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Reply Kirigakure ((Hidden Village of Mist)) [Water Country]
[Mission: Merchant Escort] Goto Page: [] [<] 1 2 3 ... 7 8 9 10 11 12 13 14 [>] [»|]

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Qyp rolled 1 20-sided dice: 18 Total: 18 (1-20)

Qyp
Crew

Manly Lunatic

PostPosted: Sun Jan 26, 2014 1:12 am


Fort DC 20 SUCCESS!

18 (1d20) + 4 = 22.
Over Yandere rolled 2 20-sided dice: 14, 11 Total: 25 (2-40)
PostPosted: Sun Jan 26, 2014 7:58 pm


User Image Hp 50/50
MHp 60/60
Cp 72/75
DB 09
[ L o c a t i o n ]
In port Talking land of honey

Usually its the times that you don't expect pain that it hurts the most, though this time it wasn't so true. Shiro found herself knocked to the ground from behind but she began to recover quickly. With the crowd so dense if she wanted any chance of catching up to him she'd need to plot her route wisely so that she could navigate the crowd and head him off.

Sense Motive [10 + 1D20(14)] | 24 vs 10: -10 to Athletics DC, effectively -5
Athletics: [0 + 11] | 11 vs 5: Kept up

"Yuki-chan, guard the merchant!" Shiro yelled as she popped up from the ground and gave chase after the target. Despite his head start she saw where he was headed and moved to head him off. She was only able to tail him but Jinichi took him down with a well placed senbon so it didn't matter.

Over Yandere
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Cleric Saphire
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Blessed Cleric

18,925 Points
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PostPosted: Mon Jan 27, 2014 6:44 am


Uchiha Sakurayuki
TAB TAB▬▬▬▬▬
TABHp MHp Cp
TB50/50 | 50/50 | 60/60
TAB TAB▬▬▬▬▬

User Image

When she realized the situation, she immediately fell back into a defensive position as Shiro told her to while the others fought to catch the thief. The scene was organized fairly quickly thanks to their partner's stunning display of muteness skill, so she relaxed her stance before watching Mizuiro struggle to tie up the offender.

Yuki briefly wondered if she should hand over the coil of rope she had with her which had been given to her at the Konoha Academy, but then shook her head with a small, almost undetectable smile as she saw him do just fine with his weapon. Whoever said they needed rope to tie someone up? They were shinobi; improvisation was praised above all. Besides, the chain would probably hold up much better.

"§Eto... Doushite kore o shita no?" she casually asked to seemingly no one.

§Why did you do it?
PostPosted: Mon Jan 27, 2014 8:35 pm


Tripping up the thief

Ranged Weapon DC: 18 (tripped up)

Jinichi's attempt: d20 [17] + RAB [11] + Senbon [2] = 30

Success!


Anticipating the fleeing bandit's movements

Sense Motive DC: 10

Shiro's attempt: d20 [10] + Sense Motive [7] + Wis Mod [3] = 20

Success!


Running down the pickpocket

Athletics DC: 10 - Anticipation Bonus [5] = 5

Shiro's attempt: d20 [11] + Athletics [0] + Str Mod [0] - Knocked Down Penalty [5] = 6

Success!


Reward for Group (4 members): (20 + 36 + 20) / 4 = 19 XP + 1 Ranged Weapon Skill

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User Image
The thief runs for a while, surprised only one of the young shinobis escorting his target had apparently spotted his maneuver and started chasing him. However, before he knows what happened, a senbon flies through the crowd and pierces right through his lower thigh, narrowlymissing his femur and, lucky for him, making a clean path through his leg muscle and to the ground. Crumbling down from the pain, the bag he had stolen falls to the ground and opens, letting what appears to be a note and a red vial fall to the ground.

Seeing two of his assailants are now upon him, he turns around and flings a cloud of dust into the air, veiling the area and quickly poking at their eyes. This could get the few seconds he needs to disappear back into the crowd by taking advantage of the commotion.


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Step 1

Don't let that powder get into your eyes! I don't know if you've had thousands of tiny glass needles poke at your iris but odds are that's an experience you'll want to forget!

Fortitude DC: 8 (keep your composure through the pain, if barely)
Fortitude DC: 20 (ignore the pain, if only temporarily)

Success ( 8 ): Still able to function for a moment but suffer -5 to all rolls for next step.
Success (20): Completely ignore the cloud for a few seconds.
Failure: Lose sight and composure temporarily, unable to function for the next few precious moments.

NOTE: Only Shiro and Mizuiro are within range.


Step 2

Most of the words you'd use to describe that thief right now would land you in detention right away. For the moment, your priority remains thinking out how you should deal with the situation though...


Option 1

Use the few moments you have before the pain takes you out of commission to go for the bag, that's the priority right now and it's just lying on the ground, just as much in your reach as in the thief's. If you're quick enough, you'll get away with your pride intact.

Sleight of Hand DC: 5

Success: Beat the thief to the bag and get it back. He'll probably get a chance to meld back into the crowd though...
Failure: He beats you to it and lets you wallow in pain as the dust gets the better of you for a few seconds.

Reward: 10 XP


Option 2

It can seem a bit strange, but you're curious about what just fell out of the bag. It's a bit farther away but it seems valuable. The Merchant would probably be happy to get that back... and you'd have a chance to take a look at it.

Sleight of Hand DC: 10 (Just the note)
Sleight of Hand DC: 15 (Note and bag)

Reward: 10 XP (Note), 30 XP +1 Sleight of Hand (Note and Bag)


Option 3

Tackling that guy down would probably be the hardest thing to do in your condition but tackling that guy down and getting a few punches in would certainly allow you to get everything back... and make you feel better at the same time. Be careful though, he's lightly wounded, not incapacitated...

Dodge DC: 25

Reward: 50 XP

NOTE: Mizuiro can use his past grapple roll for this attempt if desired. Or, can reroll another attempt.

-------------------------------------------------------------------------------------------------

NOTE: Various strategies may influence the DCs and experience gained from succeeding this step. Also, additional choices may be suggested. Be creative.

IMPORTANT NOTE: Given the various possible options for this step, honor system applies here. No rolling and deciding what to do afterwards depending on how much you got!

Hoshigaki Hiru
Crew

Over Yandere rolled 1 20-sided dice: 16 Total: 16 (1-20)

Over Yandere
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PostPosted: Mon Jan 27, 2014 10:06 pm


Fort Save: 4 + 1D20(16) | 20 vs 20 Pass

(Shiro is able to act without penalty.) [Now I need a plan XD, but I'm tired and need sleep)
Qyp rolled 1 20-sided dice: 17 Total: 17 (1-20)
PostPosted: Mon Jan 27, 2014 11:47 pm


User Image

Mizuiro suddenly had a strange painful dust in his eyes, and for a second he felt it, but then he suddenly clicked, and stop feeling the pain. Even though rage was building up, he did notice the bag before the dust had hit his eyes, and the items that were on the ground, but all he wanted to do now was take the thief down.
"GET THE BAG!" He charged straight at the thief. He would be the distraction, this wasn't for glory or anything, this was the help his team mates. He quickly caught up to the thief due to him having to limp from his senbon wound, and then suddenly the thief turned to attack again but Mizuiro saw it coming and dodged it time o swing his Kusarigama hard at the guy's ankles to bring him down again, very much trying to break his bones.


Dodge DC 25 vs 17 (1d20) + 8 (Attack Melee) = 25

SUCCESS!

Also, break bones DC, how does that work? It says it's 10 + str mod? is that the DC for me to roll or for the opponent? Got confused actually...

Qyp
Crew

Manly Lunatic


Over Yandere
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PostPosted: Tue Jan 28, 2014 5:50 am


F'in mobile site.
PostPosted: Tue Jan 28, 2014 7:39 pm


User Image
The old woman invites you in to the room where her grand daughter is lying in bed, apparently unconscious. The house is very small but relatively tidy; however the sheets of the bed where the young woman is lying are now dirty from the heavy sweats she has from her condition.

Just as she crosses the door frame, she points to her grand daughter, unable to speak.


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Step 1

Identify what could be the source of this "disease".

Treat Injury DC: 25 (identify the general reason of the affliction)
Treat Injury DC: 35 (identify the exact source of the affliction)

Success (25): +5 to future treatment check.
Success (35): +10 to future treatment check, might open additional optional objectives down the line.

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NOTE: Details concerning the affliction will be revealed depending on the level of comprehension.

Hoshigaki Hiru
Crew

Majikal Mayhem rolled 1 20-sided dice: 11 Total: 11 (1-20)


Majikal Mayhem


Cool Loser

23,400 Points
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  • Champion 300
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PostPosted: Tue Jan 28, 2014 7:45 pm


User Image
Batsu Watanabe
Medic/Archer
HP - 204| CP - 323|Mhp - 391
D: 45 | F: 10 | R: 23 |W: 21




Batsu entered the house and was led into the room where the girl lied dormant. It wasn't the most pleasant thing to see, a child who was in such a state, but as a medic, he has seen far worse. He then took a glimpse of the grandmother and could tell she was riddled with confusion and grief. After all, it WAS her granddaughter and she WAS sick for a while now. Looking back towards his patient, Batsu sighed softly, all the while he began to chant "I must... I must..." over and over in his head.He then walked over to the girl and stood next to her> His eyes traveling up and down her body as he tries to determine what she was suffering.

Treat Injury Check: 1d20 [11] + Treat Injury [6] + INT [15] = 32 vs 25, 35 [Pass, Fail]

D: 45 | F: 10 | R: 23 |W: 21
PostPosted: Wed Jan 29, 2014 8:21 pm


Treat Injury DC: 25 or 35

Batsu's attempt: d20 [11] + Treat Injury [6] + Int Mod [15] = 32

Partial success!

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As your eyes carefully scan the girl's body, you quickly identify that it appears as though the more vascularized areas, such as the lips, eyes, and neck appear to have a slight blueish hue to them. Closer observation also reveals that the tissue these areas, are visibly starting to show signs of affliction which could quickly turn to early stages of necrosis; although it appears it might not have started just yet.

Your medical training lets you clearly identify an affliction originating from the bloodstream. Even though you can't pinpoint with precision how it has entered the body or from where, you are fairly certain that this is the effect of some sort of poison or venom, and a very potent one at that...


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Step 2

Attempt to treat the affliction, this one is not going to be easy...

Treat Injury DC: 45 (Stabilize the girl's condition)
Treat Injury DC: 60 (Cure the girl's condition)

Success (45): Give the girls a fighting chance of making it out alive, over time...
Success (60): Cure the girl's condition entirely.

NOTE: Add all acquired bonuses to your roll.

Reward: 90 XP or 120 XP, depending on level of success.


Optional

Try to find additional information concerning the girl's condition... and its possible source... from the grandmother.

Seduction DC: 15

Reward: 30 XP

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NOTE: Additional tactics may affect your roll, it is strongly suggested that they be considered for these objectives. Simply post your character thinking about a possible tactic for its possible effect to be posted.

Hoshigaki Hiru
Crew

Majikal Mayhem rolled 2 20-sided dice: 8, 1 Total: 9 (2-40)


Majikal Mayhem


Cool Loser

23,400 Points
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PostPosted: Wed Jan 29, 2014 11:15 pm


User Image
Batsu Watanabe
Medic/Archer
HP - 204| CP - 323|Mhp - 391
D: 45 | F: 10 | R: 23 |W: 21





Well, it was definitely obvious that the girl was poisoned. That were no known sicknesses, as far as he knew, that were so catastrophic as to almost take the girl from this world.

If Batsu was to make a guess, he would assume that one of two things have happened. One, the girl went to the forest and was either bitten or came in contact with a dangerous plant. Two. this house made an interesting habitat for a creepy-crawly to reside in and the girl was at the wrong place at the wrong time.

With the latter in mind, Batsu quickly formed a few handseals and placed his hands on the girl's chest as he pushed his chakra into the other. As he did so, he looked around the house for anything that would help him figure out what caused this mess. Batsu then looked at the woman who lead him to the house and he knew he had to get something out of her or else he'd be going up the creek without a paddle.



"Is there anything you can tell me about her? Where has she been? Who has she been around? Are there any poisonous insects and or plants in the area that I should know of?"
After all, there was a forest not far from the city so a wide array of things could have led this poor girl to where she is.


Awareness (in case he needs it): 1d20 [8] + Awareness [28] + WIS [13] = 49
Seduction: 1 [auto-fail]

D: 45 | F: 10 | R: 23 |W: 21
Majikal Mayhem rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Wed Jan 29, 2014 11:17 pm


Auto-fail check


Majikal Mayhem


Cool Loser

23,400 Points
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  • Champion 300
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Over Yandere rolled 1 20-sided dice: 6 Total: 6 (1-20)

Over Yandere
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Obsessive Lover

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PostPosted: Thu Jan 30, 2014 9:06 am


User Image Hp 66/66
MHp 72/72
Cp 96/96
DB 10
[ L o c a t i o n ]
In Town Thief! land of honey

Being close the thief Shiro noticed when they dropped the merchant's bag spilling some of its contents out onto the ground. However shortly after the thief reacter to both her and Mizuiro's approach by flinging a cloud of dust into the air. Without much time to avoid it some of the cloud inevitably got into her eyes but she was able to just withstand the pain and stay focused. With Mizuiro attacking the thief, and his suggesting to the bag Shiro dashed for the merchant's belongings.

Slight of Hand: 1D20 (6) + 2 | 8 Pass

She managed to reach the bag but the note and other contents were probably still valuable but with not enough time to go for them Shiro had to do something to try and make harder for the thief to get any. She weaved some hand signs quickly and with a puff of smoke was soon joined by five clones of herself. Hopefully this would either deter the thief from going for the note or make it harder to grab.
Over Yandere rolled 1 20-sided dice: 13 Total: 13 (1-20)
PostPosted: Thu Jan 30, 2014 9:14 am


DC to see through the clones: 1D20 (13) +1/2 Chakra Mod (3) + 1/2 Int Mod (2) | 18 Vs d20 + opponent's int. mod.

Over Yandere
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Gideon Commando rolled 1 20-sided dice: 5 Total: 5 (1-20)

Gideon Commando
Crew

PostPosted: Thu Jan 30, 2014 1:29 pm



User Image
Jinichi Iwao
LV. 5
Hp: 50 / Cp: 65 / MHp: 50


Jinichi watched as his teammates moved into to try and capture the thief. Turns out the brutes actually were useful for something, besides getting in the way of course. The question at this point for Jinichi, was whether this guy was acting on his own, or had anyone waiting in the wings to help him. As he walked to join his teammates, he looked all around him, looking for anyone, or anything suspicious. As he did a senbon fell into his hand, which he spun around as an almost nervous twitch.

Awareness: Roll (5) + 15 = 20
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Kirigakure ((Hidden Village of Mist)) [Water Country]

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