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Tokei V Shiina

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Aburame Shiina, Lv30

 

✗ Health: 400
✗ Stamina: 50
✗ Chakra: 350
✗ Kikaichu Hives: 18
✗ Taijutsu: 60
✗ Ninjutsu: 300
✗ Genjutsu: 0
✗ Defense: 330 [600]
✗ Concentration: 0
✗ Speed: 800
✗ Accuracy: 600
✗ Evasion: 610 [800]

 

(I know I don't have to post my tank stats, but i'll forget what they are otherwise)

 

Equipment and Hindering Skills:

Spoiler

Hindering:

Aveta's Hammer

Swimming is hard. And water is wet, and uncomfortable, and cold. Why would I learn how to swim? I mean, I can walk on water after all right? It's not like I'll ever fall in. Whatever. It's a stupid skill anyways, we were born to walk on land, not flail around pretending we're something we're not. It's unnatural.

Effect: Character may not swim in role play. Any attempt to swim results in the character needing to be saved by an outside source. This character is takes triple damage from the status effect 'Choking' when afflicted by way of water. In addition, this character is 'Afraid; 2' of all opponents when the terrain 'Water' is on the battlefield.

Cost: +1

 

Defender
Effect: During this character's turn, if a non-clone ally is the target of an unresolved attack that did not target the user as well, this character takes the attack instead. This character may only apply 50% of their total defensive modifiers. Only triggers once per battle per ally.
Description: A Defender's past experiences or loving nature will not allow other's to suffer in front of them. A Defender will do anything possible to save their allies from harm, throwing themselves between their allies and enemies to do so even if they know it could kill them.
Cost: +2

 

Compulsive Catch Phrase [Therefore]
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, which ever is longer. The chosen phrase must be at least one word.

Description: 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.

Cost: +2

 

Uninterested Combatant
Effect: When fighting an opponent 5 levels lower than yourself, skip your turn(s) until the opponent has a turn.
Description: Some people have no interest in fighting those who are obviously weaker than them. These shinobi will turn down a fight with weaker individuals regardless of the situation and will engage only if assaulted.
Restrictions: Cannot be taken with "Self-Defense".
Cost: +1

 

No Element [Fire]
Effect: Characters with this skill begin play with 1 less ‘Subtle Elements’ or ‘Combinatorial Element’ skill.
Description: Not all ninja are built equally, and while each village has their own traditional elements that see much use, there are always the oddballs within those villages who don’t seem able to grasp the basics of how to perform techniques of their homeland.
Cost: +1

 

Trip Hazard
Effect: Terrain Effects that have a % chance to activate increase that chance by 10% for this character.
Description: The user tends to move fast. Often, they move too fast. They tend to trip over people, rocks, or objects in their way. This becomes especially difficult in rougher terrain.
Cost: +1

 

 

Equipment: 

Hunter's Mask
Attributes: Mask - The wearer of this item gains a +25% bonus when making 'Visibility Checks'.
Special Abilities: 

Slayer's Mark - Once per battle when making an attack, the wearer of this item may designate 1 target as a Free Action. That target may not utilize any effects in their Response Phase that would increase their Evasion statistic or grant additional dodge rolls.

Description: It is a long-standing tradition that the hunter-ninja of any given village wear masks. Some are crafted of hardened porcelain and act as armor as well as the mark of their station, and others are made of cloth designed to keep their wearer warm or cool based on the climate of their homeland. Regardless of the make of a hunter ninja's mask, it serves to hide their identity and reflect that they are nothing but a faceless predator that is honed to the very peak of their ability. The prey of these hunters rarely elude them for long.
Cost: 両0

 

Ninjutsu Amplifier Rank 3

 

Shiina's Reinforced Chuunin Longcoat

Special Abilities:

Ultra-Durable: The first time this item is afflicted with the status effect ‘Destroy Item’, the wearer may roll a 100-sided dice, and on an outcome of 41 or higher, the item is not destroyed.

Attributes: Chakra Resistance, Chakra Defense, Iron Inlay, Steel Inlay

Stat Boosts: +190 Evasion, +190 Defense

Other: +15 Item Slots

 

Hexwing Sash

Type: Sash

Attributes: Elemental Resistance [Wind], Elemental Defense [Wind], Elemental Shield [Wind]

Description: A sash designed by artisans of the Aburame Clan, their first and likely last foray into fashion. The garment is fashioned in the likeness of an insect's wing, dull silver traced with gleaming veins of color. It seems to shimmer in the light, and doubtless would be a great success if it didn't look like something torn off an enormous dragonfly.

 

Crystalline Sunrise

Type: Forearm Guards

Attributes: Elemental Resistance [Fire], Elemental Defense [Fire], Elemental Shield [Fire]

Description: A pair of forearm guards created by the smiths of Kumogakure, purchased during the Chuunin Exams. They are colored a dull orange, reminiscent of the sky moments before sunrise. Despite their appearance they are solidly made and extremely durable, a work of superb craftsmanship.

 

Iron Sigil of the Stormgods

Type: Bangle

Attributes: Elemental Resistance [Lightning], Elemental Defense [Lightning], Elemental Shield [Lightning]

Stat Boosts: +80 Defense

Description: A token of Shiina's participation in the Kumogakure Chuunin Exams. It is an iron-grey band shaped like lightning that encircles the wearer's palm.

Tomoe's Signet Ring
Type: Ring
Special Abilities:

Hopeful Flame
Effect: Once per battle, the wearer may activate Hopeful Flame in their Setup Phase. The next non-Fire element Ninjutsu Technique deals an additional 5% of its total damage as 'Burning' damage for one (1) turn.

Description: A silver ring passed to Uchiha Tomoe from her cherished Uncle, Shin. This ring's signet is colorless and takes the form of the Mitsudomoe Sharingan; it possesses the faintest tracings of chakra within its form and may aid its wearer in a time of need.
Other: This item has no value and may not be bought, upgraded, or sold; it may, however, be gifted to another.

 

Claywalker Combat Trousers

Type: Trousers

Attributes: Elemental Resistance [Earth], Elemental Defense [Earth], Elemental Shield [Earth]

Description: Heavy, toughened canvas trousers interwoven with chakra fibers to increase its durability and resistance to hostile chakra. Commonly available in Konoha's more prestigious shinobi suppliers, these trousers are among the heaviest of ninja armour.

 

Spraytamer Boots

Type: Boots

Attributes: Elemental Resistance [Water], Elemental Defense [Water], Elemental Shield [Water]

Description: A remodel of the standard shinobi sandal designed for increased durability and defense, these enclosed boots boast extreme stability and support, making water-walking as easy as possible.

 

Turn 1:

 

Response: N/A

Setup: N/A

Main: 

Aburame Style; Pitfall | Aburame Hijutsu; Otoshiana

Type: Ninjutsu [Set Trap | Hijutsu; Aburame]

Rank: Chuunin

Cost: 100 Chakra, 1 Kikai Hive

Damage: 25

Effect: The target suffers two turns of ‘Shackled [Paired Legs]'.

Description: A subtle, dangerous technique in any Aburame's arsenal. Instead of ordering Kikaichu on the battlefield to attack directly the user directs them into the ground, tunnelling into the earth. When an enemy steps on the concealed insects the trap activates, dragging the victim into a shallow pit and immobilising them.

JP: 4 [3, Entomology]

 

Cost: 100 - 40 (Nin Amp 3) - 60 (Inner Calm 6) = 50 (50% minimum)

Chance to Hit: ??

Damage: 25 * 1.25 (Shiva, Wind Specialty) = 31 + 75 (Nin Mod) + 40 (Nin Amp 3) + 40 (Nin Mastery 3) = 186 Damage

 

Skill Used:

Spoiler

Wind Specialty

Restrictions: Level 30, 10 post Jounin training

Requirements: Roll a 1

Effect: User has a +15% to base damage (rounded up) with Ninjutsu -or- Genjutsu -or- Taijutsu attacks (choose one when this skill is learned). Wind Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill “Subtle Elements: Wind” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Wind”, they may have their points refunded.

Description: Naturally aligned to the element of the wind, this character has a natural tact at using and manipulating the wind to their bidding. This chakra takes on the form of thin razor edges that flow for more piercing and damaging attacks.

Cost: -0

 

Inner Calm (Rank VI)
Requirement: N/A
Restrictions: N/A
Effect: Chakra-Based Techniques cost 5 less Chakra per ninja rank of the technique. This shares ranks with the skill 'Steadyfast Durability'. Example: Genin techniques cost -5 Chakra, Chuunin techniques cost -10 Chakra, etc.
Description: You are more efficient with your chakra, doing more with smaller amounts than others.
Cost: -6

 

Ninjutsu Mastery IV [Void]
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.
Description: A master of the ninja magic arts, you bend your specialty element to your whim.
Ranks: 4/10

Cost: -2 (Path of the Shaman)

 

Shiva, The Destroyer
Effect: 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.
Ex: 100[base Damage] * 1.2 = 120 + 100[Ninjutsu] - 80[Defense] = 140 Damage.
Description: 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.
Cost: -1 (Path of the Shaman)

 

Internal Infestation Contract

Restrictions: Aburame Clan, Hereditary

Effect: This character gains an additional stat called "Kikai Hives", recorded beneath their tank stats; this stat is not revealed during combat. The user begins play with 5 Kikai Hives, and gains an additional 1 Hive per 10 levels. Additionally, this skill allows for use of techniques with the [Hijutsu; Aburame] descriptor. [Hijutsu; Aburame] techniques are treated as if they dealt [Void] damage, but ignore 50% of skills and effects that specifically reduce [Void] damage. Kikai Hives may be paid to reduce the Total Cost of [Hijutsu; Aburame] techniques. Each Kikai Hive used in this way lowers Total Cost by 20.

Description: The gateway to the secretive arts of the Aburame Clan, the Internal Infestation Contract is the single most important secret kept by the clan. Though this procedure, a person becomes a host to kikaichū, the Parasitic Destruction Insects. These insects nest in the host's body, and sustain themselves on the host's chakra. In exchange the hardy insects fight for the Aburame in battle, devouring enemies down to bones. A prepared Aburame can overcome nearly any challenge with the assistance of their symbiotic allies.

Cost: -2

 

Loss Phase: 

[HP: -0 | CHK: -50 | STM: -0 | Hives: -1] [Loss]
[HP: +0 | CHK: +18 | STM: +0 | Hives: +0] [Regen]
[HP: -0 | CHK: -32 | STM: -0 | Hives: -1] [Total]

 

Speed Percentile: 112

Turn Order: 224

Edited by Peregine
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-Response Phase-

No Action

-Setup Phase-

No Action

-Main Phase-

Tokei uses Topaz Clone Jutsu

Spoiler

Shoton: Kiirosho Bunshin no Jutsu|Crystal Release: Topaz Crystal Clone Technique|晶遁:黄晶分身の術
 Type:[Crystal|Ninjutsu|Clone]
Rank: 
chunin
Cost: 250 Chakra
Health: 250 
Effect: This Clone has 50% of the user's Tank and non-tank stats and may have a 25% chance to inflict a turn of distracted to the destroyer. a maximum of one clone can be made
Description: Words go here
(Using Water Subtle)

 

Clone Stats

Spoiler

(Health) 275

(Taijutsu) 150

(Ninjutsu) 150

(Genjutsu) 0

(Concentration) 50

(Speed) 350

(Accuracy) 250

(Evasion) 250

 
 

{:Loss:}

Spoiler

250 - Water Stuble:10% (25) - Concentration: 2% (5)

 

Turn

Health Chakra Stamina

-       220      -

Regeneration

Health Chakra Stamina

-      18      -

Total

Health Chakra Stamina

-       202      -

Status Effects: N/a

 

Turn Order: 250

 

Crystal Shards: 1x(25)

 

Speed Percentile: 125

Applicable Skills:
Crystal Release

Spoiler

Combinatorial; Crystal    

May use Crystal Element techniques. When using a Crystal elemental technique, the user gains a 'Crystal Shard' consumable item until the end of battle. A 'Crystal Shard' item has the following effect: "The user gains x Chakra, where x is equal to 10% of the cost of the Crystal technique that produced this item's base cost. You may consume any number of these items as a single action." In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this skill, if they own it.

 

 

Water Release

Spoiler

Subtle Elements; Water
May use Water element techniques. All Water Techniques cost 10% less. All 5 'Subtle Element' skills share ranks

 

 

Edited by disthawk12
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Response: N/A

At the Start of my turn, Pitfall receives +3x% to hit. X is 2 (Chuunin), +6% to hit.

 

Setup: N/A

 

Main: 

Kuchiyose: Sen Hachisasare no Jutsu | Summoning: One Thousand Bee Stings Technique

Type: Ninjutsu [Hijutsu: Royal Hornet Summoner | Summon | Multi-Hit | Evolving | Void]

Rank: Chuunin

Cost: 50x Chakra

Damage: 40x

Effect: x is equal to the number of strikes, to a maximum of 3. Each strike inflicts ‘Fazed’.

Description: Those who prove their worth to the Hornets of Dokusu are accorded the rights of the ruling class- including the right to summon forth battalions of conscript bees from the ranks of the Hornet's conquered foes to attack their enemies. The bee venom induces a mild paralytic that slows any stricken target.

JP: 5 [Evolving 1 | Hyaku Hachisasare no Jutsu]

 

Number of Strikes: 3

Target: Hatake Tokei (Strikes 1 and 2), Tokei's Topaz Clone (Strike 3)

Cost: 150 - 40 (Nin Amp 3) - 60 (Inner Calm 6) = 75 (50% minimum)

Chance to Hit: 60 + 60 (Accuracy) = 120%

Damage per strike: 40 * 1.25 (Shiva, Wind Specialty) = 50 + 25 (Nin Mod/3) + 13 (Nin Amp 3/3) + 13 (Nin Mastery 3/3) = 101 Damage per Strike

Effects: If Hit, the target is Fazed.

 

Pitfall Activates!

Target: Hatake Tokei

Chance to Hit: 60 + 60 (Accuracy) + 6 (Dormant 1 Turn) = 126% to hit

Damage: 25 * 1.25 (Shiva, Wind Specialty) = 31 + 75 (Nin Mod) + 40 (Nin Amp 3) + 40 (Nin Mastery 3) = 186 Damage

Effects: If Hit, the target is Shackled [Paired Legs] for two turns.

 

Skill Used:

Spoiler

 

Internal Infestation Contract

Restrictions: Aburame Clan, Hereditary

Effect: This character gains an additional stat called "Kikai Hives", recorded beneath their tank stats; this stat is not revealed during combat. The user begins play with 5 Kikai Hives, and gains an additional 1 Hive per 10 levels. Additionally, this skill allows for use of techniques with the [Hijutsu; Aburame] descriptor. [Hijutsu; Aburame] techniques are treated as if they dealt [Void] damage, but ignore 50% of skills and effects that specifically reduce [Void] damage. Kikai Hives may be paid to reduce the Total Cost of [Hijutsu; Aburame] techniques. Each Kikai Hive used in this way lowers Total Cost by 20.

Description: The gateway to the secretive arts of the Aburame Clan, the Internal Infestation Contract is the single most important secret kept by the clan. Though this procedure, a person becomes a host to kikaichū, the Parasitic Destruction Insects. These insects nest in the host's body, and sustain themselves on the host's chakra. In exchange the hardy insects fight for the Aburame in battle, devouring enemies down to bones. A prepared Aburame can overcome nearly any challenge with the assistance of their symbiotic allies.

Cost: -2

 

Wind Specialty

Restrictions: Level 30, 10 post Jounin training

Requirements: Roll a 1

Effect: User has a +15% to base damage (rounded up) with Ninjutsu -or- Genjutsu -or- Taijutsu attacks (choose one when this skill is learned). Wind Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill “Subtle Elements: Wind” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Wind”, they may have their points refunded.

Description: Naturally aligned to the element of the wind, this character has a natural tact at using and manipulating the wind to their bidding. This chakra takes on the form of thin razor edges that flow for more piercing and damaging attacks.

Cost: -0

 

Inner Calm (Rank VI)
Requirement: N/A
Restrictions: N/A
Effect: Chakra-Based Techniques cost 5 less Chakra per ninja rank of the technique. This shares ranks with the skill 'Steadyfast Durability'. Example: Genin techniques cost -5 Chakra, Chuunin techniques cost -10 Chakra, etc.
Description: You are more efficient with your chakra, doing more with smaller amounts than others.
Cost: -6

 

Ninjutsu Mastery IV [Void]
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.
Description: A master of the ninja magic arts, you bend your specialty element to your whim.
Ranks: 4/10

Cost: -2 (Path of the Shaman)

 

Shiva, The Destroyer
Effect: 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.
Ex: 100[base Damage] * 1.2 = 120 + 100[Ninjutsu] - 80[Defense] = 140 Damage.
Description: 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.
Cost: -1 (Path of the Shaman)

 

 

Loss Phase: 

[HP: -0 | CHK: -75 | STM: -0 | Hives: -0] [Loss]
[HP: +0 | CHK: +18 | STM: +0 | Hives: +0] [Regen]
[HP: -0 | CHK: -89 | STM: -0 | Hives: -1] [Total]

 

Speed Percentile: 112

Turn Order: 336

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Topaz Clone

-Response Phase-

Clone does not Dodge sting X

-Setup Phase-

No action

-Main Phase-

Spoiler

Shield of Rose Quartz

Type: Ninjutsu & Taijutsu [Crystal | Eye Catching Crow ]

Rank: Chunnin

Cost: 60 Chakra & 60 Stamina

Damage: N/a

Effect: Creates a shield with 200 health Can be used twice per battle With a duration of 4 turns

Descriptive: By making a crack and growing a crystal out of it the user of this jutsu can hit the quartz precisely enough to make a concave

shield with straight facets

 
 

 

7qWK9siKe0IvKjqaGDe2wcLlGBBsYz3w_NAf6D7zRSSkfXf38KbtTBKLIs3cwHKujiaUHDlU0BD2iOq8jHmsnS4ihLsIZFTMtKt-YRPGpCArELD3SkvIZWxifOdMPxPTgWuyU7aW

{:Loss:}

Turn

Health Chakra Stamina

101       60       60

Total

Health Chakra Stamina

101      60       60

Remaining

Health Chakra Stamina

174      115      115

Status Effects: Fazed (.)

 

Turn Order: 415

 

Speed Percentile: 223



 

Edited by disthawk12
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-Response Phase-

Tokei Fails To Dodge Sting 1 & 2

Tokei Succeeds at Dodging Trap Pitfall

Shield Takes 200 Damage and is destroyed

Tokei Takes {1} Dmg

Spoiler

 101dmg-100/20 x 5 =76 x 2 = 152

 

-Setup Phase-

Tokei Choses to gain Crow Charges

Spoiler

Eye-Catching Crow Style | 目を引くカラス流 | Mewohiku Karasu-Ryū

A fighting style developed by Tokei Hatake after witnessing a large crow eat the eyes from a young animal, leaving it weak and helpless to defend itself. This macabre vision inspired him to strike his foes in their eyes, depriving them of the ability to strike him or defend themselves. He would be the wise crow that took the sight of the weak lamb, and his foes would fall before him as all prey are destined to do. This style focuses on making sudden slashes with weapons that are aimed at lacerating the eyes, causing agonizing pain.
Effect: The user may learn techniques of the [Eye-Catching Crow Style] Taijutsu Style and may accumulate "Crow Charges". "Crow Charges" are only gained in the user's Response Phase and only if an opponent suffered the effects of 'Impaired Eyesight' or 'Blind' during their Main Phase on a previous turn. A maximum of one (1) charge can be gained from this effect per opponent per turn. In addition, a character possessing "Crow Charges" may expend them in the following ways:
 

• The user may spend x "Crow Charges" when performing an attack with the [Eye-Catching Crow Style] tag. If they do, the attack deals an additional 5x% base damage and if the attack hits the opponent loses 2x% of their Accuracy until the end of their next Main Phase.
• The user may spend one (1) "Crow Charges" when performing an attack with the [Eye-Catching Crow Style] tag that inflicts the status 'Impaired Eyesight'. The duration of Impaired Eyesight is increased by two (2) turns, to a maximum of three (3).


Restrictions: All techniques with the [Eye-Catching Crow Style] tag must be Taijutsu

1

Tokei Open The Gate of Opening

Spoiler

Advanced System

(I) Kaimon [Gate Of Opening]
The First Gate is a fail-safe that limits the output of the muscular system. By opening this gate, located in the brain, a person is able to nearly quintuple their physical performance in almost every aspect. These extreme results are not perfect, and much like all of the Eight Gates, cause wear and tear on the body. Slight breakdown and tearing have been noted in muscle tissue after having been affected by the Gate Of Opening, and fatigue has been shown to set in quickly.
When activated, the user's Taijutsu, Speed, and Evasion stats are increased by 2x. The user's level being equivalent to x. The statistical bonus granted by this skill may never be less than +20 at any time. As an upkeep cost, the user must pay 5% of their total Stamina Points every turn. This skill may only be taken by ninja of level 10 or higher.

 

New Stats
 

Spoiler

Tokei is considered level 40 due to Gate mastery level 1

(Taijutsu) 380

(Ninjutsu) 300

(Genjutsu) 0

(Defense) 200

(Concentration) 100

(Speed) 780

(Accuracy)500

(Evasion) 580

 

-Main Phase-

Tokei Uses Sensory Assault 

Spoiler

Ranton: Nen no boukou|Storm Release: Sensory Assualt|嵐遁: ねんの暴行

Type: Hybrid [ Ninjutsu | Taijutsu | Storm | Eye-Catching Crow | Evolving]

Rank: Chunnin

Cost: 60 Chakra & 60 Stamina

Damage:38

Effect: Impaired Eyesight [3], Impaired Hearing [3]

Description: The user creates an orb of chakra in the air above them, glowing with storm energy like a miniature sun. As the orb lowers, they deliver a powerful heel kick to it, sending it careening into the opponent’s head, dazzling their senses with the sudden onslaught of power.
Points: -5 (Evolving: Storm Release: Overstimulation -1)

Tokei Uses both Lightning and water Subtle Elements (Advanced path)

 

 

Mods

Spoiler

Damage

38+75(Tai)+75(Nin)+40(Nin Mastery)=228dmg

Cth

60+50(acc)+8(Guide)+8(Lightning)=126

Chakra Cost Reduction

60-10%(Water)+2%(Con)+5%(Control)+10(Prism)= 27% or 44 chakra

 
 
 

{:Loss:}

Turn

Health Chakra Stamina

     -       44       60 5%

Regeneration

Health Chakra Stamina

-      18      5%

Total

Health Chakra Stamina

-       222       60

Status Effects: Fazed (.)

 

Turn Order: 415

 

Crystal Shards 1(25)

 

Speed Percentile: 114

 Skills Used

Storm Release

Spoiler

 

Combinatorial; Storm

May use Storm Element techniques. The first time a target of a Storm Element attack successfully dodges damage from the attack, they must dodge an additional strike of the Storm Element with the same chance to hit. The additional strike deals 20% of the total damage that was dodged and has no effects. This may only trigger once per attack. 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; Lightning & Water 1

 

Gate mastery

Spoiler

 

Gate Mastery

Rank:1

Description: A true Gate Master is rare in the world. Few can accomplish the task of understanding their body at its fundamental cores. Knowing your extreme limits, and being able to release that extra ounce of power from them is a power few can truly say they possess. But to be a Master is to know this power and more.

Effect: For each rank in this skill, when determining positive side effects of the Eight Celestial Gates, the user’s level is considered 10 levels higher than what it actually is.

Restrictions: Maximum of 3 Ranks. The User MUST have unlocked the gate that corresponds to each rank in order to upgrade this skill.*

 

Ranton Guiding

Spoiler

Ranton Guiding – Rank [2]
Effect: When applying the effects of skill 'Subtle Elements; Lightning' to a technique of the 'Storm' element, a character with this skill gains an additional 4x% chance to hit, where 'x' is equivalent to the character's rank in this skill. Additionally, once per battle per 2 ranks in this skill, a character with this skill can change the effect of Subtle Elements; Lightning to 'All Storm techniques ignore barriers and shields.' for the duration of one attack.
Description: Storm natured chakra is extremely versatile and fluid. In the hands of a shinobi born with the Ranton 
kekkei genkai, this fluidity becomes even greater. Their accuracy becomes pinpoint, some say their attacks almost chase their opponents across the battlefield. Even opponents hiding behind cover are not impossible to reach to shinobi who master the Storm Release bloodline.

 

Ranton Control

Spoiler

Ranton Control – Rank [ 1 ]

Effect: When applying the effects of skill 'Subtle Elements; Water' to a technique of the 'Storm' element, a character with this skill may reduce the cost of that technique by an additional 5x%, where 'x' is equivalent to the character's rank in this skill. Additionally, once per battle per 2 ranks in this skill, a character with this skill may triple the base cost of a Storm Ninjutsu. This technique is considered an Area of Effect technique that targets all other characters on the field.

 Description: Beyond the electrifying nature of Storm chakra, true naturals learn to manipulate the fluidity with impossible ease. Techniques can be summoned with the smallest exertions of effort, and true masters can split their attacks so that a single bolt can scour a battlefield of life, hunting down all foes no matter where they hide.

 

Subtle Element:Lightning

Spoiler

Subtle Elements; Lightning
Effect: May use Lightning element techniques. All Lightning Techniques have a +8% chance to hit. All 5 “Subtle Element” skills share ranks.

 

 

Ninjutsu Mastery

Spoiler

Ninjutsu Mastery (Storm) Rank 4

A master of the ninja magic arts, you bend your specialty element to your whim.
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.

-2 Sp (Ranton Affinity)

 

Path of the elementalist

Spoiler

Path of the Elementalist    

A character who follows the Path of the Elementalist is a master of the most complex chakra natures known to shinobi. By virtue of their own chakra, or with extreme training, they have gained a greater understanding of the nature of the elements and how chakra affects them. 
Effect: User may learn their second Elemental Specialty at Level 60. Additionally, they get a third Elemental Specialty at Level 90 (which requires five post training). 

Elemental Mastery: (Choose Two)

- Prismatic Chakra: Ninjutsu techniques that use Combinatorial Elements have their base and any upkeep costs reduced by 10%. This may stack with other cost reduction effects. 


- Elemental Apex: When using Ninjutsu techniques with Combinatorial Elements, the user may choose to apply an additional bonus from one of the Subtle Elements skill required to learn it, if they own it.
 

RP Guide:
- A character who follows the Path of the Elementalist is a master of the most complex chakra natures known to shinobi. By virtue of their own chakra, or extreme training, they have gained a greater understanding of the nature of the elements and how chakra affects them. Elementalists often give off experienced demeanors, and tend to look down on more basic uses of elemental ninjutsu, but are often some of the most gifted teachers.
 

 

 

Edited by disthawk12
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Response:

Sensory Assault: 126 - 80 (Evasion) = 46% to hit: Dodge!

Storm Secondary Strike: Block!

Damage Taken: 228 * 0.2 (Storm Secondary Strike) = 46 * 0.5 (Block) = 23 - 150 (Defense) - 190 (Elemental Shield: Water and Lightning) = 1 Damage! (5% minimum)

 

 

Setup: 

Bunshin No Jutsu | Clone Technique | 分身の術 III

Type: Ninjutsu [Void | Evolving; Bunshin No Jutsu II]

Rank: Chūnin

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 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: ⁿ/ₐ [Evolving; 2]

 

Clones Created: 8

Cost: 40 - 40 (Nin Amp 3) - 60 (Inner Calm 6) = 20 (50% minimum)

Shiina receives +160 Accuracy!

New Accuracy: 760

 

Main: 

Kuchiyose: Sen Hachisasare no Jutsu | Summoning: One Thousand Bee Stings Technique

Type: Ninjutsu [Hijutsu: Royal Hornet Summoner | Summon | Multi-Hit | Evolving | Void]

Rank: Chuunin

Cost: 50x Chakra

Damage: 40x

Effect: x is equal to the number of strikes, to a maximum of 3. Each strike inflicts ‘Fazed’.

Description: Those who prove their worth to the Hornets of Dokusu are accorded the rights of the ruling class- including the right to summon forth battalions of conscript bees from the ranks of the Hornet's conquered foes to attack their enemies. The bee venom induces a mild paralytic that slows any stricken target.

JP: 5 [Evolving 1 | Hyaku Hachisasare no Jutsu]

 

Number of Strikes: 3

Target: Hatake Tokei (All Strikes)

Cost: 150 - 40 (Nin Amp 3) - 60 (Inner Calm 6) = 75 (50% minimum)

Chance to Hit: 60 + 76 (Accuracy) = 136%

Damage per strike: 40 * 1.35 (Shiva, Wind Specialty) = 54 + 25 (Nin Mod/3) + 13 (Nin Amp 3/3) + 13 (Nin Mastery 3/3) = 105 Damage per Strike

Effects: If Hit, the target is Fazed.

 

 

Skill Used:

Spoiler

 

Wind Specialty

Restrictions: Level 30, 10 post Jounin training

Effect: User has a +15% to base damage (rounded up) with Ninjutsu -or- Genjutsu -or- Taijutsu attacks (choose one when this skill is learned). Wind Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. User receives the skill “Subtle Elements: Wind” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Wind”, they may have their points refunded.

Description: Naturally aligned to the element of the wind, this character has a natural tact at using and manipulating the wind to their bidding. This chakra takes on the form of thin razor edges that flow for more piercing and damaging attacks.

Cost: -0

 

Inner Calm (Rank VI)
Requirement: N/A
Restrictions: N/A
Effect: Chakra-Based Techniques cost 5 less Chakra per ninja rank of the technique. This shares ranks with the skill 'Steadyfast Durability'. Example: Genin techniques cost -5 Chakra, Chuunin techniques cost -10 Chakra, etc.
Description: You are more efficient with your chakra, doing more with smaller amounts than others.
Cost: -6

 

Ninjutsu Mastery IV [Void]
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.
Description: A master of the ninja magic arts, you bend your specialty element to your whim.
Ranks: 4/10

Cost: -2 (Path of the Shaman)

 

Shiva, The Destroyer
Effect: 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.
Ex: 100[base Damage] * 1.2 = 120 + 100[Ninjutsu] - 80[Defense] = 140 Damage.
Description: 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.
Cost: -1 (Path of the Shaman)

 

 

 

Loss Phase: 

[HP: -1 | CHK: -95 | STM: -0 | Hives: -0] [Loss]
[HP: +0 | CHK: +18 | STM: +0 | Hives: +0] [Regen]
[HP: -1 | CHK: -166 | STM: -0 | Hives: -1] [Total]

 

Speed Percentile: 112

Turn Order: 448

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