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Wild Wild West [Hanabi Nijiko vs Rinha Otome*]

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Wild Wild West

Nanukazuki-kumi | Round 3

 

It's the wild west! Stage coaches, horses, trains and pistols are the fair of this universe! The new sherriff, 9 year olf Rinha Otome has come to town to replace the recently deceased former man around these parts. She is only in the saddle for a week though before she catches the scent of a train robbery. She arrives just in time to find Hanabi Nijiko, riding her horse alongside the train to board. The two get on the train while their deputies and partners in crime clash in a battle of guns around them. How will this train top battle end?!

 

ooc:  Begin your battle here! Remember that there is a 72 hour posting deadline for all battles! Make sure to review the rules here.

 

Characters are encouraged to use guns in their fight role play.

 

[ Inspiration Image ]

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Otome glared angrily at her cohorts, the local police force were now as they had been for the past week loathe to take orders from a child, despite her obvious skills over them. "Hey, Kimura, get into that next cart and put down suppressing fire, we need to move up!" It'd been like that the entire way to the train, her chief deputy had lend his own band off ahead of the rest in direct contradiction to her orders, and had gotten himself and six other good men trapped in a cart too far up the train for them to reach through the staggered firefight raging in the cargo cabins without heavy losses. "If you lot don't start acting totally princess, those boys are gonna die!" Otome angrily drew her brace of pistols and noticed a service ladder leading up atop the train. If she were to take at team, they'd go too slow and no doubt the bastards robbing the train would catch on, and a full blown engagement atop the train would be costly to both sides. "Abezou, I'm putting you in charge of this firefight. Be totally princess and push ahead to the third cart. Save Yuzume and whoever is left with him, then fall back to here, remember we need to arrest as many as we can. We're not trying to kill them all, we're here to represent the law, and the law doesn't kill outside a court order unless it has to. I'm gonna be totally princess myself, scale the ladder and try get to the forward cart. If I go down, you're sheriff. Understood?" The deputy gave a quiet nod before shouting out to the others for them to gather up and start to push on. Otome was, for the briefest of moments, proud. She'd not seen them take to orders so well before, perhaps it was their friends in danger or maybe Otome's work thusfar in the battle had shown her a valuable assistant.

With Fire in her mouth and Lightning at her side, Otome scaled the ladder and climbed swiftly up onto the roof. She then returned her pistols to her hands, ready to use them if anyone else tried to make a similar move to her. She was a genius sharpshooter after all, that fact being a large part of what got her hired in the first place as sheriff. With a rifle, Plasma, slung over her shoulder, Otome ducked into a low stoop and begun her advance. She wasn't sure what was lying ahead, she hadn't gotten much info on what crew it was that was staging the robbery, but already from the early engagement she could tell they weren't amateurs. Whoever was leading them would no doubt prove to be tough, but on the same hand the perfect target for Otome to prove herself against. Despite the danger all around her, Otome's heart quickened not in fear, but with excitement.

==Statistics==
(Taijutsu) 0
(Defense) 1400
(Ninjutsu) 500
(Genjutsu) 0
(Concentration) 100
(Speed) 1200 (1800 for first turn)
(Accuracy) 1000
(Evasion) 100

==Skills==

The Path of the Scout  

Spoiler

People are born with loves, and in the case of a person who follows the path of the Scout, exploring and mapping out their explorations is that love. There is nothing better than to taste new air, to see a new place, or better yet, guiding people through a place you have recently explored.
Effect: Travel post requirements for this character are reduced by 500 words to a minimum of 100. Travel post requirements for any people travelling with you (so long as you role play leading them through the travel) are reduced by 200 words to a minimum of 100.
 
Scout's Passage:
- Alertness: The user's speed is treated as 1.5x at the start of a battle when determining turn order.
- Wilderness: May take up to 4 "Terrain Bonus" skills for free. Training post requirements are halved for all "Terrain Bonus" skills, however all other requirements must be met.


Compulsive Catch Phrase ”Totally princess”
 

Spoiler

The character has a compulsive habit to repeat the same catch phrase over and over multiple times a day. It is borderline disease in nature, and if the character does not, or is unable to say the catch phrase so often, their morale drops subconsciously, leaving them considerably weaker. Dattebayo.
Effect: The character must say their catch phrase at least once every 50 spoken words or once every 800 written words, whichever comes first. This count is kept between posts. If the character fails to meet this requirement they take a -5% reduction to all of their non-tank stats for the rest of the day, cumulative. This reduction lasts for the rest of the day in character or at least two (2) days in real life, whichever is longer. The chosen phrase must be at least one word.


==Notes==
For this battle, Otome will be using her two pistols to perform her fire and lightning jutsu, and the rifle and possibly some hand grenades or something to represent her plasma. Chakra enhanced bullets or alchemical rounds or something. Fire is the fire pistol, lightning is the lightning pistol, and plasma is the plasma rifle. Thought it might be cool, so I won't be doing handseals in the traditional sense, but if you have anything that responds to handseals, nothing is sealless unless it says so on the tech. It's all flavour changes. The original techniques will be what are listed in my mechanical elements down the bottom, and I'll make sure it's all clear. If that doesn't sound good to you man, let me know and I'll edit it out of this, but I thought it'd be fun to be cowboys as the match told us to.

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'Y'all balmy gulls better know what yer doin'!" Nijiko shouted at her simpleminded lackeys. The robbery was supposed to go down without a hitch, but of course one of the damn dumb jabberjaws let loose the plan over a drunken game of poker. Now the law was on her tail. "Damn, damn 'em all to hell." She muttered to herself, knowing full well she would have to take the loot herself and sneak out in the ruckus. She pulled the bandanna above her nose, obscuring most of her face as her other hand sit atop her prized colt revolver. She strolled to the end of the car throwing open the compartment door. The sound of the locomotive itself was almost deafening, but to her ears it was a golden opportunity to escape. Grabbing the ladder to her right, she swung a leg up and scaled to the top of the train for a better view of the situation. She could find an opportunity to jump ship and save her hide.

 

[Notes: Wanted to get Nijiko to the top of the train, but since you get to go first, I'll let you "spot" Nijiko first. We can consider Rinha to be looking at Nijiko's back if you like.]

 

Stats

(Taijutsu) 200
(Defense) 580 [620]
(Ninjutsu) 200
(Genjutsu) 200
(Concentration) 200
(Speed) 1185
(Accuracy) 900
(Evasion) 920 [960]

 

Equipment: 

Spoiler

 

Chunbcf.png
Iwagakure Chuunin Vest
Attributes:

 

+15 Item Slots
+40 Defense
+40 Evasion

Description: An over-vest worn by Shinobi of the Chunnin rank. The Iwagakure varient has a zip up the front and a slim pouch in the middle meant for holding various tools. Often worn with a single long sleeve on the left, but not part of the jacket itself.

 


 

 

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Just one? This should be easy. Otome spotted the head of a lone bandit, peeking slowly up from the stage access of the cart one ahead of her. Unfortunately for the bandit, Otome was behind where they were looking, giving her a chance to test out one of the department's R&D devices with hopefully enough time to remove it if there was a malfunction before her pride was injured. Sneaking forward, Otome brushed back her sheriff's vest to reveal a golden disk with a rip cord tied loosely above it. Otome smirked with dark intent as she unfastened the rip, tightened her grip and pulled it back with all her might. The device worked as the good town doctor had claimed it would, the air around her lit up with light and heat. From what Otome had been told, this device used steam vents hidden under her clothing, mixed with food colouring, to create a terrifying aura like a glowing golden avatar of justice. It wouldn't last forever, and being experimental Otome had been warned not to use it more than twice, but the heat was intense enough to melt bullets, so she knew that if that was true it'd be an invaluable device.

"You, vagabond, about face with your hands raised. I am Rinha Otome, totally princess Sheriff and I hereby place you under arrest. You fools picked the wrong train to rob, you're drunken friend let slip your plan, and now the badges are here to bring y'all in, totally princess like." Otome tapped her wide brimmed cap and rested a hand upon a pistol, she was a lawgirl first and a gunslinger second, she wouldn't draw until the offer of surrender was denied. That was the honour code in these parts, that Otome had inherited when her predecessor, Hagemiya Yufume, had left to her in a bloody letter. 'The Will of Justice' he called it, something he said every member of the sheriff's department possessed, but the Sheriff was the heart of it all. Otome had a tough legacy to live up to, and today was the day to see it honoured.

==Response Phase==
No Action
==Set-Up Phase==
No Action
==Main Phase==
Using technique: Plasma Aura

Spoiler

Type: Ninjutsu [Plasma | Shield]
Rank: Chuunin
Cost: 150 Chakra
Shield Health: 250
Effects: This Jutsu may be used in the Main Phase. Once activated, the shield lasts up to four [4] turns. As long as the shield retains health, it can be healed by spending 3X chakra to regain 5X health as an action during the main phase. This technique can be used twice per battle.
Description:  The user builds up plasma energy in their body, condensing all their power into a single point until it suddenly flares out, igniting the air around them with a golden aura. The aura is concentrated plasma chakra, and provides a solid defence against incoming threats. By focussing their power again, the user can restore lost plasma chakra to the aura, reinforcing it once again.

Cost: [150*0.9]-3[Con]-40[Nin Amp III]=92 Chakra
Creating shield with 250hp for 4 turns.

=Utilised Skills and Equipment==
Ninjutsu Amplifier [Rank 3]

Spoiler

All Ninjutsu cost 40 less Chakra and do 40 more damage.


Shiva, the Destroyer

Spoiler

Sometimes it takes the form as a blessing on unknown origin, sometimes as a hardened ideology crafted from an early age, and sometimes its seen as an innate ability for Ninjutsu. Regardless of its origin, the results are the same. You take to Ninjutsu techniques like a fish in water, but Genjutsu simply evades or does not interest you. Some may come to fear the power you possess, but you know that it comes at a vast cost.
Ninjutsu from the user will deal an additional 20% base damage and cost 10% less Chakra, rounded up. This multiplier, in this case and this case only, allows you to break the base damage cap. The taker of this skill may not use Genjutsu and may not have any skills that give negative effects towards Genjutsu abilities.


==Loss Tag==
Loss: HP-|Cha-92|Sta-
Gain: HP-|Cha-|Sta-
Total: HP-|Cha-92|

Otome's Speed Percentile was 53, but is now 77.
 

Spoiler

Otome, whose Turn Order is 53, and which will be 106 at the end of the turn. (Turn #1)
Nijiko, whose Turn Order is 78, and which will be 156 at the end of the turn. (Turn #2)
Otome, whose Turn Order is 106, and which will be 183 at the end of the turn. (Turn #3)
Nijiko, whose Turn Order is 156, and which will be 234 at the end of the turn. (Turn #4)
Otome, whose Turn Order is 183, and which will be 260 at the end of the turn. (Turn #5)
Nijiko, whose Turn Order is 234, and which will be 312 at the end of the turn. (Turn #6)
Otome, whose Turn Order is 260, and which will be 337 at the end of the turn. (Turn #7)
Nijiko, whose Turn Order is 312, and which will be 390 at the end of the turn. (Turn #8)
Otome, whose Turn Order is 337, and which will be 414 at the end of the turn. (Turn #9)
Nijiko, whose Turn Order is 390, and which will be 468 at the end of the turn. (Turn #10)
Otome, whose Turn Order is 414, and which will be 491 at the end of the turn. (Turn #11)

 

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Nijiko hated being surprised, even worse, she hated being surprised atop a speeding train by a lawman behind her. Several things wrong with the current scenario. Purposefully, but not hastily, Nijiko swung around to look her aggressor in the eye. Except there was no eye to meet hers. Instead, she saw the top of a hat. under the hat was a small girl. "Girlie, you playin' dress up? This here is a time fer adults." Nijiko knew exactly who the child was. In spite of her age and size, tales of a new sheriff had reached her ears and details such as age and height don't easily get forgotten when at such extremes.

 

"If we gun' play, girlie, I'mma invite some friends to this lil' tea party." Nijiko brought her fingers to her lips and let loose an ear splitting whistle. Almost immediately, two more bandits, dressed identically to Nijiko appeared from below. All of them smirked in the same dastardly way. "Ain't no one mess with the Mirage Sister Gang." Nijiko said. She brought her fingers to her lips a second time and another whistle pierced the air. Like before two more girls dashed to the top of the train, reacting to their leader's call. Now, five of the Mirage Sisters stood a top the speeding train against one little girl.

 

"What'cha say, Girlie? Reckon we dance?"

 

Response Phase:
No Action

 

Setup Phase:

Bunshin No Jutsu | Clone Technique | 分身の術 I
Type: Ninjutsu [Void]
Rank: Academy Student
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique ‘x’ is considered to be the number of ‘Clones’ created by the user and may never be greater than 2. ‘Clones’ have 1 Health and 1% of the user’s other statistics. ‘Clones’ are not physical, and may not use items, techniques or attack during their turn. The user of this technique gains +20 Evasion or +20 Accuracy for every ‘Clone’ on the battlefield. The effects of 'Clones' may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshinjutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: 1 [Creation; 0]

 

Nijiko Creates 2 Clones!
Effect: +40 Evasion

Cost: 10 Chakra

 

Main Phase:

Bunshin No Jutsu | Clone Technique | 分身の術 I
Type: Ninjutsu [Void]
Rank: Academy Student
Cost: 5x Chakra
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique ‘x’ is considered to be the number of ‘Clones’ created by the user and may never be greater than 2. ‘Clones’ have 1 Health and 1% of the user’s other statistics. ‘Clones’ are not physical, and may not use items, techniques or attack during their turn. The user of this technique gains +20 Evasion or +20 Accuracy for every ‘Clone’ on the battlefield. The effects of 'Clones' may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshinjutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.
Points: 1 [Creation; 0]

 

Nijiko Creates 2 Clones!
Effect: +40 Evasion

Cost: 10 Chakra


Nijiko's new Evasion: 1040!

 

Loss Phase:

 

Speed Percentile: 78

Turn Order: 156

 

HP: +0 | -0 | =0
Chakra: +20 | -20 | =0
Stamina: +0 | -0 | =0
 

Skills:

Stasis Flow Rank 1

 

Description: The flow of chakra and stamina within the body has been the center of deep philosophic and meditative debate for ages. It is believed that if a person is able to harmonize the flow of chakra and stamina within their body that they can in effect have them flow perfectly throughout the body. Through years of on and off study, researchers were able to apply scientific reasoning to this theory. They found that if the pressure within the body between the stamina and chakra could be equalized, that the two could flow within the body more effectively and even, through training, use each other's traffic lines throughout the body. They proved this by showing that the 'pressure' (This word is used for lack of a better term. It refers to the energy per cubic inch based on the potential energy of the substance. All stamina and chakra within a body has a set amount of potential energy that they contain at any point) of each could be used interchangeably and at a certain point it becomes hard to tell the two apart. Because of such, the regenerative properties of each substance that was traditionally thought to be separate can actually be considered one in the same, but only when the pressure is the same from each.
Effect: The character's Chakra and Stamina regeneration are replaced with the following. User's Chakra and Stamina maximums must be the exact same or this skill has no effect.
- Rank 1: Gain 10% of your Total Chakra & Stamina every turn. Five post training required.
-6 Sp

Edited by PandaMattMatt
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"I see you have some friends huh, Mirage Sister Gang was it? There's a warrant out for bringing you lot in, and my boys and I are the totally princess team that're gonna do it!" With smirk, Otome drew a flare off her belt and fired it up into the air, moments later eight grappling hooks were cast onto the carriage top and eight officers leaped from horseback to climb up onto the roof. Each was dressed identically to Otome, despite all being fully grown men. The long dark skirts suited them well. "This is my totally princess special forces team, and we're gonna take you out!" Reinforced by her officers, Otome drew a large black ball from her waist, another of the good doctor's inventions. It was a grappling grenade, packed with high-powered explosives, and as Otome cast it down at the gang leader's feet, the heavy iron claws burst out and dug hard into the ground, and the internal mechanisms began the count-down to combustion. "Last chance to surrender, I can make a plea deal if you're real nice about it."

==Response Phase==
No Action

==Set-Up Phase==

Using technique Bunshin no Jutsu III
 

Spoiler

Type: Ninjutsu 
Rank: Chuunin 
Cost: 5x Chakra 
Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique 'x' is considered to be the number of 'Clones' created by the user and may never be greater than 8. 'Clones' have 1 Health and 1% of the user's other statistics. 'Clones' are not physical, and may not use items, techniques or attack during their turn. The user of this technique gains +20 Evasion or +20 Accuracy for every 'Clone' on the battlefield. The effects of 'Clones' may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle. 
Description: A technique that most students are required to be proficient in before they can graduate from the academy, the Bunshin no Jutsu is the most basic of the myriad of clone techniques that exist in the world. By properly molding their chakra, the user is capable of creating near perfect replicas of themselves. Unlike most bunshin jutsu, the basic clone technique does not produce physical clones but creates something more akin to a projected image, which is a real image that has no form. The Clone Technique is considered an E-Ranked jutsu, and is not very powerful, but with practice and ingenuity many shinobi have come to use it in masterful ways. Most often stalling by hiding out among their clones, or setting themselves up for a strong offensive.

Creating 8 clones for +160 Accuracy
Cost: [[5*8]*0.9]-40-1=20 (maximum 50% reduction)

Otome's new stats:
 

Spoiler

(Taijutsu) 0
(Defense) 1400
(Ninjutsu) 500
(Genjutsu) 0
(Concentration) 100
(Speed) 1200
(Accuracy) 1160
(Evasion) 100

 

==Main Phase==

Using technique: Soukidan

Spoiler

Rank: Chuunin [Plasma]
Cost: 130 Chakra
Damage: 100
Effects: The target does not respond to this technique until the turn after their next. The target must roll to respond to this technique before any other on the turn it is responded to. This technique inflicts Exhausted [1] on the turn it hits.
Description: The user creates a glowing ball of plasma energy in their hand before throwing it into the air. The ball hangs ominously over the battlefield until directed to strike, which it does so in a confusing pattern which is designed to cause fear and stress in those whom it strikes.

Cost: [130*0.9]-40-3=74 Chakra
To Hit: 60(Base)+116(Acc)+8(Lightning)-104(Eva)=80%
Damage: [100*1.2]+40(Nin Amp III)+125(Nin)-155(Def)=130
Effects: Exhausted [1]

Spoiler

Whenever you spend Stamina or Chakra, you must spend an additional 20%. Shares stacks with 'Tired'. 
Max Duration: 3 turns

Do not roll to dodge this technique on your turn, roll to dodge on your following turn.

 

==Loss Tag==
Loss: HP-|Cha-94|Sta-
Gain: HP-|Cha+150|Sta-
Total: HP-|Cha-36|Sta-

Otome's speed percentile is 77
Otome's turn order is 183

Spoiler

Otome, whose Turn Order is 53, and which will be 106 at the end of the turn. (Turn #1)
Nijiko, whose Turn Order is 78, and which will be 156 at the end of the turn. (Turn #2)

Otome, whose Turn Order is 106, and which will be 183 at the end of the turn. (Turn #3)
Nijiko, whose Turn Order is 156, and which will be 234 at the end of the turn. (Turn #4)
Otome, whose Turn Order is 183, and which will be 260 at the end of the turn. (Turn #5)
Nijiko, whose Turn Order is 234, and which will be 312 at the end of the turn. (Turn #6)
Otome, whose Turn Order is 260, and which will be 337 at the end of the turn. (Turn #7)
Nijiko, whose Turn Order is 312, and which will be 390 at the end of the turn. (Turn #8)
Otome, whose Turn Order is 337, and which will be 414 at the end of the turn. (Turn #9)
Nijiko, whose Turn Order is 390, and which will be 468 at the end of the turn. (Turn #10)
Otome, whose Turn Order is 414, and which will be 491 at the end of the turn. (Turn #11)

 

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Nijiko knew that having backup was likely to happen, even if it meant she and he sisters were outnumbered. The young sheriff threw a contraption down at her feet that began a count down. It didn't bother her yet, but she knew that this was going to a be for the long haul.

 

She pulled a pistol from the belt, not the colt she cherished, but a spare gun that she had packed with a strange powder a witch doctor had given her. Taking careful aim at the little girl, Nijiko shot the bullet. 

 

Response Phase
No Action

 

Setup Phase

No Action

 

Main Phase
 

Sacred Arrow of the Phantom | Genzou Hamaya

Spoiler

Type: Genjutsu 
Rank: Gennin 
Cost: 45 Chakra 
Damage: 20 Ghost Damage 
Effect: The target of this technique is afflicted with 'Weakened' for one (1) turn. 
Description: A surprisingly quick attack, the user of this technique only needs to perform one quick hand seal to release Chakra into the air; this Chakra will affect a target's mind and cause him/her/it to imagine an arrow being shot at him/her/it.
Points: 3

 

Target: Otome
Damage: 20 [Base] + 20 [Genjutsu Mod] = 40 Ghost Damage
Genjutsu Shaper Triggers: On a roll of 1-60, "Weakened" lasts 1 turn longer.

Chance to Hit: 60 [Base] + 10% [Con Mod] = 70% Chance to Hit

Cost: 45 Chakra

 

Loss Phase:

 

Speed Percentile: 78

Turn Order: 234

 

HP: +0 | -0 | =0
Chakra: +30 | -45 | =-15
Stamina: +0 | -0 | =0
 

Skills:

Stasis Flow Rank 1

 

Description: The flow of chakra and stamina within the body has been the center of deep philosophic and meditative debate for ages. It is believed that if a person is able to harmonize the flow of chakra and stamina within their body that they can in effect have them flow perfectly throughout the body. Through years of on and off study, researchers were able to apply scientific reasoning to this theory. They found that if the pressure within the body between the stamina and chakra could be equalized, that the two could flow within the body more effectively and even, through training, use each other's traffic lines throughout the body. They proved this by showing that the 'pressure' (This word is used for lack of a better term. It refers to the energy per cubic inch based on the potential energy of the substance. All stamina and chakra within a body has a set amount of potential energy that they contain at any point) of each could be used interchangeably and at a certain point it becomes hard to tell the two apart. Because of such, the regenerative properties of each substance that was traditionally thought to be separate can actually be considered one in the same, but only when the pressure is the same from each.
Effect: The character's Chakra and Stamina regeneration are replaced with the following. User's Chakra and Stamina maximums must be the exact same or this skill has no effect.

 

Genjutsu Shaper | Rank 3

 

Description: The human mind is such a soft, soft thing. So easy to manipulate with the right pressure.
Effect: For every rank in this skill, status effects the user inflicts with Genjutsu on opponents have a chance to last one post longer based on the opponent's dodge roll. This will not allow you to break the maximum post duration of any status effect.
Ranks: 3; On a dodge roll of a 1-60, status effects last one turn longer.

 

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Otome stared in disbelief as the bullet passed through the barrier the doctor had created for her and struck her square in the forehead. "You...you dare hit me? I AM SHERIFF! YOU BANDIT UPSTARTS BETTER GET YOUR THINGS IN ORDER BECAUSE I AM THE TOTALLY PRINCESS ONE IN CHARGE OF THIS OPERATION, AND I'LL BE DAMNED IF YOU'RE GONNA STOP ME HERE!" Otome fumed at the insult, her fellow officers each taking a wide step to clear the distance between them. Otome's rage had become legendary in her short stint as sheriff, and they didn't wish to have any of it reflect poorly on them lest she turn her ire upon them. Luckily for Otome. her brief exit from coherency did not stop the flow of the battle, her explosive device from earlier was set to explode any second now, even as her body grew enfeebled as the powder from the strange bullet seeped into her skin.

 

==Response Phase==

Dodging Sacred Arrow: 58, Hit!
Damage: 20 Ghost Damage
Effects: Weakened [2], Stunned [1]

 

==Set-Up Phase==
No Action

==Main Phase==

STUNNED!

 

==Loss Tag==
Loss: HP-|Cha-|Sta-|Gho-20
Gain: HP-|Cha+150|Sta-|Ghost-
Total: HP-|Cha-|Sta-|Gho-20

==Skills Used==


Combinatorial; Plasma

Spoiler

May use Plasma Element techniques. If an opponent was struck with a Plasma technique in a turn, they take x unmodified damage during their Main Phase where x is equal to 20% of the total Chakra and Stamina they spend in that phase. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it.
Requirements: Subtle Elements; Fire, Lightning & Wind


Subtle Elements; Lightning
 

Spoiler

May use Lightning element techniques. All Lightning techniques have a +8% chance to hit. All 5 'Subtle Element' skills share ranks, however each skill may only be taken once.

 

 


Plasma Aura has 2 turns remaining.
Weakened has 1 turn remaining.
Stunned expires.
Soukidan will hit for 285 and Exhausted 1 this turn [100*1.2]+40(Nin Amp III)+125(Nin) with a 184% chance to hit 60(Base)+116(Acc)+8(Lightning).

Otome's Speed Percentile is 77.
Otome's Turn Order is 260.

Spoiler

Otome, whose Turn Order is 53, and which will be 106 at the end of the turn. (Turn #1)
Nijiko, whose Turn Order is 78, and which will be 156 at the end of the turn. (Turn #2)
Otome, whose Turn Order is 106, and which will be 183 at the end of the turn. (Turn #3)
Nijiko, whose Turn Order is 156, and which will be 234 at the end of the turn. (Turn #4)

Otome, whose Turn Order is 183, and which will be 260 at the end of the turn. (Turn #5)
Nijiko, whose Turn Order is 234, and which will be 312 at the end of the turn. (Turn #6)
Otome, whose Turn Order is 260, and which will be 337 at the end of the turn. (Turn #7)
Nijiko, whose Turn Order is 312, and which will be 390 at the end of the turn. (Turn #8)
Otome, whose Turn Order is 337, and which will be 414 at the end of the turn. (Turn #9)
Nijiko, whose Turn Order is 390, and which will be 468 at the end of the turn. (Turn #10)
Otome, whose Turn Order is 414, and which will be 491 at the end of the turn. (Turn #11)

 

Edited by Princess
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Note: Otome only takes 20 Ghost Damage from previous Genjutsu Attack. I forgot Nijiko has a skill that no longer modifies Ghost Damage in exchange for full mods on self buffing Genjustu.

 

Nijiko couldn't help but smirk from under her covered face. Whatever gadgetry and hokum the little sheriff had up her sleeve, it didn't seem to hold a candle to the old witch doctor's brew. Nijiko had plenty of it in store and knew it was best to continue using it. However, she had to deal with the contraption that was just about to strike zero. Giving another whistle her sister scrambled to pry the machine off the train and toss it overboard, but to no avail. Nijiko herself stood full force in the blast, wishing it was nay number of her sisters instead of her.

 

However, now she was angry. Instead of the pea shooter she had just used, Nijiko replaced her gun and clenched her fists. From no where, colorful sparks began to spray from her entire body. More gifts from the medicine doctor. He one time sent her on a spirit quest. When she finally came too, he said that there had been a spirit guardian that watched over her now. The sparks appeared at the same time as the spirit guardian.

 

With a suddenly blur of color and momentum, aimed to slam herself full force against the tiny sheriff. The energy that coursed through her body would linger, letting her move faster and more effectively. A bellowing that could be heard above even the roar of the locomotive beneath them shook and reverberated. It sounded like Nijiko but different. There was clearly something else with her, but acting as one. 

 

"SHUDDUP GIRLIE!"

 

Response Phase:

 

Nijiko uses Illusion of Many Selves!

Fail Chance: 45 Success

Effect: 150 [Base] + 50 [Genjutsu Mod] = +200 Evasion

Cost: 100 Chakra

Chance To Hit: 184% Chance [Incoming] - 124% [Modified Evasion] = 60% Chance to Hit

Roll: 6 Hit!

Damage: 285 [Incoming] - 155 [Defense] = 130 Damage

Nijiko is "Exhausted" for 1 turn!

 

Technique

 

Spoiler

 

Illusion of Many Selves | 幻術の多い自己 | Genjutsu no Ōi-Jiko

Type: Genjutsu [Response Phase | Evolving]
Rank: Chuunin
Cost: 100 Chakra
Effect: User gains +150 Evasion. This technique is used in the Response Phase as a Free Action. This technique must be referenced in the dodge roll it is modifying. This technique may be used 2 times per battle and has a 5% chance to fail.
Description: A more effective and advanced form of the Mirage Illusion, the shinobi creates a multitude of identical, but entirely false images of themselves, making it much easier to avoid incoming attacks.
Points: 4 jp [Evolving; Genjutsu no Iku-Jiko: 2]

 

 

 

Setup Phase

No Action

 

Main Phase

 

Nijiko Uses Firework Release: Accelerated Assault!

Damage: 40 [base] + 50 [Ninjutsu] + 50 [Taijutsu] + 40 [Nin Amp 3] + 40 [Tai Weight 3] + 60 [Ninjutsu Mastery 6] = 280 Damage

Effect: Nijiko is "Haste" for 2 turns!

Nijiko's new Speed: 1363

Chance to Hit: 60 [Base] + 90% [Acc Mod] = 150% Chance to Hit

Chakra Cost: 40 [Base] - 40 [Nin Amp 3] = 20 *1.2 [Exhausted] = 24 Chakra

Stamina Cost: 40 [Base] - 40 [Tai Weight 3] = 20 *1.2 [Exhausted] = 24 Stamina

Nijiko takes 9 Unmodified Damage

 

Technique

 

Spoiler

 

Firework Release: Accelerated Assault

|Kabiton: Kasoku Totsugeki | 花火遁: 加速突撃|

Spoiler

Type: Taijutsu/Ninjutsu [Firework | Hanabi]
Rank: Chuunin
Cost: 50 Stamina 50 Chakra
Damage: 40
Effect: User is under the effects of “Haste” for two (2) turns
Description: Forming a series of seals while running towards the opponent, the Hanabi suddenly becomes a blur of colorful sparks. The Opponent is struck from all sides by several attacks only able to catch glimpses of the Hanabi. After the assault is finished, the Hanabi continues to spout fireworks from their body, increasing their speed.
Points: 5


 

 

Loss Phase:

 

Speed Percentile: 69

Turn Order: 303

 

HP: +0 | -139 | =-139
Chakra: +30 | -124 | =-109
Stamina: +30 | -24 | =0
 

Skills:

 

The Path of the Mentalist

Spoiler

- Sound Mind: User now applies 100% of their Genjutsu Stat modifier on Genjutsu that adjust the stats of themselves or Allies. In addition, the character's Genjutsu stat may no longer modify Ghost Damage.

 

Combinatorial; Firework

 

Allows the use of the Firework element. Opponents hit by a technique with the Firework element roll a 1d20. 1-4 results in one (1) turn of "Impaired Hearing", 4-7 results in one (1) turn of "Impaired Eyesight". A roll of 4 results in both status effects being applied.
Requirements: Subtle Elements: Fire and Subtle Elements Lightning 
-0 Sp


 
Ninjutsu Mastery [Firework] | Rank 6

 

Description: A master of the ninja magic arts, you bend your specialty element to your whim.
Effect: For each rank of this skill choose a Ninjutsu Element. Ninjutsu of the chosen type of Element will deal a bonus +5 damage per ninja rank of the technique (per skill rank). You may choose "Void" Ninjutsu as your chosen element, which would include any Ninjutsu that does not fall under a specific type of element.
Ex: Genin techniques gain +5 damage, Chuunin techniques gain +10 damage, etc.
Cost: -3

 

Chakra Enhanced Crystal Ring

Spoiler

Attribute; Ninjutsu Amp Rank 3
Description; A small ring with a pale blue stone in the center. It reacts to chakra and acts as a focal point to increase the efficiency of chakra molding as well as conservation.

 

Solid Stone Ankle Weights

Spoiler

Attribute; Taijutsu Weight Rank 3
Description: A pair of ankle weights made form solid stone. While they may seem small, compact even, they weigh more than they appear and pack a wallop.

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It was with no small amount of joy that Otome watched the good doctor's device explode, the blast catching her foe full on exactly as she intended. The diminutive sheriff placed her hands on her hips and chortled out loud, certain that victory would be hers. Her bravado quickly turned to concern when the bandit's hands sparked with energy as she rushed Otome with a raging battle cry and vengeance in her eyes. Otome had nigh on no hand to hand skill, she relied on her gunslinging almost exclusively, and she raised her arms to cower under the blow that came at speeds Otome was left slack jawed in shock of. There was more than the bandit to face, some other...spectral creature. This was something no amount of law training could prepare her for, and even as the most incredible genius of a generation, she was a girl of science and technology! This was black magic, or something worse!

Thus, Otome's eyes shut expecting the agonising pain of a blow that never came. When she opened her eyes the creature's hand was stopped, dead in its tracks by the doctor's aura. It had worked, much to the shock of just about everyone having seen it fall flat just moments before. The aura didn't survive the blow, it's energy expended against the supernatural horror, but Otome emerged nigh unscathed. Renewed vigour shot through Otome as she drew her trusty rifle and cocked the firing mechanism, it was time to show off her signature quick shooting skills. "Hahahahaa, you're evil is nothing to the righteous and totally princess power of the law! It's my turn to play now, dodge these!" With a rapid flicking of her wrist, Otome launched four shells from her rifle, each with the phosphorus rounds the doctor had called his 'Hellfire Ammunition', these would burn much like the bomb had, and hopefully it'd be enough to bring this foe down but quick.

==Response Phase==
Otome hit with Soukidan for 130 damage. Absorbed Chakra;a becomes Absorbed Chakra;Hanabi Nijiko and gains 65 points due to Rinha Chakra Absorption.
 

Spoiler

Rinha Chakra Absorption
Effect: Characters with this skill gain 1 ‘Absorbed Chakra; a’, 'Absorbed Chakra; b', 'Absorbed Chakra; c' or 'Absorbed Chakra; d', for every 2 damage dealt with a physical attack. Absorbed Chakra gained is of the same name as the character who suffers the damage.
Description: The source of the Rinha’s power. Though their chakra vaults store stolen chakra, without the means to claim it, they serve no purpose. By delving into forbidden techniques from ages past, the Rinha can learn to siphon a fraction of their foe’s lifeforce, channeling it into their vaults and making it their own.

Dodging Accelerated Assault: 14, Hit!
Rolling for Firework: 8, No Effect!
Damage: [280-250](Plasma Aura)-350(Def)=2 (5% minimum damage)
 

==Set-Up Phase==
No Action

==Main Phase==
Using technique Renzoku Plasma-Ha

Spoiler

Rank: Chuunin [Plasma]
Cost: 24x Chakra
Damage: 30 per strike
Effects: This technique performs x strikes, up to a maximum of 4. 
Description: The user weaves a string of hand seals before leaping into the air and throwing a dazzling barrage of plasma balls down upon their foe from above. While each strike may lack the destructive power of other plasma techniques, the sheer number fired almost guarantees one shot is going to get through.

Making 4 Strikes
Cost: [[24*4]*0.9]-40-2=48 (Minimum 50%)
To Hit: 60+8(Lightning)+116(Acc)=184%
Damage: [30*1.2]+[40/4](Nin Amp)+[60/4](Nin/2)=61 Damage per Strike

==Loss Phase==
Loss: HP-2|Cha-48|Sta-|Gho-20
Gain: HP-|Cha+150|Sta-|Ghost-|Absorbed Chakra;Hanabi Nijiko+65
Total: HP-2|Cha-|Sta-|Gho-20|Absorbed Chakra;Hanabi Nijiko+65

Plasma Aura is destroyed.
Weakened expires.

==Skills Used==

Combinatorial; Plasma

Spoiler

May use Plasma Element techniques. If an opponent was struck with a Plasma technique in a turn, they take x unmodified damage during their Main Phase where x is equal to 20% of the total Chakra and Stamina they spend in that phase. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it.
Requirements: Subtle Elements; Fire, Lightning & Wind

 

Subtle Elements; Lightning

Spoiler

May use Lightning element techniques. All Lightning techniques have a +8% chance to hit. All 5 'Subtle Element' skills share ranks, however each skill may only be taken once.

 

 

Otome's Speed Percentile is 77

Otome's Turn Order is 337

Spoiler

Otome, whose Turn Order is 53, and which will be 106 at the end of the turn. (Turn #1)
Nijiko, whose Turn Order is 78, and which will be 156 at the end of the turn. (Turn #2)
Otome, whose Turn Order is 106, and which will be 183 at the end of the turn. (Turn #3)
Nijiko, whose Turn Order is 156, and which will be 234 at the end of the turn. (Turn #4)
Otome, whose Turn Order is 183, and which will be 260 at the end of the turn. (Turn #5)

Nijiko, whose turn order is 234, and which will be 303 at the end of the turn. (Turn #6)
Otome, whose Turn Order is 260, and which will be 337 at the end of the turn. (Turn #7)
Nijiko, whose Turn Order is 303, and which will be 372 at the end of the turn. (Turn #8)
Otome, whose Turn Order is 337, and which will be 414 at the end of the turn. (Turn #9)
Nijiko, whose Turn Order is 372, and which will be 441 at the end of the turn. (Turn #10)
Otome, whose Turn Order is 414, and which will be 491 at the end of the turn. (Turn #11)
Nijiko, whose Turn Order is 441, and which will be 510 at the end of the turn. (Turn #12)
Otome, whose Turn Order is 491, and which will be 568 at the end of the turn. (Turn #13)
Nijiko, whose Turn Order is 510, and which will be 579 at the end of the turn. (Turn #14)
Otome, whose Turn Order is 568, and which will be 645 at the end of the turn. (Turn #15)
Nijiko, whose Turn Order is 579, and which will be 648 at the end of the turn. (Turn #16)    

 

Edited by Princess
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Nijiko and her spirit guardian had not managed to so much as scratch the Sheriff, but they were not about to stop. Even as the sheriff's blazing rounds shot from her rifle hit her skin, the spirit animal that protected her kept the bullets from doing much of anything other than hitting her skin and falling to the ground useless.

 

Again, the power surged through her, and again she and the spirit shot towards the sheriff. This time a slurry of blows aimed at her and without the scathing aura that once protected her.

 

 

Response Phase:

Plasma-Ha Chance to Hit: 184% [Incoming] - 104 [Evasion] = 80% Chance to Hit

Strike 1: 82 Dodge!

Strike 2: 15 Hit!

Strike 3: 48 Hit!

Strike 4: 89 Dodge!

Damage: 61 [Incoming] - 77 [Def/2] = 3 Damage [5% min] x2

 

Setup Phase:
No Action

 

Main Phase

 

Nijiko Uses Firework Release: Accelerated Assault!

Damage: 40 [base] + 50 [Ninjutsu] + 50 [Taijutsu] + 40 [Nin Amp 3] + 40 [Tai Weight 3] + 60 [Ninjutsu Mastery 6] = 280 Damage

Effect: Nijiko is "Haste" for 2 turns!

Nijiko's new Speed: 1363

Chance to Hit: 60 [Base] + 90% [Acc Mod] = 150% Chance to Hit

Chakra Cost: 40 [Base] - 40 [Nin Amp 3] = 20 *1.2 [Exhausted] = 24 Chakra

Stamina Cost: 40 [Base] - 40 [Tai Weight 3] = 20 *1.2 [Exhausted] = 24 Stamina

Nijiko takes 9 Unmodified Damage

 

Technique

Spoiler

 

Firework Release: Accelerated Assault

|Kabiton: Kasoku Totsugeki | 花火遁: 加速突撃|

Type: Taijutsu/Ninjutsu [Firework | Hanabi]
Rank: Chuunin
Cost: 50 Stamina 50 Chakra
Damage: 40
Effect: User is under the effects of “Haste” for two (2) turns
Description: Forming a series of seals while running towards the opponent, the Hanabi suddenly becomes a blur of colorful sparks. The Opponent is struck from all sides by several attacks only able to catch glimpses of the Hanabi. After the assault is finished, the Hanabi continues to spout fireworks from their body, increasing their speed.
Points: 5

 

Loss Phase:

 

Speed Percentile: 69

Turn Order: 372

 

HP: +0 | -15 | =-154
Chakra: +30 | -24 | =-103
Stamina: +30 | -24 | =0

 

Skill:

Firework Progression Mastery | 花火進行習得 | Hanabi Shinkō Shūtoku

Rank 2
Effect: When a Firework technique is used, the chance of inflicting a status effect from the Firework Element becomes: 1-8 results in one (1) turn of "Impaired Hearing", 6-13 results in one (1) turn of "Impaired Eyesight". A roll of 6-8 results in both status effects being applied. In addition, the user may add +4 to the Control Roll. This replaces Rank 1.
Requirement: Level 30
Cost: -1 sp

Edited by PandaMattMatt
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Otome was a touch concerned when her beloved Plasma struck wildly ineffectively. Perhaps that accursed spectral presence was defending the bandit as well as enhancing her strikes, Otome couldn't tell for certain but a change of tact was in order. Before she could act upon her new idea though, Nijiko exploded in a burst of speed and slammed sparking blows into Otome, the flurry throwing sparking bursts of energy up into her chest twice then again into her face. The sudden flash hurt her eyes, and everything was cast over with a deep distorted black hue as Otome adjusted to the sudden change in her eyesight quickly, but not quickly enough.


"Not bad, but it'll take more than that to stop the totally princess powers of the law!" With one fluid motion, Otome cast Plasma back into its case and drew forth the alchemical pistol, Fire. Each of it's glass forged rounds contained a volatile liquid that burned intensely and brightly once the two separate elements were combined. If Nijiko was going to take Otome's eyes and ears, Otome would have to see about melting her face. It was only fair.

==Response Phase==
Otome hit for 3 damage last turn, gains 1 Absorbed Chakra; Hanabi Nijiko
Otome hit for 3 damage last turn, gains 1 Absorbed Chakra; Hanabi Nijiko
Dodging Accelerated Assault: 76, Hit!
Firework: 3, Impaired Eyesight!
Damage: 280-350(Def)=14 (Min 5%)
Otome's New Stats:

Spoiler

(Taijutsu) 0
(Defense) 1400
(Ninjutsu) 500
(Genjutsu) 0
(Concentration) 100
(Speed) 1200
(Accuracy) 1044
(Evasion) 100

 

==Set-Up Phase==
No action

==Main Phase==
Otome using Fire Release, Great Fireball Technique II

Spoiler

Type: Ninjutsu [Fire] 
Rank: Chuunin 
Cost: 40 + 5x Chakra 
Damage: 50 
Effect: The value of x is a number between 0 and 5, chosen when this technique is utilized. This technique afflicts one (1) turn of 'Burning: 10x'. 
Description: Originally crafted as a signature technique of the Uchiha clan of Konohagakure, Gōkakyū no Jutsu has found its way into the hands of both common Konoha shinobi and further into the world at large. Though most powerful when handled by a member of its origin clan, Gōkakyū no Jutsu is a formidable and relatively easy to use technique wherein the user kneads chakra inside their body, converts it to fire, then expels flames rapidly from their mouth. Though the technique gains its namesake from a large orb shape, it is easily used as a continuous flame-thrower whose volume can be controlled through raw chakra output. The impact of this technique is not the most potent, but it easily burns away its targets and often leaves a scorched crater in its wake.

Cost: 65*-40=32(Minimum 50%)
To Hit: 60(Base)+104(Acc)=164
Damage: [40*1.2]+40(Nin Amp)+125(Nin)=213
Effects: Burning 50 [1], Burning 11 [1]

==Skills Used==
Subtle Elements; Fire

Spoiler

Effect: May use Fire element techniques. All Fire techniques deal an additional 5% of their total damage in burn damage (bleed damage when burn damage doesn't make sense) on the following turn, rounded up. All 5 'Subtle Element' skills share ranks, however each skill may only be taken once.


==Loss Tag==
Loss: HP-14|Cha-32|Sta-|Gho-
Gain: HP-|Cha+150|Sta-|Ghost-|Absorbed Chakra;Hanabi Nijiko+2
Total: HP-16|Cha-|Sta-|Gho-20|Absorbed Chakra;Hanabi Nijiko+67

Otome's Speed Percentile is 77
Otome's Turn Order is 414

Spoiler

Otome, whose Turn Order is 53, and which will be 106 at the end of the turn. (Turn #1)
Nijiko, whose Turn Order is 78, and which will be 156 at the end of the turn. (Turn #2)
Otome, whose Turn Order is 106, and which will be 183 at the end of the turn. (Turn #3)
Nijiko, whose Turn Order is 156, and which will be 234 at the end of the turn. (Turn #4)
Otome, whose Turn Order is 183, and which will be 260 at the end of the turn. (Turn #5)
Nijiko, whose turn order is 234, and which will be 303 at the end of the turn. (Turn #6)
Otome, whose Turn Order is 260, and which will be 337 at the end of the turn. (Turn #7)

Nijiko, whose Turn Order is 303, and which will be 372 at the end of the turn. (Turn #8)
Otome, whose Turn Order is 337, and which will be 414 at the end of the turn. (Turn #9)
Nijiko, whose Turn Order is 372, and which will be 441 at the end of the turn. (Turn #10)
Otome, whose Turn Order is 414, and which will be 491 at the end of the turn. (Turn #11)
Nijiko, whose Turn Order is 441, and which will be 510 at the end of the turn. (Turn #12)
Otome, whose Turn Order is 491, and which will be 568 at the end of the turn. (Turn #13)
Nijiko, whose Turn Order is 510, and which will be 579 at the end of the turn. (Turn #14)
Otome, whose Turn Order is 568, and which will be 645 at the end of the turn. (Turn #15)
Nijiko, whose Turn Order is 579, and which will be 648 at the end of the turn. (Turn #16)   

 

Edited by Princess
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*Otome should be inflicted with "Impaired Hearing" on a roll of 3 rather than "Impaired Eyesight". I'll respond to your attack as if Otome was not "Impaired Eyesight"

 

Nijiko knew that her attacks were not effective, but it seemed the effects of her spirit guardian were taking their toll on the small sheriff. It seemed like an uphill battle, but Nijiko was juts too damn stubborn to give it up. She'd be fighting the law down to her last breath before turning herself in. The law, it seemed, was determined for those lasts breaths too. As the sheriff put away one of her revolvers and withdrew another. 

 

This one, looked different. It felt different too as the glass rounds slammed into her body. The liquid smelled off and already she could feel it begin to burn. It was a likely to do something soon, but for now, it was just a nuisance. 

 

Nijiko had to rebut the attack, but she was running out of ideas and tricks, but she wasn't out just yet. She grabbed a large, sharpened tomahawk from her back and threw it with her best accuracy at Otome. There was an otherworldly cry from the beast whose presence could not be ignore and the tomahawk burst into a colorful array of energy.   

 

Response Phase:

Fire Release, Great Fireball Technique II Chance to Hit: 184% [Incoming] - 104% [Evasion] = 80% Chance to Hit

Roll: 79 Block!
Damage: 213 [Incoming] - 155 [Defense] = 58/2 [Block] = 29 Damage

Next Turn Nijiko will suffer 61 Burning Damage

Setup Phase

Nijiko Draws 1 Kite Shuriken

 

Main Phase

Nijiko Triggers Explosive Color!

Kite Shuriken is now considered to be the "Firework" Element!

Nijiko Triggers Firework Brilliance!

Kite Shuriken [Firework] is now modified by Ninjutsu as well!

 

Nijiko throws 1 Kite Shuriken [Firework]!

 

Target: Otome

Cost: 1 Stamina and 1 Chakra

Damage: 50 [Base] + 25 [Ranged Ninjutsu Mod] + 25 [Ranged Taijutsu Mod] + 112 [Accuracy Ranged Mod] = 212 Damage

Chance to Hit: 60% [Base] + 90% [Acc Mod] = 150% Chance to Hit

 

Loss Phase

 

Speed Percentile: 69

Turn Order: 441

 

HP: +0 | -29 | =-183
Chakra: +30 | -1 | =-74
Stamina: +30 | -1 | =0

 

Skills:

 

Explosive Color | 爆発色 | Bakuhatsu-iro
Description: By learning how to impart their own volatile chakra into objects, the User is able to cause powerful explosions without being the source. This can be placing chakra into the fists to cause powerful explosions on contact or even putting chakra into a kunai and throwing it to attack from far away.
Restriction: Ranks must be purchased in order.

Rank 1
Effect: User may apply the [Firework] tag to any physical attack, but must pay an additional 10% of the attack’s cost as chakra.
Requirement: Firework Progression Mastery Rank 1
Cost: -2 sp

 

Firework Brilliance

Clan: Hanabi
Effect: When adding the [Firework] tag to thrown Small Weapons with the "Explosive Color" bloodline skill, the user may add their Ninjutsu modifier to the attack at a rate of 40:5.
Description: Within the Hanabi, there are those who prefer graceful offensives that could almost be considered art. Others who charge right through without thinking, destroying every obstacle with a crushing explosion. Of course, there are some who combine the best of both worlds and make their tools of death into strikingly beautiful objects of destruction. Classy mofos.
Cost: -2 sp

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The alchemical shell hit, totally princess! Otome's inner monologue cheered her on, the bullet itself had unfortunately struck far away from any vital areas, but one ignited that would hardly matter. With a guttural roar that nearly caused Otome to stagger back off the cart, Nijiko had drawn and hurled forth a wicked looking handaxe, wreathed in an impressive array of colours, no doubt a gift from the horrifying apparition that still surrounded Otome's foe. Otome wasn't too scared though, ranged combat was her speciality, and she was used to fighting against gunslingers, axes couldn't move fast enough to reach her, and while the ringing in her ears threw her balance off frustratingly, she still delicately slid down on her knees as the axe passed inches over her chest, drawing another clawed explosive and hurling it at Nijiko's feet. "You weren't fast enough to stop it last time, reckon you've got what it takes to be that totally princess this time?" With a twirl the little sheriff leaped up to her feet and made a quick finger guns motion as the alchemical liquid from Fire ignited.

 

==Response Phase==
Otome dealt 29 damage, gains 14 Absorbed Chakra; Hanabi Nijiko
Dodging Kite Shuriken: 97-5=92, Miss!

Impaired Hearing expires!

==Set-Up Phase==

No Action

==Main Phase==
Using Soukidan

Spoiler

Rank: Chuunin [Plasma]
Cost: 130 Chakra
Damage: 100
Effects: The target does not respond to this technique until the turn after their next. The target must roll to respond to this technique before any other on the turn it is responded to. This technique inflicts Exhausted [1] on the turn it hits.
Description: The user creates a glowing ball of plasma energy in their hand before throwing it into the air. The ball hangs ominously over the battlefield until directed to strike, which it does so in a confusing pattern which is designed to cause fear and stress in those whom it strikes.

Cost: [130*0.9]-40-3=74 Chakra
To Hit: 60(Base)+116(Acc)+8(Lightning)=184%
Damage: [100*1.2]+40(Nin Amp III)+125(Nin)=285
Effects: Exhausted [1]

==Loss Tag==
Loss: HP-14|Cha-74|Sta-|Gho-
Gain: HP-|Cha+150|Sta-|Ghost-|Absorbed Chakra;Hanabi Nijiko+14
Total: HP-16|Cha-|Sta-|Gho-20|Absorbed Chakra;Hanabi Nijiko+81

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Nijiko's tomahawk flew just above the sheriff, completely useless. It clattered off the train roof and fell to the rapidly speeding ground. While most would find this frustrating, Nijiko just smirked beneath her bandanna. At least until the strange smelling fluid Otome had shot her with suddenly burst into flame, just as the little girl pointed a pretend gun at her. Nijiko howled and yipped in pain, but quickly managed to subdue the flames.

 

This was not looking good for her, and many would urge her to turn tail and run, but instead, she drew her most prized possession. The highly polished, strange looking colt revolver. She pulled back the hammer and chuckled a little. The gun erupted into a spray of color just as Nijiko and her other attacks had.

 

"Gotta say Girlie, you ain't nearly as lacey as I thought you was." Nijiko felt it appropriate to concede the girls tenacity. It was lilt trying to take down a brick house with a few pebbles. Luckily, Nijiko had scarcely more than pebbles, but she would make do. Without hesitation, Nijiko pulled the trigger of her gun and aimed a bullet right at the little girl. This was the west, if she wasn't prepared to die, she shouldn't have become Sheriff. 

 

This give rise to another noise. A chuckle emanating from Nijiko. She glowed brightly, and there was an odd whistling that could be heard on the wind, even above the roar of the freight train. Nijiko picked up the hand that didn't hold Falling Star, her revolver, and held it out. Her fingers were spread as if waiting to receive. The whistling grew louder and suddenly, the tomahawk was back in her hand.

 

"Looks like your science against my indian magic. Funny lil' world, innit?"

 

Response Phase

None
Nijiko Takes 61 "Burning" Damage

 

Setup Phase

Nijiko Draws Falling Star

 

Falling Star

Type: Short Sword
Size: Medium
Description: A simple sword made to look shimmering by hammering down a special ore that changes color based on the angle it catches the light. The ore is highly reactive to chakra, creating a magnetic field around itself that disperses when swung. The faster it swings through the air, the more of a rainbow colored trail it will leave. 
Level: 100 
Attributes:
Dual Strength 
Inlaid Element [Magnetic] 
Elemental Resonance [Magnetic]
True Elemental Resonance [Magnetic] 
Lightened Craft [Rank 2] 

 

Main Phase

 

Nijiko Activates Explosive Color to add the Firework Tag to Falling Star's attack.

Nijiko makes 1 Strike with Falling Star

 

Damage: 200 [Base] + 50 [Taijutsu] + 50 [Ninjutsu] = 300

Chance to Hit: 60 [Base] + 90 [Acc Mod] = 150%
Cost: 100 [Weapon Level] - 40 [Lightened Craft] = 60/5*4 = 48 [24 Chakra and 24 Stamina]
Dual Strength Activates -  Cost is split evenly between Chakra and Stamina!

Combinatorial; Magnet Activates! Nijiko recovers 1 Kite Shuriken!
When Rolling to dodge Falling Star's Attack, subtract 5 from your dodge roll.

If hit by Falling Star's attack, roll for Firework effect!

Haste Expires.
Nijiko's speed returns to normal.

 

Loss Phase

 

Speed Percentile: 78

Turn Order: 519

 

HP: +0 | -61 | =-244
Chakra: +30 | -24 | =-68
Stamina: +30 | -24 | =0

 

Skills:

 

Combinatorial Magentic
May use Magnet Element techniques. When rolling to dodge a Magnet element technique, the target subtracts 5 from the value of their dodge roll. The user of a Magnet element technique may recover up to two (2) Small Weapons in the same phase as the used Magnet element technique. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it.

Edited by PandaMattMatt
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Otome laughed when the fluid caught alight, it was a a glorious sight to see her foe burning, the spirit that had protected against so much of Otome's efforts proved no defence against the flames. The fire was quick burning, but the lingering smoke told Otome that it had at least hurt a little. Overconfident from her previous avoidance of the nasty looking tomahawk, Otome stared straight on as Nijiko drew a wickedly ornate pistol, cocked the hammer and fired a short square into Otome's chest. Luckily she had been trained on how best to take a bullet, or that could easily have been a fatal round. The heavy metal plates the good doctor had installed in her torso rang out as the bullet smashed painfully into them, and Otome doubled over in a mixture of pain and shock. 

That shock was quickly outdone when an eerie, keening whistle shot through the air, piercing even the all consuming sound of the train itself, and seconds later the tomahawk Otome had written off as a lost cause flew past her head, nearly catching her from behind utterly off guard. Luck kept her safe, but it became all too clear what she was dealing with when Nijiko announced her speciality, native magic. Otome had put natives down before, their shamans and magic men were always a real pain in the arse, and this one was proving no different. "The totally princess powers of modern science will take more than simple tricks to beat out, just watch!" Otome waited for her first explosive to go off, casting another down secretly in the chaos. A few more blasts like that and the train roof would likely cave in, but Otome had to risk it, this was the only reliable shot at getting past that spirit beast the doctor had given her, unless...

==Response Phase==
Falling Star: 45-5=40, Hit!
Firework: 5, Impaired Hearing!
Damage: 300-350(Def)=15

==Set-Up Phase==
No Action

==Main Phase==
Using Soukidan

Spoiler

Rank: Chuunin [Plasma]
Cost: 130 Chakra
Damage: 100
Effects: The target does not respond to this technique until the turn after their next. The target must roll to respond to this technique before any other on the turn it is responded to. This technique inflicts Exhausted [1] on the turn it hits.
Description: The user creates a glowing ball of plasma energy in their hand before throwing it into the air. The ball hangs ominously over the battlefield until directed to strike, which it does so in a confusing pattern which is designed to cause fear and stress in those whom it strikes.

vOCost: [130*0.9]-40-3=74 Chakra
To Hit: 60(Base)+116(Acc)+8(Lightning)=184%
Damage: [100*1.2]+40(Nin Amp III)+125(Nin)=285
Effects: Exhausted [1]

==Loss Tag==
Loss: HP-15|Cha-74|Sta-|Gho-
Gain: HP-|Cha+150|Sta-|Ghost-|Absorbed Chakra;Hanabi Nijiko-
Total: HP-31|Cha-|Sta-|Gho-20|Absorbed Chakra;Hanabi Nijiko+81

Soukidan will hit this turn.

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Nijiko was beginning to wane. She could feel the spirit that guided her beginning to overpower her. It's pure primal energy exploding forth from her body. It was almost too much to bear, but she was managing to keep it under control. However, the landmine from before had exploded again, again it caught Nijiko full in the face. The pain was almost unbearable. All that was sustaining her now was the pure stubborn grit she had been born with. She was not about to let her whole world be upended by some law child. However, the energy of the spirit animal was too much for her now. through the pain of the odd science discharge, Nijiko felt a new kind of rupture of pure spirit energy. It tore through her and her insides burned as much as her outsides.

 

The train was speeding faster than it had been before. One of her goons had the brilliant idea of cutting the brakes and maxing out the speed. With a wicked bend around a canyon, Nijiko knew that there would be some comeuppance for at least some of the law party. Now it was time for a choice. Stay and fight until her last breath, or...

 

'Or' it would be.

 

"You really think you're some kinda princess? I don't get you law folk. More scrambled than my mornin' eggs, I say." As she spoke, Nijiko's sisters began laughing in an eerie echoing chorus. One by one the jumped from the train, hitting the ground, rolling then running as fast as they could in all different directions. Clearly, it was a retreat, but Nijiko couldn't abandon ship just yet.

 

The train was mere moments from the lethal bend in the tracks. Her people would either jump the train or plummet with it, it was up to them, but Nijiko wasn't about to let this little girl get away with this disrespectful display. Nijiko drew her pistol and pointed it at the girl once more.

 

"Now lookie here, Girlie. I reckon this goes one of two ways. Either you let me go, or we both die. You might'n be new 'round these parts, but you know the bend acomin' up. Jump the train now and you just might survive, but heck, I'll be getting away. Or, you stay on the train, slap them irons on me and we both take a frightful ol' dip in the gorge below. Up to you, Girlie, what's it gunna be?"

 

ooc: Otome is the winner of this match, but Nijiko ain't about to go quietly!

 

Response Phase:

 

Soukaidan

Chance to Hit:  184% [Incoming] - 104 [Evasion] = 80% Chance to Hit

Roll: 33 [Hit]

Damage: 285 [Incoming] - 155 [Defense] = 130 Damage

Nijiko is Exhausted for 1 Turn!

 

Setup Phase

Nijiko's Health is at or below 30%!
Nijiko makes a Control Roll, Nijiko Subtracts 6 from Control Roll from Low Health, Nijiko Adds 4 to Control Roll from Firework Progression Mastery Rank 2.
Roll: 4 - 6 + 4 = 2
Nijiko Loses 5% total Chakra!
 

Firework Progression Mastery | 花火進行習得 | Hanabi Shinkō Shūtoku
Description: Those who are born with the volatile chakra of the Colorful Soul often have a hard time learning to control it. As a natural failsafe, their bodies let off chakra that could potentially cause harm when emotions become overly intense. However, once this is overcome, the Colorful Soul becomes a powerful aid in battle.
Restriction: Ranks must be purchased in order.

Rank 0
Effect: While their health is below 50%, the user must roll 1d20 each turn during their Setup Phase. This is known as a Control Roll. If the result is 5 or less, the user loses 5% of their total chakra. For every 10% below 50% health, the user subtracts two (2) from their roll.
Requirement: Must be taken at Character Creation.
Restriction: May not be removed by "Overcome Your Problems"
Cost: +1 sp

 

 

Main Phase

 

Nijiko Jumps off the train! [Nijiko surrenders the Match!]

 

Loss Phase:

 

Speed Percentile: 78

Turn Order: 597

 

HP: +0 | -143 | =-387
Chakra: +30 | -47 | =-85
Stamina: +30 | -32 | = -2

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So close! Otome had been so close to victory and it was snatched away at the last second! The mirage sisters escaped, or at least they would if Otome left them be, but the bulk of the villains were still on the train, and there was civilian compartments further up too. As much as Otome would have loved to keep playing, there was only one course of action she could really take. "Yeah I'm totally princess, and y'all got lucky this time, next time I'll be totally princess and bring you all in!" She stuck out her tongue and holstered her pistol before turning from Nijiko and sprinting down the train. Otome's opponent had been right, at the speed they were travelling they'd no doubt tumble right off the rails into the canyon, all her officers, all of Nijiko's thugs, and anyone else unlucky enough to be in the wrong place at the wrong time.

Otome would shoulder the burden of saving them, it was the less glamorous option, but the most important one. With all her energy, Otome leaped down from the foremost carriage into the train itself, and saw the problem immediately. It looked as though a stray bullet and struck the driver in the chest, felling him and leaving no one to conduct the train. Otome cursed, they wouldn't have time to make a full stop, and if they slowed too suddenly they could jack-knife and they'd be no safer here than falling into the canyon. The tiny sheriff grasped firm on the break lever, pushed upon it with all her strength to fight against the pressure of a travelling train, but it slipped idly over instead. The breaks had been cut. 

Unexpectedly coming to the rescue, an officer burst into the cabin with Otome, pistol drawn, and stared dumbfounded at his commander. "Get it together, we need everyone in the back carriage, back two if needed, move fast and don't take no for an answer, the train is going over!" Otome and her fellow officer ran back through the train, collecting any stragglers, friendly or otherwise, and herding them to the rear two carriages. It took dangerously long to do, and by the time they were collected Otome knew she had a scant few moments before it was too late. "Be totally princess and hang on everyone!" Otome ripped the bolt connected the second-to-last carriage with the train proper, then hurled two of her explosives onto the carriage before her. She drew her pistols and fired clean, precise shots at the bombs, the explosion rocketing the fore section of the train on and suddenly blowing the rear two carriages back, bringing their forward momentum to a halt. Many heads were smashed and noses broken in the rear carriages, and whiplash was going to be a serious issue for many, but it beat falling to their deaths. Amidst cheers of joy, Otome leaned out the side of the carriage and scanned the plains around them, searching for any final signs of the Mirage Sisters. The bulk of the foes had been captured, it would be a historic effort for the local sheriff's office, but would that be enough for Otome?

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