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A Engaging Roleplay Guild based on the Expansive Naruto Universe 

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Demons

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Dark Bunny Lord

PostPosted: Mon Mar 07, 2011 3:12 pm


Intro:
Demons are large monstrous creatures that used to walk the land freely terrorizing humanity. Long ago however, when powerful ninja arts where known widely by nigh every country, mankind learned how to defeat these immortal monstrosities by sealing their very essence into that of a child.
As time went on others grew greedy for this power and sought to steal these demons from within their vessels, the Jinchuuriki.

These demons grant whomever wields them a frightening power, and thus many Jinchuuriki never attempt to tap into the power within them, choosing instead to take the safe route and hide it from the world. Village leadership watches these vessels carefully, protecting them lest the power fall into the wrong hands... hands they cannot control.

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Aquiring a Demon:
There are a few ways to acquire a demon.
1. Is to find an "unbound demon" via the unbound demon world mission and complete it.
2. To take the demon via a "Demon Stealing Ritual".

Demon Stealing Ritual:
To steal a demon you must first incapacitate a player without killing them. (Killing them looses the demon somewhere else in the world back into it's normal form). Generally this means knocking them unconscious.
Multiple players may take part in a demon unsealing ritual, doing so however still only allows for one previously designated player (the head of the ritual) to receive the demon. For every one player assisting you, the head, you gain +1/2 each assistants WP.

You first role-play out 2000 words, then make the following check:
Wpx2 + Wp Buffx2 + Item Buff + Jutsu Buff + Perks + Group Buff + Building Buff
vs
Wpx2 + Wp Buffx2 + Item Buff + Jutsu Buff + Perks + Tails Buff

1000 More words must be role played out to make another check. You must make this check one time for every tail. Success = +1pt, failure = -1pt, every degree of success or failure (succeeding by 10% more or less grants +1 or -1 pt respectively).
Once one check has been made for every tail look at your score. If you have 1 or more pts you succeed in taking the demon out of the victim and resealing it in the ritual head. (Note this process should knock out the ritual head and leave them quite vulnerable for some time as well as set the player who you pulled it from to "dying".)
If however the points where 0 or less then the ritual failed and on top of that the Demon instantly awakens to it's full "Third Form" and attacks those nearby.
In this awakened state the Jin may choose to flee gaining +500 to their flee check as the Demon may realize how dangerous the people that captured it are.

The Cost:
Once the ritual is complete all those involved have full fatigue and 0 chakra as well as the ritual head being unconscious. This is DESPITE whether it was successful or not making an unsuccessful ritual possibly deadly due to the demon awakening in a rather angry state.

You have 5 days to complete the ritual. If not completed in that time the Demon auto-awakens as if the ritual had failed.
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Dead / Absent Player:
If a character dies or a player with a demon is absent for 2+ months then the Demon is re-released into the normal "unbound demon" world mission.



Quote:
Roaming Demons:
Below is a list of the 9 different Demons. Demons that are striked out are sealed within a player.

One-Tailed Shukaku - Ichibi no Shukaku, takes the form of a racoon. Other translations include: Shukaku, One tailed Shukaku, Tanuki.

Two-Tailed Monster Cat - Nibi no Nekomata, takes the form of a two-tailed cat.

Three-Tailed Giant Turtle - Sanbi no Kyodaigame, takes the form of a three-tailed turtle.

Four-Tailed Monkey - Yonbi no Saru, takes the form of a four-tailed gorilla.

Five-Tailed Dolphin Horse - Gobi no Irukauma, takes the form of a five-tailed dolphin-horse.

Six-Tailed Slug - Rokubi no Namekuji, takes the form of six-tailed slug.

Seven-Tailed Horned Beetle - Nanabi no Kabutomushi, takes the form of a seven-tailed beetle.

Eight-Tailed Giant Ox - Hachibi no Kyogyu, takes the form of a eight-tailed ushi-oni-like beast.

Nine-Tailed Demon Fox - Kyuubi no Yoko, takes the form of a nine-tailed fox.
PostPosted: Mon Mar 07, 2011 3:24 pm




--Activation:--
Demons have a “chance” of being activated whenever a user is struck with an attack that causes them to suffer critical damage.
The user rolls 1D100 and they must roll under a % of 10x the rank of the critical. Success means the demon activates to it’s first form, success by 20 or more means it activates it’s second form, and success by 50 or more means it activates by it’s third form.

For Example: You have 200 Chakra and 300 health(stamina) remaining. You suffer 1,000 damage after reducing your armor and toughness. This reduces your Chakra and stamina to 0 with a remaining 500 damage bringing you to –500 Health.
You look at your staminax2 + resistance buffs. Your stamina stat is normally 100 making it 200 + a resistance buff of 50 giving you a total check of 250 vs 500.
250 is 250 less than 500 meaning you have a 25% chance of resisting a critical hit. You roll 1D100 for the check and score a 62, 62 means you failed by 37 meaning you suffer a rank 3 critical!
You instantly make a new check to see if your demon awakens, since you suffered a rank 3 crit there’s a 30% chance your demon will awaken to try and save you. You roll a 24 and luckily have your demon stir from it’s slumber at first form.


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The Benefits:


Power Gained:
……First Form
Restore ½ Chakra and ½ Stamina. Increase Toughness by tails x 10, and increase all accuracies by tails x10. Increase all damage dealt by Tails x100.
…Second Form
Restore full Chakra and full Stamina. Increase Toughness by tails x25, and increase all accuracies by tails x25. Increase all damage dealt by tails x500.
…Third Form
Restore Chakra and Stamina to 150%! Increase Toughness by tails x50, and increase all accuracies by tails x50. Increase all damage dealt by tails x800.

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The Drawbacks:

---Killing Rage---

A demon will pursue and attempt to KILL whomever did the damage that caused them to go into their demon form. If they are struck for more damage by another target, they will attempt to instead pursue that target, but only if they can actually harm it (their not stupid, just angry).
Should any targets get away however either by fleeing or simply dying they will attempt to kill ANYONE else that's nearby be they friend or foe.

Retaining Control:
---Reigning the Beast
At the beggining of their turn a Jinkurichi may attempt to "wrestle" control of their demons actions.
Doing so is a Willpower(x2) + Resistance check vs X
X = an amount determined by the level of form.
100 for the first form +50x the number of tails
400 for the second form +50x the number of tails
and 900 for the third form +50x the number of tails
This ONLY allows them control for one round + 1 more for every 30 they succeed by. While in control they may act normally as if it where their turn (though with the Demons given power increases) or they may choose to stop the demon form before these rounds end, but doing so means it can not be re-activated in that combat.
Once de-activated their chakra and stamina are returned to what they where before the demon was activated or what they where when it was de-activated (whichever was lower) any critical suffered however is no longer there (though further damage may cause critical's).

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Dark Bunny Lord


Dark Bunny Lord

PostPosted: Wed Mar 09, 2011 12:59 am


Demon Hunt World Mission

The word spread quickly to your village that a Demon of terrible power has been spotted traversing the wilderness bringing devastation and death wherever it goes.
These beings are forces of nature, they can't be killed, there is only one way of stopping them... sealing them within a vessel.


Quote:
---Stage 1---
To start you must first rp out 1000 words to get wind of the Demon and it's location.
It is highly recommended that you undergo this with as many allies as possible as Demons are by far extremely difficult to capture, more so depending on how many tails they posses.
Once you've rp'd out the appropriate words look at the list for how many demons are available and roll the appropriate dice.
Ie:
9 Available demons = 1D10, 10 means re-roll.
8 = 1D8
7 = 1D8, 8 is a re-roll.
6 = 1D6
5 = 1D10, 1-2=First / 3-4=Second / 5-6=Third / 7-8=Fourth / 9-10=Fifth
4 = 1D4
3 = 1D6, 1-2=First / 3-4=Second / 5-6=Third
2 = 1D4, 1-2=First / 3-4=Second
and 1 no die roll is made obviously.


Quote:
---Stage 2---
((If you have successfully performed this stage in the past you needn't do it any other times this quest is attempted))

Before you simply go after a Demon you must first learn not only how to combat one but also how to seal one into another person.
This is no easy feat as those with the knowledge are often quite secretive of the information do to those that would use it to kill Jinkuurichi and steal their power.
Rp out 4000 words and roll:
Intx2 + Int Buffx2 + Misc vs 500
Failure means you weren't able to find anyone that had, or at least not anyone that would share the information. You may continue however to rp out the appropriate words and make the check as many times as you wish, or at least until the demon you heard of is caught by another player.

Success means you learn the sealing technique.


Quote:
---Stage 3---
You now set out to find the demon you seek. Role play out 2000 words to find out what country it is in (roll 1D8 on the chart below).
1-Earth
2-Fire
3-Lightning
4-Rain
5-Rice
6-Water
7-Wind
8-Re-roll

Once you've done this traverse to the appropriate village and trek out into the wilderness to find the wandering Demon. This requires a tracking check of:

Int(x2) + Int Buff(x2) + Tracking Jutsu Buff + Tracking Item Buff + Misc vs 200
The trail of destruction is surprisingly easy to follow.


Quote:
---Stage 4---
Once you've found the demon you encounter the difficult part... actually subduing it.
Fighting a Demon is merely a series of checks. Failing a check is disasterous as the Demon will knock you out if not outright kill you!
The difficulty for each check is 325x the number of tails the Demon possesses making some easy to catch while others are next to impossible for all but the strongest to subdue in their fully unleashed earthly forms.
Failure of a check by 1-39 percent means you are heavily injured and must retreat to tracking in stage 3 (first you must rest at least 4000 words however).
Failure by 40-79 percent knocks you out and you must start all over as your body is returned and taken after (8000 words of recovery).
Failure by 80 or more percent puts you into dying and resets you to the beginning if you choose to continue! Standard recovery, minimum of 12000 words.

Note each check may grant a buff or negative depending on how many allies you have helping.

Check 1: Sneak up on the Demon.
Agi(x2) + Agi Buff(x2) + Stealth Jutsu Buff + Stealth Item Buff + Misc
Gain -20 Misc de-buff for each ally since it's more difficult to sneak up on a demon with more ninja.

Check 2: Initial Assault.
(Stat = appropriate accuracy stat for the style you wish to use)
Stat(x2) + Stat Buff(x2) + Accuracy Jutsu Buff + Accuracy Item Buff + Misc
Gain +20 per ally as you can launch a flurry of assaults to overwhelm the demon. Max of +200.

Check 3: Pin Demon.
Stat(x2) + Stat Buff(x2) + Accuracy Jutsu Buff + Accuracy Item Buff + Misc
Gain +10 per ally as you use ninjutsu vines or pillars, taijutsu ropes and chains, or genjutsu illusions of safety to coo the demon into subdual. Max of +100.

Check 4: Seal the Demon.
Choose ONE player in the group to receive the demon. Note some players may attempt to turn on an ally and defeat them at this point to seal the demon in themselves (note though this may change the buffs gained from allies for the sealing ritual as they may no longer be your ally).
Wpx2 + Wp Buffx2 + Resistance Item Buff + Resistance Jutsu Buff + Perks + Group Buff + Building Buff
Gain +1/2 WP of each ally assisting. Max +400.

If you successfully made every check you have sealed the demon inside the agreed upon target.
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