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Ratman

endgame hachi & kyoko

Oct 19th, 2018
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  1. Name: Hachi Kame
  2. Rank: Chuunin (3)
  3. MP Spent: 190
  4. MP Spare: 0
  5.  
  6. Injury: base(tai*rank*4)+Healthy(12)+Earth Affinity(Rank*4)+Scars and Scrapes(16) =
  7. 112 / 56 / 28
  8. Chakra Pool: 13 Grit/Turn: 2 Movement: 15
  9. Damage Reduction: 10 (chain), 15 (vest) Intuition: 1 Speed Ranks: 3 Initiative: 3 Stability: 50
  10. CC: 5
  11. Tai: 6
  12. Nin: 6
  13. Gen: 2
  14. Det: 3
  15. (61 MP)
  16.  
  17. Elemental Nature: Earth
  18. Nindo: 5
  19. "I wish to help rebuild our clan." (Glory)
  20. "I will prevent further bloodshed and war." (Protection)
  21. "I will help close the wounds around me." (Protection)
  22.  
  23. Unique Abilities: 2
  24. UA1: Aspect - Chest hair
  25. Grants natural 5 points of mundane DR, which stack with armor. This DR can be damaged or negated by effects that can do that (like wind element), after which it is assumed the opponents are going for the wounds. If armor is worn over it, the physical armor is damaged before the aspect, and the DR part that was in effect is lowered. When the character is healed to full HP, the DR coming from this aspect is fully restored.
  26. UA2: Desperation - 「Fake Kekkei Genkai: Dead Hair Pulse」
  27. When the character enters the Injured pool, they gain 6 Grit (rank3 Desperation), and are now mechanically allowed to use "Kekkei Genkai Training: Dead Bone Pulse". This also effectively disables their armor, grants them natural 10 mundane DR (doubled against Taijutsu), as well as two intances of the Healthy perk.
  28. They are also allowed to take ranks in this training during downtime. Due to the large amount of Grit provided by the Unique Ability, activating Burst of Spines costs one point of Grit, and can only be done once per turn.
  29. Finally, the character's Martial Arts become South School while the technique is active.
  30. The actual bodypart used for the technique, of course, is hair.
  31.  
  32. Renown: 4 (clan tragedy)
  33. +2+5+3
  34. +3 (exemplary performance in chuunin exams)
  35. =17
  36.  
  37. Traits:
  38. Large (CG)
  39. Kekkei Genkai: Dead Bone Pulse (normally CG, granted by UA, conditional)
  40. Earth Element Affinity
  41. Earth Element Purity
  42. Will of Fire
  43.  
  44. Skills:
  45. Martial Arts Training 5 (1. is free, North, FOCUS)
  46. Dodge 5 (1. is free, Aerial Ace)
  47. Earth Element Training 5
  48. Medical Training 5 (Advanced)
  49. Kekkei Genkai Training: Dead Bone Pulse 3 (Advanced)
  50. Fuuinjutsu Training 2 (Advanced)
  51. International Lore 4 (1. is Basic)
  52. Taijutsu Knowledge 2
  53. Ninjutsu Knowledge 2
  54. Regional Lore: Earth Country 1 (Basic)
  55. Shuriken Training 1 (free)
  56. Kunai training 1 (free)
  57. (101 MP)
  58.  
  59. Perks:
  60. Fists of Stone, Fists of Iron
  61. Healthy
  62. Familiarity: Cat's Eye Mat
  63. Area Denial, Hotspot
  64. Quick Learner (5)
  65. (23 MP)
  66.  
  67. Equipment: Resources 15 (2 spare)
  68. Forehead Protector: The mark of a shinobi from your village. Wearing this grants you +10 Reputation amongst shinobi in your villages but marks your origins to others while visible.
  69. Chain Mesh: DR: 5, Often worn under clothing by shinobi who favor a more concealed sort of protection, the chain mesh doesn’t encumber or inhibit movement at all.
  70. Tactical Vest: DR: 10, A shinobi must be at least a Chunin to purchase this armor. This armor is worn over clothing and allows a shinobi to use up to three Tools as if he had Quick Draw. These items must be designated at the start of an encounter.
  71. Shinobi Cloak: Worn over even armor, except for Armor of the First War, and clothing. The cloak comes with a hood and keeps the wearer warm and safe from the elements. Additionally, its flowing snapping form and ability to conceal movements impose a -2 ASP on all foes that attempt a Knowledge Check on the wearer. Finally, the wearer gains +1 ASB to any “Feint” attempts.
  72. 2 Blood pills: Restore half of the current Injury pool. Once per encounter.
  73. Tags: 1 Exhaustion
  74.  
  75. Jutsu:
  76. [Rt: /CC: 3/Se: /Rng: 25/ /Dmg: /Spd: /Eff: ]
  77. Disguise Jutsu- [CC: 1, Dmg: None, Rng: Personal, Spd: 1 Partial Action]: A basic technique that all shinobi possess even at the Genin level. The Disguise Jutsu allows the shinobi to change their appearance to that of another person, even to a mundane object that can be no smaller than a shuriken. Despite its name belying a disguise, the true nature of this Jutsu is a shape shifting technique. However, the technique is dispelled with a single point of damage or upon any action. While under the effects of this Jutsu you cannot gain Grit.
  78. Bunshin: [CC: X/ Spd: 1/ Rng: E-1/ Dmg: 0] The Bunshin technique may create X amount of clones upon activation. These clones last until the End of your Next Turn. They may be used to Flank opponents and may grant you a +1 pool bonus to Feint attempts. These clones have the same movement rate as you but can deal no damage and have no Stats or Skills. They are destroyed upon receiving any damage, and may not use defensive actions. They are rendered ineffective against opponents who have Chakra Sight or Chakra Detection and against opponents who succeed on a Genjutsu or Ninjutsu Knowledge check with your Rank as the difficulty.
  79. Water Walking Jutsu: [CC: 0, Rng: Personal, Spd: Instant]
  80. The Water-Walking Jutsu is a display of chakra control that allows shinobi to walk on water. However, this technique is not limited to water, as this Jutsu can be used to scale any surface that they can place their feet onto; walls, ceilings, buildings, and many more. Once learned, this Jutsu is assumed to always be functioning unless the shinobi wishes otherwise.
  81. Generic Sealing Jutsu: [CC: 2, Rng: Personal, Spd: 2 Full Actions] Taught at a young age to conceal and move items with stealth, the Generic Sealing Jutsu is used to seal items inside of scrolls using a universal seal. This technique may place up to X Resources in a small or medium scroll, never a large scroll, where X is your Rank.
  82. Escape Artist Jutsu- CC: 1, Rng: Personal, Spd: 1 Full Action]: A shinobi sometimes may find himself restrained by mundane means, chains, ropes, and other such restraints are all employed to hold a shinobi back. The Escape Artist Jutsu allows even a Genin to free himself from the bonds imposed on him. Using the Escape Artist Jutsu allows you to escape any restraints put upon you by a non-shinobi or a shinobi of your Rank or lower including being “Immobilized” due to chains or wire, or Grapple. However, higher ranked Shinobi are capable of even holding back other shinobi with their restraints. You may use this Jutsu even while “Immobilized”.
  83. Shunshin Jutsu: [CC: 2, Range: None, Speed: 1 Partial Action] The Shunshin, or High Speed Movement Jutsu, is a standard technique learned across the shinobi world. When a shinobi uses Shunshin they are not teleporting, despite what it may seem. The Shunshin Jutsu moves the shinobi a distance equal to their full-turn move action as a partial action.
  84. Medical Jutsu: [CC: X, Rng: Engaged-1, Speed: 1 Partial Action]: This technique can only be used by a shinobi with at least 1 rank in Medical Training. For each X Chakra you spend you may heal 8 Injury on either yourself or a shinobi adjacent to you. If you pay more than your Rank for the X value the action requires another full-round action. For each subsequent healing action you perform on the same target in the same Round the amount of healing is reduced to 1⁄4. You may add your ranks in Medical Training to the X value when converting your Chakra paid to Injury healed automatically when healing another shinobi, or when healing yourself if you take a full-round action to do so.
  85. Replacement Jutsu: [CC: 5, Rng: Personal, Speed: Defensive Action Only]: An emergency measure, when an attack is coming and you are incapable of defending yourself some shinobi are capable of replacing themselves with a mundane object, using the Disguise Jutsu, and having it take the hit instead. If they are aware of the attack and know the nature of it they may opt to use the Replacement Jutsu instead of taking any “Defend” action. They then move a number of squares up to their Ninjutsu away from their opponent. Can be done up to Rank-1 times per encounter.
  86. -----
  87. 「Doton: Nekome Tatami no Jutsu」 (Earth Release: Cat's Eye Mat)
  88. [Explosion - R: C / CC: 6 / S: Dog-Snake-Dog / Rng: 13, Burst 6 / Spe: 3/15 / Eff: 44/66 damage, stagger, prone, Hotspot (-2ASB), -3 Speed, leaves 6x6 rock on battlefield if rock. Rock can be countered with taijutsu but has 15 DR and 132 Injury]
  89. Twirls a flat rectangular chunk of ground or gravel a the target, with a prominent more solid part, which makes serves as a split in the middle. Upon contact, the sides of the 'mat' spin, and, still mostly solid, slice around the area. Not too dangerous, but very chaotic.
  90. (7BP base for D rank + Familiarity.
  91. -3 BP for Earth, -1BP for Increase Area 3, -3BP for prone, +4 for Modify Area, -4 for Decrease Range by 12, )
  92. 「Doton: Nekome Tatami Gaeshi」 (Earth Release: Cat's Eye Mat Reversal)
  93. [Flashpoint Pulse - R:C CC: 8 / S: Hare-Dog-Snake /Rng: 0, Burst 3 / Spe: 6 / Eff: 24/36 Damage, Stagger, Hotspot, leaves 3x3 rock on battlefield if rock. Rock can be countered with taijutsu but has 15 DR and 2x damage Injury)
  94. Upon quickly kicking the ground, ejects several mats of earthen material from it, in a circle around the user - similar to the ranged version in looks, but smaller, and much faster.
  95. (6BP base for C rank, +8 for decrease range by 25, -4 for Modify Area, -3 for Earth, -5 for Flashpoint, 2BP unspent.
  96. Cost reduced by Ninjutsu 6)
  97. -----
  98. Fuuinjutsu Effects Available
  99. Exhaustion (-1 Speed, -2 ASP to Taijutsu)
  100. Release
  101.  
  102. Maneuvers:
  103. - Disarm
  104. - Block (block grants Rank*WeaponBase DR instead)
  105. - Charge
  106. - Grapple
  107. - Chakra Scalpels Stance
  108.  
  109. Path to Ninja:
  110. Road to Ninja: Fighter's soul (+1 ASB to everything Tai, +3 taijutsu damage)
  111. Innocence: Scrapes and Scars (+16/+8/+4 HP)
  112. Crucible: Academy Training (+1 Shuriken, +1 Kunai, +1 Martial Arts and +1 Dodge)
  113. Conflict: Clan Tragedy (large number wiped out, +4 Renown)
  114. Maturation: Pacifist Soul (Can leave people alive, lose all nindo if someone dies anyway)
  115. Realization: Combat Savant (Martial Arts gains +1 ASB and +X damage where X is rank. Also pick a maneuver, it is your Hijutsu. When you use it, once per combat, it gains +Rank ASB)
  116.  
  117. Notes:
  118. Martial Arts gets +3ASB total (Fighter's Soul, Combat Savant, 1/4Medical)
  119. deals (Tai+Martial Arts+2xMedical+Rank+8+3)x2 = 70 damage
  120. Dodge gets +10, +14 in the whole team
  121. Block is +Rank*Weapon Base = +24 DR
  122.  
  123. Chakra Scalpels Stance allows making an attack action with Medical Ninjutsu. Occupies both hands.
  124. Base damage is equal to CC.
  125. Hit with 2+ successes over opponent causes Disable-arm or Disable-leg.
  126. Hit with 4+ successes over opponent causes Disable-nerves.
  127. Hit with 6+ successes over opponent causes Disable-torso.
  128. Hitting someone who is 2x Disabled causes Severed (=Staggered).
  129. Hitting someone who is 3x Severed drops them into the Wounded pool.
  130. THESE EFFECTS CANNOT BE GRITTED OUT OF, ONLY HEALED WITH MEDICAL NINJUTSU
  131.  
  132. While UA is active:
  133. - Can 'become bladed' once every turn. Costs 2 chakra the first time, 1Grit every time, deals unavoidable DBP damage in burst 1 around the character.
  134. - DBP attacks get +2 ASB (Fighter's Soul, Medical). Their damage is [(Tai+DBPRank+(Rank+DBPRank)]x1,5 = 22
  135. DBP DR doubles to a total of 25 against taijutsu based attacks and weaponized jutsu.
  136. - In South, Martial Arts get two attacks per an attack partial action. Martial Arts damage multiplier becomes 0.75x rather than 2x, making it 25.
  137. - Gaining 6 grit can proc Focus. South can do it too. Focus gives +1 Tai, +15 Chakra-based DR, and +1 ASB if not met by counter or parry.
  138.  
  139. In roles:
  140. Offensive Specialist: +3(x2) damage when given ASB
  141. +tai(x2) damage when given partial action
  142. when tactician extends charge, gain double the move
  143.  
  144. Medical Specialist: 2 fate points
  145.  
  146.  
  147.  
  148. Bonds:
  149. Kyoko: 3 (+1 temporary) - +2ASB on defend actions, +1 on all other actions
  150. Arista: 2 - +2ASB on defend actions, +1 on all other actions
  151. Ai, Tsubame, Saki: 2
  152. Saito: 2?
  153.  
  154.  
  155. SHOPPING LIST
  156. Familiarity with Reversal, give it Airborne
  157. Martial Arts 6
  158. 3D Movement (3), not-flatfooted perk is 5, (but req CC 6)
  159. Dead Bone pulse up to 5
  160. International 5
  161. Hip Toss
  162. work towards leap attack: Tai Knowledge 4
  163. work towards iron fist stance: Tai Knowledge 5, Tai Mastery
  164.  
  165. Buy a small scroll, release tag, Tactical Vest, a soldier pill
  166.  
  167.  
  168.  
  169.  
  170.  
  171.  
  172.  
  173.  
  174.  
  175.  
  176.  
  177.  
  178.  
  179. Niten Kyoko
  180. Rank (3)
  181. MP Spent: 168/190
  182. MP Spare:
  183.  
  184. Injury: 60/30/15 Chakra Pool: 11/11 Grit/Turn: 3 Movement: 14+6
  185. Current Injury: 60/30/15
  186. Damage Reduction: 5 Intuition: 2 Speed Ranks: 2 Initiative: 4 Stability: 28
  187. CC: 4
  188. Tai: 4
  189. Nin: 6
  190. Gen: 4
  191. Det: 3
  192.  
  193. Elemental Nature:
  194. Nindo (8): I'll fight for my village (Protection). I'll help people be the best they can be (Knowledge). I am justice (Glory).
  195. Unique Abilities:
  196. UA 1 - Art of War (Aspect): As Specialist X (Tactician), but with no Grit/turn penalty.
  197. UA 2 - Special Team Training (Downtime): A Downtime spent on this action increases the Bond level of all participants by 1 for the duration of the next mission. If this would increase a bond beyond Eternal Bond, all previous Bond bonuses are doubled.
  198. Renown: 16
  199.  
  200. Traits:
  201. (CG) Brilliant: Your mind is both vast and powerful. Your comprehension of Jutsu is excellent. You add 2x your Ninjutsu to all Jutsu and Maneuvers, as well as Ranged Attacks with Kunai, instead of the usual 1xNinjutsu. You add 2xNinjutsu to Ranged Attacks with shuriken. Additionally, you may use Knowledge Checks as a partial action rather than a full.
  202. Master Tactician: When you are filling the "Tactician" role in a Formation you gain 2 Tactic Points at the start of your turn and you can use your Tactics Pool to maneuver your opponent so long as you have line of sight of them and they are in the same Zone. Additionally, whenever you activate a Follow-Up you gain 4 Tactics Points at the start of your next turn.
  203. Fire Element Affinity: You are naturally talented at channeling and manipulating fire element chakra. You are passionate and full of life. You permanently gain +Rank/3 (Rounded Down) Grit/Turn.
  204.  
  205. Skills:
  206. Martial Arts 3 (West)
  207. Shuriken Training 4
  208. Fire Element Training 4
  209. Dodge 4
  210. Stealth 2
  211. Deception 2
  212. Taijutsu Knowledge 4
  213. Ninjutsu Knowledge 4
  214. Genjutsu Knowledge 2
  215. Counter Genjutsu Training 2
  216. Tactics 2
  217.  
  218.  
  219. Perks:
  220. Master Plan: During the first round of combat after your side has detected the enemy you may choose to devote your entire turn, regardless of duration, to developing a Master Plan. If you do so you may generate an amount of “Team Points” equal to half the amount you generated at the start of the round.
  221. Focused Guidance: When you use a partial action to allocate Team Points you give an additional +1 Automatic Success Bonus for every two you give.
  222. Flexible Orders (5 MP): The bonus for using Team Points as a partial action is now conferred onto spending Team Points as a free action.
  223. Fast: You gain +6 Movement Speed.
  224. Healthy: You gain 12/6/3 Injury.
  225. Quick Learner: You can use two different Downtime actions.
  226. Jack-of-All-Trades: You gain +2 ASB on all actions so long as your Taijutsu, Genjutsu, and Ninjutsu stats are within 2 of one another, and you have at least 2 Ranks in Dodge, Taijutsu Knowledge, Genjutsu Knowledge, Ninjutsu Knowledge, and Counter Genjutsu Training.
  227. High Speed Movement I
  228.  
  229. Tactical Training: +2 to Tactics Pool and +1 to your Tactics Pool per turn.
  230.  
  231. Equipment: Resources 15/17
  232. Forehead Protector: The mark of a shinobi from your village. Wearing this grants you +10 Reputation amongst shinobi in your villages but marks your origins to others while visible.
  233. Green Scarf
  234. Chain Mesh: DR: Mundane 5 Often worn under clothing by shinobi who favor a more concealed sort of protection, the chain mesh doesn’t encumber or inhibit movement at all.
  235. 4 Soldier Pills: Soldier Pills are filled with chakra-boosting nutrients and medicines to restore a shinobi’s system in a flash. You may only consume a single Soldier Pill per encounter. A Soldier Pill restores 4 Chakra.
  236. 2 Blood Pills:
  237. Shuriken Holster: A small holster that wraps neatly around the shinobi’s leg. It allows for the storage of fifty shuriken and grants “Quick Draw” for those Shuriken.
  238. 45/50 Shuriken
  239.  
  240. Jutsu:
  241. [Rt: /CC: 3/Se: /Rng: 25/ /Dmg: /Spd: /Eff: ]
  242. Katon: Grand Fire Ball: [Rt: D /CC: 3/Se: Boar, Horse, Boar/Rng: 16 Burst 1/ /Dmg: 54 /Spd: 2 /Eff: Fire Element]: Reduce Area 3x, Modify Area, +Rank grit
  243. Disguise Jutsu- [CC: 1, Dmg: None, Rng: Personal, Spd: 1 Partial Action]: A basic technique that all shinobi possess even at the Genin level. The Disguise Jutsu allows the shinobi to change their appearance to that of another person, even to a mundane object that can be no smaller than a shuriken. Despite its name belying a disguise, the true nature of this Jutsu is a shape shifting technique. However, the technique is dispelled with a single point of damage or upon any action. While under the effects of this Jutsu you cannot gain Grit.
  244. Bunshin: [CC: X/ Spd: 1/ Rng: E-1/ Dmg: 0] The Bunshin technique may create X amount of clones upon activation. These clones last until the End of your Next Turn. They may be used to Flank opponents and may grant you a +1 pool bonus to Feint attempts. These clones have the same movement rate as you but can deal no damage and have no Stats or Skills. They are destroyed upon receiving any damage, and may not use defensive actions. They are rendered ineffective against opponents who have Chakra Sight or Chakra Detection and against opponents who succeed on a Genjutsu or Ninjutsu Knowledge check with your Rank as the difficulty.
  245. Water Walking Jutsu: [CC: 0, Dmg: None, Rng: Personal, Spd: Instant]:
  246. The Water-Walking Jutsu is a display of chakra control that allows shinobi to walk on water. However, this technique is not limited to water, as this Jutsu can be used to scale any surface that they can place their feet onto; walls, ceilings, buildings, and many more. Once learned, this Jutsu is assumed to always be functioning unless the shinobi wishes otherwise.
  247. Generic Sealing Jutsu: [CC: 2, Dmg: None, Rng: Personal, Spd: 2 Full Actions]:
  248. Taught at a young age to conceal and move items with stealth, the Generic Sealing Jutsu is used to seal items inside of scrolls using a universal seal. This technique may place up to X Resources in a small or medium scroll, never a large scroll, where X is your Rank.
  249. Escape Artist Jutsu: [CC: 1, , Dmg: None, Rng: Personal, Spd: 1 Full Action]:
  250. A shinobi sometimes may find himself restrained by mundane means, chains, ropes, and other such restraints are all employed to hold a shinobi back. The Escape Artist Jutsu allows even a Genin to free himself from the bonds imposed on him. Using the Escape Artist Jutsu allows you to escape any restraints put upon you by a non-shinobi or a shinobi of your Rank or lower including being “Immobilized” due to chains or wire, or Grapple. However, higher ranked Shinobi are capable of even holding back other shinobi with their restraints. You may use this Jutsu even while “Immobilized”.
  251. Genjutsu Release: [CC: 2, Dmg: None, Rng: Personal, Spd: 1 Partial Action]:
  252. Shinobi eventually learn to release themselves from Genjutsu by creating a break in their chakra flow which disrupts any Genjutsu they are aware of being caught in. Genjutsu Release dispels and cancels the effects of any non-Kekkei Genkai or UA Genjutsu.
  253. Replacement Jutsu: [CC: 5-1, Dmg: None, Rng: Personal, Spd: Defensive Action Only]: An emergency measure, when an attack is coming and you are incapable of defending yourself some shinobi are capable of replacing themselves with a mundane object, using the Disguise Jutsu, and having it take the hit instead. If they are aware of the attack and know the nature of it they may opt to use the Replacement Jutsu instead of taking any “Defend” action. They then move a number of squares up to their Ninjutsu away from their opponent. Can be done up to Rank-1 times per encounter.
  254.  
  255. Maneuvers:
  256. Projectile Barrage
  257. Trip Attack
  258. Disarm
  259.  
  260. Path to Ninja:
  261. Heritage: Liar's Tongue: You gain +2 ASB when using "Deception", "Intimidation", or "Diplomacy". If you also possess the "Glib" Trait this bonus increases to +3 for each.
  262. Innocence: Bullied to Toughness: You were pushed around as a kid and it sticks with you to this day. You won't quit and bullies don’t make you flinch. By suffering -1 Grit/Turn, you become immune to the “Terrified” status condition.
  263. Crucible: Class Clown: You were the loser in your class. People remember your failures and still giggle at them, well into your adult life. You suffer -3 Renown. However, you are driven to succeed. Your starting determination is 3.
  264. Conflict: Kid Problems: You had the usual trials and tribulations of a child; people who didn't like you, crushes that didn't pan out, but on the whole you had an average childhood. Your well-adjusted nature allows you to handle people excellently. Gain +1 ASB on uses Deception, Diplomacy, and Intimidation. Additionally, you are immune to the “Aura of Malice” of shinobi in your own Formation.
  265. Maturation: Stop, Evildoer!: You helped, or perhaps even singlehandedly, stopped a crime happening in the village of some significance. You earned the respect of the village higher ups and gain +5 Renown. Also, your strong sense of right and wrong allow you to start each encounter with 1 Grit.
  266. Realization: Eclectic Student: All shinobi are trained in the arts of studying their foes and understanding shinobi warfare, at least to a basic level. You, however, don't just learn things, you absorb knowledge. You gain +2 ASB to all "Knowledge" uses. Additionally, you may increase all Lore skills when you increase a single Lore. Finally, whenever you make a successful "Knowledge Check" you gain 1 Grit.
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