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Kouta

Throw Down a Facedown! Kaidomaru vs Shinji!

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Kaidomaru yawned, checking his wrist where no watch existed. "He's late. He said 'right fucking now' and he's late." The boy yawned once while waiting, craning his neck to either side, feeling that satisfying 'pop' as cartilage cracked. He experimentally swirled his arms, making sure he was limber enough to fight the Uchiha, who had insisted on a rematch between them to 'settle the score.'

Kaidomaru, however, looked as nonchalant as ever. His hair had grown longer since their last encounter, now framing his head with its messy, spiky locks. The patch of silver-white hair still crested his forehead. He was wearing mostly black, in his pants and his shoes, even the band of his hatai-ate. His shirt matched, but was adorned with a red cross that intersected over Kaidomaru's heart. Otherwise he wore a stark white jacket with the same pattern on it. Typical wear for the Nara teenager.

In the distance, Kaidomaru could see Shinji arriving at last. "About time!" He called out, saluting casually with two fingers. "Now, let's get down to this. You wanted to, what was it? Grind my bones to dust?" He said with a smirk, preparing for battle.

------

[stats]

[Taijutsu] 0

[Defense] 380 [420]

[Ninjutsu] 800

[Genjutsu] 0

[Concentration] 200

[speed] 840

[Accuracy] 980

[Evasion] 700 [740]

[Relevant Equipment]

Chunnin Vest

+40 EVA

+40 DEF

+15 Item Slots

[Relevant Skills]

None

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Shinji took a final drag from his cigarette before grinding it into the ground with the sole of his shoe, he could feel the adrenaline and rage flowing through his body as if it were all consuming. If he had to endure Kaidomaru talking shit about him one more time he felt he was going to snap, which he had already gotten past that point after overhearing him talking down on Shinji. 'This fucking Nara got lucky, he wont get so lucky this time around.' Shinji's jet black hair was swaying from side to side with the breeze that was going on around the area, setting foot inside he saw Kaidomaru waiting already. And he could hear him yelling some snobbish comment but couldn't quite make it out entirely, something about how he had said he would grind the nara bitches bones to dust. 

 

"You were always more of a talker then a fighter, a lot has changed since we've gotten here. Your attitude however, that you are better than everyone around you, clearly has not. Its time we settled this once and for all." 

 

 

 

(Taijutsu) 100
(Defense) 140
(Ninjutsu) 400
(Genjutsu) 600
(Concentration) 500 (+115)

(Speed) 800
(Accuracy) 500 (+115)
(Evasion) 640 (+115)

 

Relevant Equipment:

Hitai-ate (Reflective Surface)

Chuunin Vest           

Description: An over-vest worn by Shinobi of the Chunnin rank. Color and style changes based on each village.

Attributes: 

+40 Defense

+40 Evasion

+15 Weapon Slots          

+Rank 2 Ninjutsu Amplifier  

Edited by Pwnzie
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[ Response Phase ]

None

"This is our once and for all?" Was Kaidomaru's immediate response. Disregard the part about thinking he was better than everyone. He didn't really, but he definitely wasn't about to pretend like he was a meek, meager human being when he knew better. Kaidomaru likely wouldn't bow to an opponent even if it meant he'd die. He was proud like that. "I was under the distinct impression we'd have this fight many more times, Shinji. That's how this relationship works. We bicker, you challenge me. I beat you. We do it again in a few months and gauge how strong we've gotten."

[ Set-Up Phase]

[ Kaidomaru Activates "Master Tactician: Tactics; Fortification" ]

۰ Master Tactician

Effect: The player can choose to activate or deactivate one of the following tactics during battle in their Setup Phase. The chosen tactic remains in effect until the player chooses to deactivate it, or activates another tactic.

- Tactics; Fortification: The user and the members of their team may gain +15 to their block range.

Requirements: Path of the Tactician

Cost: 0 SP

Kaidomaru widened his stance, putting on a more defensive pose. He would be ready for Shinji's attacks, because he knew they'd be coming. "So, why don't we test this particular iteration of our challenge, and see our benchmark since Arrakis, shall we?" He grinned again, clearly enjoying himself.

[ Main Phase ]

[ Kaidomaru uses "Kuchiyose no Jutsu" ]

۰ Kuchiyose no Jutsu | Summoning Technique | 口寄せの術

Type: Ninjutsu [ General ]

Rank: Chuunin

Cost: x Chakra

Damage: N/A

Effect: Allows you to summon one animal. Requires the skill "Contract Manager" to preform.

Description: Having signed a contract in blood, any ninja with this Ninjutsu technique can summon a beast, or beasts, from another plane of existence to use in battle. They must use their own blood as a "sacrifice" to summon them, after performing the hand seals corresponding with their animal and marking their point of summoning on the ground with both hands. Animals range from the famous Japanese Triad of the Toad, Snake, and Snail/Slug, to dogs, spiders, turtles, monkeys, and many more.

Restrictions: Level 30, Contract Manager

Cost: 4 JP

[ Cost Tag ]

160 (Cost) – 4% (Con Mod) = 154 – 90 (Inner Calm) = 44 Chakra Spent

[ Rolls ]

Summon Roll: 50

50 (Roll) + 47 (Level) + 10 (Rank Mod) + 10 (Gifted Summoner) = 117

[ Success! Level 2 Summon! ]

[ Kaidomaru opts for a Level 1 Summon Instead. Kenkei Summoned! ]

[ Kenkei’s Stats ]

[Health Power] 490/490

[Chakra] 10/10

[stamina] 300/300

[Taijutsu] 700

[Defense] 300

[Ninjutsu] 0

[Genjutsu] 0

[Concentration] 200

[speed] 400

[Accuracy] 500

[Evasion] 600

[ Kenkei will Receive Phases every 3rd Turn ]

[ Relevant Skills ]

۰ Inner Calm [Rank 9]

Bloodline: None

Description: Your are more efficient with your chakra, doing more with smaller amounts than others.

Effect: Chakra-Based Techniques cost 45 less Chakra per ninja rank of the technique. Minimum of 5 Chakra must always be paid.

Cost: -1

Ranks: 10

۰ Contract Manager; Deer

Bloodline: Nara Clan

Description: A shinobi who has obtained a meeting with the illustrious Koudaikou and signed the “Contract of the Horned Protectorate” has proven that they have a sincere desire to protect the forestlands and the animal and people inside of them. This trait is usually apparent in ninja of the Nara Clan, who fight fiercely to protect the sacred land of their ancestors. The deer summoned by this skill bear no innate desire to fight, but each one is mightier than the next, and all of them bear a wealth of wisdom to draw from.

Effect: When you take this skill, you may summon one Summon Family [Deer]. You may summon an additional Summon Family for each extra rank in this skill. This skill is required to use summons.

Cost: -3

۰ Gifted Summoner

Clan; General

Description; The art of contracting and summoning beasts has long been a tradition of the shinobi world, but is considered difficult to master for those who are just beginning their journey on the path of the ninja. There are some young shinobi though, who are more capable of this feat than their peers. Many have speculated on the phenomenon, but none can agree on exactly why this is possible, but be it more mature tenketsu systems, a broader understanding of the dynamics of summoning jutsu, or just sheer determination there are young ninja fully capable of summoning contracted creatures well ahead of their peers.

Effect; Ninja with this skill have the level requirements for obtaining the technique Kuchiyose No Jutsu, and the skill Contract Manager reduced to level 20. After reaching level 30, characters with this skill receive a +10 bonus on all summoning rolls. This skill may only be taken by ninja with the "Gifted" or “Genius” Death Bonus. Additional costs for acquiring techniques above current ninja rank still apply when obtaining Kuchiyose No Jutsu.

Cost; -1

Kaidomaru bit his own thumb momentarily. “Now then, let’s begin. You claimed I won last time because my clones somehow overwhelmed you. Fine. I won’t use them. Instead I’ll introduce you to someone you’ve never met before. Her name is Kenkei. She’s quite the proper lady.” Kaidomaru surged chakra around his bleeding thumb before slamming it into the ground, a sprawling seal opening up underneath him.

In moments, a cloud of smoke exploded around Kaidomaru. When it cleared, the boy was no longer alone, but was instead flanked by a brown deer, her antlers small but sharp, her body corded with muscle. “You are quite persistent.” The deer spoke! “You’ve garnered enough attention that Koukuoiro wanted to come herself and see what the fuss was about.”

Kaidomaru smiled. It wasn’t that knowing shit-eating grin he always had. He was genuinely surprised, and excited, about whatever fact Kenkei had just shared. “Tell her majesty I’ll be honored to summon her another day. Today’s fight isn’t of dire need. It’s for fun. And she’s not my friend. You are.”

Kenkei nodded, seeming pleased at his response. “Ever the charmer, Two-tone.” She said softly to him. “You there! I’ve seen you before! You’re friends with Kaidomaru, yes?” Kenkei was one to greet her opponents, and warn them, beforehand. “Allow me to simply warn you then. Stay away from my hooves. You’ll do better.”

The pair stood together, clearly ready for whatever Shinji was going to prepare.

[ Speed Calculator ]

Kaidomaru, whose Turn Order is 107, and which will be 214 at the end of the turn. (Turn #1)

Shinji, whose Turn Order is 112, and which will be 224 at the end of the turn. (Turn #2)

Kaidomaru, whose Turn Order is 214, and which will be 321 at the end of the turn. (Turn #3)

Shinji, whose Turn Order is 224, and which will be 336 at the end of the turn. (Turn #4)

Kaidomaru, whose Turn Order is 321, and which will be 428 at the end of the turn. (Turn #5)

Shinji, whose Turn Order is 336, and which will be 448 at the end of the turn. (Turn #6)

Kaidomaru, whose Turn Order is 428, and which will be 535 at the end of the turn. (Turn #7)

Shinji, whose Turn Order is 448, and which will be 560 at the end of the turn. (Turn #8)

Kaidomaru, whose Turn Order is 535, and which will be 642 at the end of the turn. (Turn #9)

Shinji, whose Turn Order is 560, and which will be 672 at the end of the turn. (Turn #10)

[ Loss Tag ]

Kaidomaru’s Loss

HP – 0 | Chakra -44 | Stamina -0

Kaidomaru’s Total Loss

HP - 0 | Chakra -44 | Stamina -0

Kenkei’s Loss

HP – 0 | Chakra – 0 | Stamina - 0

Kenkei’s Total Loss

HP – 0 | Chakra – 0 | Stamina – 0

Edited by Kouta
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.:Response Phase:. 

 

--

 

.:Setup Phase:. 

 

[Activating Ninjuha Sharingan]

 

 

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Ninjūha Sharingan
Only with the appearance of the second extra pupil, does the Sharingan eye begin to truly develop its considerable powers. At this stage it is must more difficult for the exemplary vision of the eyes to be bested with speed. The Sharingan's capabilities with chakra and illusions are enhanced to a higher level. At this stage, the eye begins to manifest its own forms of hypnotism. The ability to copy techniques viewed in passing is made easier through the growth, causing less strain on the body of the wielder. Most astoundingly though, the wielder develops the ability to reflect enemy jutsu back to their source.
Requirements: Level 20, Dormant Sharinan; Key to Ninjūha Sharingan [success], Replaces Dokushinha Sharingan

Total Cost: -4 

 

Sharingan Vision – Rank Two
Effect: While the Sharingan is active, the wielder’s Accuracy, Evasion, and Concentration statistics are increased by 2.5x, with ‘x’ being equivalent to the wielder’s level. The value of ‘x’ may never be less than 40. All statistical bonuses provided by this skill may not exceed 1.5x the base value of the individual statistics. Bonuses to Accuracy and Evasion are nullified when the wielder targets an opponent whose Speed statistic is 2x greater than the wielder’s.
Description: The first ability that is attributed to the Sharingan is the heightened state of awareness that the wielder enters when activating the dōjutsu. The eyes are able to predict the movements of enemies, or photographically catalog the details of the environment with great superiority. The enhanced accuracy and evasion that is the root of many of the Sharingan's abilities becomes stronger as each new tomoe develops. In its early stages, the Sharingan's influence increases the wielder's sensory awareness greatly, but opponents with great speed are capable of besting the dōjutsu. At more mature stages, the Sharingan is capable of predicting the movements of even the fastest foe.
Cost: -1

 

Sharingan Focus – Rank Two
Effect: While the Sharingan is active, Genjutsu performed by an opponent of equal or lesser rank than the wielder apply 80% of their total ghost damage, effect, and duration (rounded up). This skill may not stack with other skills that reduce the effectiveness of Genjutsu. Genjutsu performed by the wielder deal and additional 5% of their total ghost damage, effect, and duration.
Description: The natural ability of the Sharingan to see chakra provides an intuitive wielder with a powerful defense against illusions. The eye can only pick up scant whisps of chakra at early stages of its development. As it matures the Sharingan's aptitude for piercing illusions, and for creating illusions of its own becomes much more noticeable. This ability has often given Sharingan wielders a reputation as some of the most gifted genjutsu practitioners in the world.
Cost: -1

 

Sharingan Copy – Rank Two
Effect: If the Sharingan is active during the Response Phase, the wielder may pay .8x Chakra, where x is the cost of an unresolved technique. The wielder must roll a 10-sided dice, and on a roll of 1, 2, 3 or 4, the technique may be added to the wielder’s list of known techniques. Techniques added in this way have no Jutsu Point cost. Techniques of a certain Element, Archetype, or Style may be used without the necessary skill, but the Sharingan must be active to utilize techniques which require skills that the wielder does not possess. Techniques with bloodline or clan skill requirements that the wielder does not possess, or techniques that the wielder could not purchase for their standard Jutsu Point cost may not be copied. This skill may be activated 3 times per battle, or 2 times per role-play topic. Activating this skill is a free action.
Description: The power to record and store the details of any technique witnessed is a feat that has long made the Sharingan one of the most coveted kekkei genkai in existence. By simply having their bloodline active, wielders of the Sharingan are able to see the most minute details in the muscles of their foes, identify handseals in mid-combat, and even see the exact patterns of the enemy's chakra. These abilities make Sharingan-wielders impressive copy cats. In it's formative stages, the act of copying a technique is more strenuous on the body, and can produce hit or miss replications, but as the bloodline matures and the wielder becomes more practiced, the ability becomes almost fool-proof.
Cost: -1

 

Sharingan Reflection – Rank Two
Effect: When the wielder successfully utilizes Sharingan Copy against a Taijutsu or Ninjutsu technique, the unresolved technique has a 20% chance of being negated. This is a triggered effect and may only activate 1 time per battle. The wielder consumes their Set-Up and Main Phases on a turn in which this skill activates. The activation of this skill is a free action.
Description: So fast are the reaction times of those who wield the Sharingan, that the brain is capable of quickly responding to incoming threats, and exactly duplicating the attacks of their enemies. In doing so, the wielder is able to match the exact force of the threat and nullify it. With the appearance of a second tomoe, the ability to reflect attacks becomes more reliable, but still depends greatly on raw instinct.
Cost: -1

 

Shinji's eyes glowed with crimson red as he awakened the power of his eyes once again, the two tomoe of his sharingan spinning around his iris as it came to life. His eyes shifted directly towards Kaidomaru and the deer like creature that he had just summoned, 'Kuchiyose no jutsu, and it seems like this was at least a decent summon at that, how interesting.'

 

"So you can summon things now? Is that...a deer? Interesting choice Kaidomaru, but there were a few things wrong with what you just said. For instance, you beating me? Your arrogance after 1 real match is astounding, you want to see a testament to the changes I've under gone since arrakkis do you? I would be happy to oblige that request. "

 

.:Main Phase:. 

 

Shinji sealed off his first illusion of the match, however the target of this illusion in particular was not in fact Kaidomaru, or his deer like creature either, but himself, this technique convinced the user they were able to run fast enough that fire spawned from their feet because of the friction and speed they were able to now achieve. As his illusion took effect Shinji could feel the power within him rising, the energy bursting forth from within himself, he felt faster then he had ever felt before using this technique, this was going to be fun. 

 

Katon; Hiwatari | Fire Style; Firewalking | 火渡り

Type: Genjutsu [Fire; Evolving]

Rank: Chunin

Cost: 105

Effects: This jutsu may be cast on the user of the technique. The target is granted 3 turns of haste.  

 

Haste: You get +20% to Speed. [105 DP]

 

Description: This technique is a personal favorite of Uchiha Shinji’s, it placed his opponent under an illusion as if Shinji were able to walk with fire, at the speed that fire was able to travel, it was as if his blazing red chakra was burning hotter than a glowing steel sword on an anvil, it would be as if Shinji was being abnormally fast compared to his usual agility and overall speed, Shinji was very fond of the way it made him look heroic, always a sucker for the dramatic.

Points: 3 JP

 

New speed: 960 

 

.:Main Phase 2:.

 

He already sealed off another illusion this time aiming for Kaidomaru with his mental assault, he was going to put him into the hell viewing technique, covering him in leaves it would then project the image that at first they are nearly harmless, when in reality they were nothing more than a ticking time bomb, set to go off several minutes after the use of the illusion, a bit of a time released technique that was long passed down amongst the genjutsu users of Konoha.  "Enjoy your time in hell." 

Magen; Narakumi No Jutsu | Demonic Illusion; Hell Viewing Technique | 魔幻・奈落見の術

Type: Genjutsu [Konoha]

Rank: Chūnin

Cost: 60

Effect: The effects of this technique are not applied until the target's 2nd turn after the usage of this technique, and all necessary response actions must be taken in the Response Phase before its effects are triggered. This technique may performed on the 1st turn of combat. The target is afflicted with the status effects 'Startled' and 'Afraid' for 2 turns. The effects of the 'Afraid' status effect stack with other instances of fear-based status effects. (i.e. If the target is already under the 'Afraid' status effect before the effects of this technique activate then they are considered 'Petrified' for as long as both status effects are active.)

Description: A technique that originated in the early years of Konohagakure No Sato, the Hell Viewing Technique has long been considered a method for deterring foolish behavior in Genin. By performing a series of handseals, the user of this technique whips a cyclone of illusory leaves around their target, seemingly to no effect. It is only after some time that the effects of the technique become apparent. A ninja under the effects of the Narakumi No Jutsu see their greatest fear made manifest. The time delay in the jutsu's effect gives it a measure of tactical utility, which some Konoha shinobi have used to great advantage.

Points: 2 

 

Cost: 60 - 60 (Inner Calm Rank 6) = 5 Chakra Cost (Minimum) 

Chance to hit: 60% (Base) + 30% (Shinji Conc) - 10% (Kaidomaru Conc) + 6% (Path of the Mesmer) = 86% chance to hit 

On a roll of 1-60 you trigger Genjutsu Shaper, extending the turn duration by 1 more. 

 

Relevant Skills: 

Genjutsu Shaper           

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.

Rank 1: On a dodge roll of a 1-20, status effects last one turn longer.

Rank 2: On a dodge roll of a 1-40, status effects last one turn longer.

Rank 3: On a dodge roll of a 1-60, status effects last one turn longer.           

Ranks: 3           
Cost: -0 SP (Path of mesmer) 

The Path of the Mesmer           

Description: Many people walk this earth not content with living in reality—Mesmers prefer to create their own realities. A Mesmer is a person who works in the arts of persuasion, illusion and trickery, using physical and non physical means to get their way, often through the use of genjutsu. Able to talk circles around even the most cunning of politicians, a skilled Mesmer could even talk brick mason into buying bricks. These people always have a plan, even if it is not obvious to those around them. Cunning and mysterious define these people, and they are often found rising to the top one way or another.

Effect: For every 100 points in Concentration, this character gains an additional +1% to hit with Genjutsu based attacks.

 

Persuasive Master: (Choose Two)

- Focused Mind: Gain 3 ranks of 'Genjutsu Shaper' for free.

-Destructive Mind: May gain 'Brahma the Creator' for 1 skill point.

 

RP Guide:

-Character should have a proficiency in genjutsu at least to some degree. They also will often make use of persuasion to achieve the goals they assert for themselves. Cunning and mysterious, the true goals of a mesmer are often just out of reach of those around them.

Requirements:

-None.

Cost: -1 

Inner Calm         

Description: You are more efficient with your chakra, doing more with smaller amounts than others.

Effect: Chakra-Based Techniques cost 5 less Chakra per ninja rank of the technique. Minimum of 5 Chakra must always be paid.

Ranks 6

Cost: (-6 SP) (Techniques cost 60 less chakra) 

 

.:Loss Tags:.

 

Chakra - 50, -5%, Health -0, Stamina -0, 

 

.:Speed Calc:.

 

Uchiha Shinji beginning speed: 800, end of turn speed 960; 

Nara Kaidomaru speed 840; 

 

Shinji Speed Percentile: 112

Shinji New Speed Percentile: 95  

Kaidomaru Speed Percentile: 107 

 

Shinji, whose Turn Order is 112, and which will be 207 at the end of the turn. (Turn #2)

Shinji, whose Turn Order is 207, and which will be 302 at the end of the turn. (Turn #3)

Kaidomaru, whose Turn Order is 214, and which will be 321 at the end of the turn. (Turn #4)

Shinji, whose Turn Order is 302, and which will be 397 at the end of the turn. (Turn #5)

Kaidomaru, whose Turn Order is 321, and which will be 428 at the end of the turn. (Turn #6)

Shinji, whose Turn Order is 397, and which will be 492 at the end of the turn. (Turn #7)

Kaidomaru, whose Turn Order is 428, and which will be 535 at the end of the turn. (Turn #8)

 

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[ Response Phase ]

[ Dodge Rolls ]

Hell Viewing: 42 [Hit]

-- Genjutsu Shaper Activates

-- Kaidomaru will suffer three turns of “Startled” and “Afraid” with a delay of 2 turns.

-- This is Turn 0.

Shinji immediately leapt into action, darting forward and launching a wave of leaves at Kaidomaru. The Nara Chunnin rolled low, the leaves washing over him but doing seemingly nothing. As he popped up to one knee, he looked about, ready for the mind warping jutsu Shinji prided himself on. Nothing came. Kaidomaru shook his head momentarily, determined to deal with his opponent’s tricks later, if they showed up. “Kenkei, watch my back. Tell me if I’m acting strange.” The command was a simple one, since Kaidomaru wasn’t sure how subtle the illusion would be. He’d use his friend on the battlefield to help counteract it.

[ Set-Up Phase]

[ Kaidomaru Deactivates “Master Tactician: Tactics; Fortification.” Kaidomaru Activates "Master Tactician: Tactics; Bait and Bleed." Kaidomaru targets himself. ]

۰ Master Tactician

Effect: The player can choose to activate or deactivate one of the following tactics during battle in their Setup Phase. The chosen tactic remains in effect until the player chooses to deactivate it, or activates another tactic.

- Tactics; Fortification: The user and the members of their team may gain +15 to their block range.

- Tactics; Bait and Bleed: The user declares a member of their team as the target of this effect. Whenever an opponent attacks the designated target, the next attack on that opponent has a 50% chance to be a critical hit. May only be used in Team Battles.

Requirements: Path of the Tactician

Cost: 0 SP

[Cntr’s ruling is that since Kenkei is a character with stats and her own phases separate from my own, she fulfills the condition of it being a Team Battle, because you have a secondary target you can select to attack.]

Kaidomaru whirled to face Shinji, ready to begin the counter offensive. “That’s it? Leaves? Your big transformation after the tournament was to toss illusory leaves at me and what? Distract me with the beauty of the fall season?” Kaidomaru slapped his chest once. “Come on, you gotta hit harder than that! Come get me!” Kaidomaru’s plan was easy. Make Shinji mad. The Uchiha always got angry when provoked, and if he did, he’d attack Kaidomaru and lure himself into the pincer trap that was being set up for him.

[ Main Phase ]

[ Kaidomaru uses "Bakuhatsu Hoshi no Jutsu" ]

۰ Kūton; Bakuhtasu Hoshi no Jutsu | Void Release; Explosive Star Technique | 空遁・爆発星の術

Type: Ninjutsu [ Void ]

Rank: Chunnin

Cost: 100 Chakra

Damage: 120 Damage

Description: The Explosive Star Technique is one of raw power. The user will assemble large quantities of chakra in one hand, forming them into a tightly packed ball that glows a bright blue. With their second hand, they will quickly trace the kanji for “explosion” on the ball, which will appear in thick black writing. Finally, they will toss the ball of chakra. Once it leaves the ninja’s hand the ball naturally grows unstable, and after a short period of time, the focused chakra explodes.

Cost: 4 JP

[ Cost Tag ]

100 (Cost) – 4% (Con Mod) = 96 – 90 (Inner Calm) = 6 Chakra Spent

[ Damage Tag ]

120 (Base) + 200 (Nin Mod) = 320 Damage

[ Accuracy Tag ]

60% (Base) + 98% (Acc) = 158% Chance to Hit

[ Relevant Skills ]

۰ Inner Calm [Rank 9]

Bloodline: None

Description: Your are more efficient with your chakra, doing more with smaller amounts than others.

Effect: Chakra-Based Techniques cost 45 less Chakra per ninja rank of the technique. Minimum of 5 Chakra must always be paid.

Cost: -1

Ranks: 10

Kaidomaru wasted no time, knowing that he needed to put Shinji on the defensive quickly before he could mess with his mind. So he made three quick handseals before holding one hand out to his side. At first, a small pinprick of light appeared, before expanding into a large, blue-white ball of solid chakra floating an inch or so above Kaidomaru’s hand. He grinned at he clutched his fingers around it. He felt the warmth of the ball glowing steadily, a little put off by the fact that the ball felt so…solid. He had never used the jutsu in battle, only theorized based on his work with the Scroll of Seals.

“This jutsu came from a direct result of my studying during that time we spent together in Suna. I used some of Saki’s techniques along with the seals in the scroll. I call it the Exploding Star Technique.”

Kaidomaru quickly traced his finger over the surface of the blue ball, a thick black kanji for “explosion” filling the face of the ball. He grinned before winding back, and then throwing the ball of blue-white light at Shinji. As soon as it left the boy’s hand, static bursts of electricity seemed to discharge from the ball. It couldn’t maintain that compact form when it wasn’t in contact with its source, and as it neared Shinji, the ball would glow a brilliant bright white before culminating in a large, focused explosion right in the boy’s face.

“Let’s see exactly what you’ve learned then…” Kaidomaru said under his breath, to nobody in particular.

[ Speed Calculator ]

Kaidomaru, whose Turn Order is 214, and which will be 321 at the end of the turn. (Turn #4)

Shinji, whose Turn Order is 302, and which will be 397 at the end of the turn. (Turn #5)

Kaidomaru, whose Turn Order is 321, and which will be 428 at the end of the turn. (Turn #6)

Shinji, whose Turn Order is 397, and which will be 492 at the end of the turn. (Turn #7)

Kaidomaru, whose Turn Order is 428, and which will be 535 at the end of the turn. (Turn #8)

[ Loss Tag ]

Kaidomaru’s Loss

HP – 0 | Chakra -6 (+64) | Stamina -0

Kaidomaru’s Total Loss

HP - 0 | Chakra -6 | Stamina -0

Kenkei’s Loss

HP – 0 | Chakra – 0 | Stamina – 0

Kenkei’s Total Loss

HP – 0 | Chakra – 0 | Stamina – 0

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[OOC: Since you rolled a 47 for hell viewing technique it triggers genjutsu shaper, your next turn is turn 1, turn 2 will trigger the effects, you get 3 turns of Startled/afraid.] 

 

.:Response Phase:.

Aura Perception Premonition roll: 8; Fail 

[158% chance to hit - 75% (my eva) -10%(Fire Specialty) - 10% (Reflective Surface) = 63% chance to hit]

Dodge attempt: 32; Fail - Hit for 285. 

 

Kaidomaru had done his usual trash talking yet again, he formed a ball of energy with his chakra and then launched it towards shinji, the speed of the projectile caught him off guard and as a result he was knocked backwards by the impact of the explosion of energy, creating several small cuts on his face, an impressive technique, but it seemed incomplete or lacking. It had damaged his body but not as significantly as he had talked it up, that was for sure. 

 

.:Setup Phase:.

 

[Activating Elemental Archetype]

 

Shinji began molding his chakra, taking extra care to blend in his elemental based energy along with it, it was time to show Kaidomaru one of the other new techniques he had learned after all. 

 

.:Main Phase:. 

 

"That was an impressive ball of energy, though it was a bit lacking in the power department. Though if that is the best thing you have after our time here, I have to say I am disappointed, and if you think that those are just a bunch of leaves surrounding you, you are sorely mistaken. Oh I almost forgot, before you slip away for awhile, allow me to add to the fun you are about to be experiencing with one of MY new techniques. I hope you enjoy it..."

 

"Raiton; Kurai Heya!!!"

 

Raiton; Kurai heya | Lightning Style; Dark Room | 暗い部屋
Type: Genjutsu [Lightning; Evolving]
Rank: Chunin
Cost: 122
Damage: 40
Effects: Confused for 2 turns, Terrified for 1 turn. 


Confused: You have a 50% chance to target yourself every time you use an offensive attack. [60 DP]
Terrified: You try to avoid the one who caused you fear or the location that the fear is centered around. If forced to confront the object of fear, you have a -20% to total damage and -20% chance to hit against the target. [30 DP]

 

Description: Uchiha Shinji developed this technique during his other experimentation with various levels of electricity in the human body, in this particular illusion, the victim was transported to a room that was pitch black, and then suddenly lightning would strike one meter in front of them, and then again half a second later closer, and closer again another half second, by the time three seconds have passed the victim was struck by the lightning itself once, ten seconds three times, thirty seconds, seven times, this continues on for sixty consecutive seconds before the victim is freed from their torment. Usually they come back to reality terrified and confused as to what is happening and why.
Points: 5 JP

 

Cost: 122 - 60 (inner calm rank 6) = 62 chakra 

Chance to hit: 60% (Base) + 30% (Shinji Conc) + 6% (Path of the Mesmer) + 8% (Subtle Elements Lightning Bonus) = 104% chance to hit 

Damage: 40 (Base) + 8 (Brahma) + 60 (Gen Mod) = 108 Ghost Damage 

 

**On a roll of 1-60 Genjutsu Shaper triggers extending turn durations by 1 for each status effect.**

 

Relevant Skills: 

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.
Cost: -1 SP

Inner Calm         

Description: You are more efficient with your chakra, doing more with smaller amounts than others.

Effect: Chakra-Based Techniques cost 5 less Chakra per ninja rank of the technique. Minimum of 5 Chakra must always be paid.

Ranks 6

Cost: (-6 SP) (Techniques cost 60 less chakra) 

Aura Perception; Premonition           

Description: You've been attacked from behind and ducked it without looking. Attacks you could never have seen coming you've sidestepped like they were child's play. Others might not know how, but you know that you can sense the moving chakra around you. It might as well be screaming as it moves through the air, without looking, hearing or sensing anything, you can point and trace the arc of a fireball that you shouldn't even be able to see- so long as you are close enough.

Effect: When targeted with an offensive Chakra-based attack, the user of this may roll 1d20. If they roll x or below, they may dodge the attack. This is done before a dodge roll. The value of x is equal to the rank in this skill obtained. Only attainable through 'Path of the Sensor'.

Requirements: Path of the Sensor; Premonish Ken           

Ranks: 3/4

Cost: -3 SP

Genjutsu Shaper           

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.

Rank 1: On a dodge roll of a 1-20, status effects last one turn longer.

Rank 2: On a dodge roll of a 1-40, status effects last one turn longer.

Rank 3: On a dodge roll of a 1-60, status effects last one turn longer.           

Ranks: 3           
Cost: -0 SP (Path of mesmer) 

Brahma, The Creator           

Description: The mind is a strange and unknown organ- the depth of the entire human experience happens all in this single mass of flesh. You have a blessing, or maybe a taught ideology, or even an natural talent- no matter the origin you have a gift for Genjutsu. The molding of the mind and illusion just comes so naturally, you feel more at home in the wrappings of a strong Genjutsu than you ever did in your mother's arms. There is just something so right about it. Of course, the cost of such a mental talent comes at a great cost to the body.

Effect: Genjutsu of the user will deal an additional 20% more base ghost damage and an additional 20% stat reduction. This multiplier, in this case and this case only, allows you to break the base caps. You may not use any Taijutsu and may not have any skills (positive or hindering) that give negative effects towards Taijutsu abilities.

Ex: 100[base Damage] * 1.2 = 120 + 8 [Genjutsu Modifier] = 128 Ghost Damage.

Ex: 100[base Stat Reduction] * 1.2 = 120 + 20 = 140 Stat Reduction           

Cost: -1 SP (Path of the Mesmer)    

Elemental Archetype

Description: Traditionally, elements are comprised solely of Yang energy, while illusions are fulled by Yin energy. With a degree of mastery, one can mimic the formation of Yang energy like the Sage of the Six Fold Paths once did and bring their dreams to reality. Shinobi are trained to use unstable forms of chakra in this creation, leading their attacks to be more damaging.

Effect: Users that focus on this archetype will gain the ability to use the Ninjutsu element skills with Genjutsu techniques, replacing physical damage with ghost damage. In addition, the user will receive +5% to their base ghost damage when they use elemental genjutsu. The player still needs to have the Subtle Element and Combinatorial skills.           

Cost: -1 SP

The Path of the Mesmer           

Description: Many people walk this earth not content with living in reality—Mesmers prefer to create their own realities. A Mesmer is a person who works in the arts of persuasion, illusion and trickery, using physical and non physical means to get their way, often through the use of genjutsu. Able to talk circles around even the most cunning of politicians, a skilled Mesmer could even talk brick mason into buying bricks. These people always have a plan, even if it is not obvious to those around them. Cunning and mysterious define these people, and they are often found rising to the top one way or another.

Effect: For every 100 points in Concentration, this character gains an additional +1% to hit with Genjutsu based attacks.

 

Persuasive Master: (Choose Two)

- Focused Mind: Gain 3 ranks of 'Genjutsu Shaper' for free.

-Destructive Mind: May gain 'Brahma the Creator' for 1 skill point.

 

RP Guide:

-Character should have a proficiency in genjutsu at least to some degree. They also will often make use of persuasion to achieve the goals they assert for themselves. Cunning and mysterious, the true goals of a mesmer are often just out of reach of those around them.

Requirements:

-None.

Cost: -1 

Fire Specialty [uNLOCKED]

Description: Naturally aligned to the element of the fire, this character has a natural tact at using and manipulating fire to their bidding. The user's chakra is very fierce and can flow through the body, giving it heightened reaction speed and agility, much like the flickering of a flame.
Effect: User has a +10% chance to dodge any attack. Fire 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: Fire” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Fire”, they may have their points refunded. *This skill may be learned before level 30, but the effects are not granted until level 30 is obtained.
Requirements: You get one specialty at level 30 and another one at level 80.
- Level 30*: 10 post Jounin training.
Cost: -0 SP

 

.:Loss Tags:.

 

-285 health, -5% chakra, -62 chakra, - 0 stam, 

 

Total losses: 

 

Chakra - 112, -10%, Health -285, Stamina -0, 

 

.:Speed calc:. 

 

Uchiha Shinji beginning speed: 800, end of turn speed 960; 

Nara Kaidomaru speed 840; 

 

Shinji Speed Percentile: 112

Shinji New Speed Percentile: 95  

Kaidomaru Speed Percentile: 107 

Shinji, whose Turn Order is 302, and which will be 397 at the end of the turn. (Turn #5)

Kaidomaru, whose Turn Order is 321, and which will be 428 at the end of the turn. (Turn #6)

Shinji, whose Turn Order is 397, and which will be 492 at the end of the turn. (Turn #7)

Kaidomaru, whose Turn Order is 428, and which will be 535 at the end of the turn. (Turn #8)

Edited by Pwnzie
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[i’m aware. It’s why I announced it under the dodge roll I made in my previous post.]

[ Response Phase ]

[ Dodge Chance ]

104% - 10% (Con) = 94% = 90% Chance to Hit

[ Dodge Rolls ]

Kaidomaru: 21 [Hit]

-- Kaidomaru takes 108 Ghost Damage

-- Genjutsu Shaper Activates

-- Kaidomaru will suffer three turns of “Confused” and “Terrified.”

-- This is Turn 1. Next turn, Kaidomaru will suffer three turns of “Afraid” and “Startled”

[ Ruling: “Well, if it was on the first turn after hitting, it would be... the one after the turn you got hit right?” “So it would go hit, turn 1, turn 2 (effect).“ – KC ]

Kaidomaru felt Shini’s next attack before he saw it happen. Volts of electricity surged through him, repeatedly. For a moment he was tossed back to his final bout with Keanu. His mind understood the pain of electricity, and so he could replicate it.

“Kaidomaru!” A voice called in the din, somewhere near the back of his mind. Kaidomaru knew Kenkei must have seen him physically react to the jutsu. He used her as an anchor, ignoring the “Shocks” he was receiving to pull himself back to the arena at hand.

As soon as he returned, he noticed two things: One, he was shaking a bit. Two, his vision was a bit blurry. The attack on his mind would make targeting the Uchiha difficult, so he’d need to come up with a different solution.

[ Set-Up Phase]

[ "Master Tactician: Tactics; Bait and Bleed" is still active. Kaidomaru still targets himself. ]

۰ Master Tactician

Effect: The player can choose to activate or deactivate one of the following tactics during battle in their Setup Phase. The chosen tactic remains in effect until the player chooses to deactivate it, or activates another tactic.

- Tactics; Bait and Bleed: The user declares a member of their team as the target of this effect. Whenever an opponent attacks the designated target, the next attack on that opponent has a 50% chance to be a critical hit. May only be used in Team Battles.

Requirements: Path of the Tactician

Cost: 0 SP

Kaidomaru nodded, smiling a bit. “Impressive. I like the flair.” Unlike Shinji, Kaidomaru saw this fight as a fun bout. He wasn’t angry at Shinji, so a compliment was easy to give. “I think I’ll have to approach this from a different angle.”

[ Main Phase ]

[ Kaidomaru uses "Fuinjutsu; Wana" ]

[ Kenkei uses “Gaisho Handou” ]

۰ Fuinjutsu; Wana | Sealing Technique; Trap | 封印術・罠

Type: Ninjutsu [ Void | Trap; Set ]

Rank: Chunnin

Cost: 140 Chakra

Damage: 50 Damage

Effect: Opponent is “Stunned” and “Vulnerable” for 1 Turn.

Description: With speed, the user will draw a thick circle, writing the kanji for “Trap” inside of it before charging the circle with chakra. The circle and kanji can be written with anything, even blood, if the need requires it. Anyone whose foot steps inside the bounds of the circle will find themselves covered in same kanji. The chakra lacing the kanji for “Trap” will seep into their skin, binding their muscles and making them almost completely incapable of movement for a short time.

Cost: 5 JP

Gaisho Handou [Trauma Kick]

Type: Taijutsu [Deer Style]

Rank: Genin

Cost: 65 Stamina

Damage: 5 Damage

Effect: Enemy is "Confused" for two turns.

Description: Yet another in the line of Handou jutsu, the Trauma Kick is a simple attack, aiming a single of the deer's legs at the head of its enemy. The kick usually disorientates the enemy, causing them to stumble about the battlefield and occasionally hurt themselves.

Cost: 4

[ Kaidomaru Creates 1 “Trap” Seal. ]

[ “Trap” is a Set Trap with a Chance to hit of 0% ]

[ Ruling: Traps do not target anyone, they merely hunt for an enemy to hit. Or they “Target the board state.” Thus the effects of Confused and Terrified both do not apply. ]

[ Kaidomaru Cost Tag ]

140 (Cost) – 4% (Con Mod) = 134 – 90 (Inner Calm) = 44 Chakra Spent

[ Kenkei Cost Tag ]

65 Stamina – 0 = 65 Stamina

[ Kaidomaru Damage Tag ]

50 (Base) + 200 (Nin Mod) = 250 Damage when Triggered.

-- When triggered, Shinji will suffer 1 turn of “Stunned” and “Vulnerable”

[ Kenkei Damage Tag ]

5 (Base) + 175 (Tai Mod) + 10 (Martial Artist) = 190 Damage

-- Will Generate an “Deer Charge” if it hits.

-- Shinji will suffer two turns of “Confused” if it hits.

-- 50% Chance this jutsu will be a Critical Hit due to “Bait and Bleed”

[ Kenkei’s Accuracy Tag ]

60% (Base) + 50% (Acc) = 110% Chance to Hit

[ Relevant Skills ]

۰ Inner Calm [Rank 9]

Bloodline: None

Description: Your are more efficient with your chakra, doing more with smaller amounts than others.

Effect: Chakra-Based Techniques cost 45 less Chakra per ninja rank of the technique. Minimum of 5 Chakra must always be paid.

Cost: -1

Ranks: 10

With his vision unreliable, Kaidomaru decided to use a jutsu that could not fail. He bent low,

[ Speed Calculator ]

Kaidomaru, whose Turn Order is 321, and which will be 428 at the end of the turn. (Turn #6)

Shinji, whose Turn Order is 397, and which will be 492 at the end of the turn. (Turn #7)

Kaidomaru, whose Turn Order is 428, and which will be 535 at the end of the turn. (Turn #8)

[ Loss Tag ]

Kaidomaru’s Loss

HP – 0 | GHP – 108 | Chakra -44 | Stamina -0

Kaidomaru’s Total Loss

HP - 0 | GHP – 108 | Chakra -50 | Stamina -0

Kenkei’s Loss

HP – 0 | Chakra – 0 | Stamina – 65

Kenkei’s Total Loss

HP – 0 | Chakra – 0 | Stamina – 65

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[Final turn of firewalking]

 

.:Response Phase:. 

Shinjis Dodge Reductions: 

110% chance to hit - 75% (Shinji dodge) -10% (Fire Specialty) -10% (Reflective Surface) = 15% chance deer taijutsu hits 

Dodge roll: Result 4; Hit Confused 2 turns, (Turn 1) took 165 damage 

 

Shinji was too focused on watching Kaidomaru hide the trap that he was setting and missed the deer creature coming at him, took a few kicks to his side from the creature, it had surprising strength behind it. It was no matter, his body had handled worse before. Wiping the blood from his brow, he planned his counter attack.  

 

.:Setup Phase:. 

 

--

 

.:Main Phase:. 

 

The hits he had taken from the deer had left his head a little scrambled, he felt a bit dizzy and it seemed like the room was spinning, his accuracy with a technique would be shit right now anyways, his best option after taking that attack would be making some clones to distract Kaidomaru. 

 

"Kage Bunshin No Jutsu!" 

 

Shinji had created another 2 clones alongside himself as the smoke cleared. 

 

Kage Bunshin No Jutsu (Shadow Clone Technique)

Type: Ninjutsu [Konoha]

Rank: Chuunin

Cost: 70x Chakra

Effect: In terms of chakra cost calculation 'x' is equal to the number of clones created through this technique. May be used in the Main Phase or the Set-Up Phase. If used in the Set-Up Phase, the user's Main Phase is not consumed. Clones created during the user's Set-Up Phase may take part in any technique that requires the presence of physical clones during the Main Phase following their creation, but are destroyed during the Loss Phase. Shadow clones have 1 Health Point, with the rest of their statistics being equal to their creator's, divided by the number of clones created plus the creator [statistics/(x+1)] . 1 clone may be created by shinobi of Gennin rank, 4 by Chuunin, 7 by Jounin, and 14 by Sennin. This ratio is modified for ninja from Konohagakure to 2 by Gennin, 6 by Chuunin, 10 Jounin, and 18 by Sennin.

Description: Years of steady usage has made the Shadow Clone Technique a common site on many a battlefield. Despite being a work-horse technique amongst shinobi, Kage Bunshin remains a versatile maneuver in many combat situations. Through means of the technique, the user is capable of quickly creating physical doppelgangers. The applications for these clones are numerous and every shinobi who learns Kage Bunshin No Jutsu seems to devise their own style with it. The clones themselves are much more fragile than the ninja that they imitate as they can be dispatched with little effort. History lends credence to the commonly held belief that the Shadow Clone Technique originated in the Land Of Fire some time before the creation of the first hidden villages. Since it's advent though, the technique has spread greatly and now shinobi of every denomination have been seen making use of the skill. Ninja hailing from Konohagakure No Sato still seem to be the most gifted with the use of shadow clones. Some say they have developed secret differences from the basic technique that allows them greater benefit.

Cost: 4

 

Cost: 140 chakra - 60 (Inner calm) - 10 (Ninjutsu amplifier) = 70 Chakra 

 

.:Loss Tags:. 

 

-70 chakra, -5% chakra, -155 health - 0 stam

 

Total losses 

 

Chakra - 182, -15%, Health -440, Stamina -0, 

Edited by Pwnzie
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