack Blades) Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target. Cp cost: 6 per blade per turn Dice Rolls: 3 Rolls Damage: weapon damage + chk mod Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Chakra Control 15, Ninjutsu 13, the weapons.. Training: 3 stages Stage I: Ninja Weapons DC 20 {any weapon/mix of weapons} Weapon familiarization. Stage II: Chakra Control DC 25 Create chakra threads that are connected to your weapons so you can control them, and practice moving them around and attacking. Stage III: Ninjutsu DC 26 Combine the previously trained elements. Special: Can control up to 2 blades + 2 more for every 10 ranks in Chakra Control
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PupSage rolled 1 20-sided dice:
12
Total: 12 (1-20)
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Posted: Mon Aug 20, 2012 11:46 am
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