Finding Our Way: A Warring States Naruto AU/WHFB Quest

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Congratulations everyone.

The rolls for once weren't shit, you maxed out your diplomacy roll with the Cult of Morr and the Hatake, over 100 with an artificial crit, and I'm feeling merciful so the prize for that is that y'all will have two of those specialist hero units I offered you guys to make available for deployment.

I'm eager to give these to you to show off how nice having these types of units available would be to you as a stress test for the system. The Morrites sent you a team of snipers meant to shoot down elite vampires and the Hatake have given a group of Genin birdman suits and Raiton powered crossbows meant to also kill elites.
 
Majesty Character Sheet
The foe that strikes at your home is an ogre of a unique character.

His skin is a soft pale lavender that dances the edge between stone white marble and a soft rose, he is clean with a pleasant perfume of flowers pouring from his person. Instead of being attired in armor or half naked like his barbarian kin from the mountains of Morn he walks on the battlefield fully dressed in a silk robes died the color of Tyrian Purple, his feet encased in custom made Arabian shoes of the finest make while in his hand he wields a scimitar that fits his size so elegantly crafted it is as beautiful as it is lethal.

But most dangerous of all is the look intellectually powered sadism that shines in his eyes.

The monster that razes your land is known by a single name of his choosing,

Majesty.

Majesty, Chaos Ogre Champion of the Prince of Pleasure.

Age: 87

Combat Stats:

Health: 10000

Morale: 100

Armor: 0

Melee: 400

Agility: 500

Marksmanship: 0

Stealth: 150

Recon: 150

Recon Range: 50 Meters.

Damage: 350

AP Damage: 150

Ranged Damage: 0

Ranged AP Damage: 0

Ammo: None.

Maximum Attack Range: Melee.


Merits:

School of the Immaculate Death (Grandmaster): "The Prince himself smiles seeing this bastard work, every swing of their blade is the stroke of a brush, every stab a lover's embrace. They managed to make the sacred art of the blade an unwholesome spectacle!" In Melee add 25% of your Agility to your Melee rolls, Crit on 6 and 66 on your damage rolls.

Daemonstep Courtier: "Our Lord's beautiful angels have deigned to bless you with the lessons of their holy dances and you have done them justice! I will take this blade and offer my heart to you as payment!" This character moves with the speed and grace of one of the Dark Prince's exalted daemons thanks to decades of strict instruction from them. Now even the laws of physics cannot impede their movement!
Suppression does not cause Agility Loss. Unit Succeeds any Disengage Rolls after a charge automatically. When defending against Ranged attacks Crit on 6 and 66 and Crits also negate AP Ranged damage. All movement rolls (Charging, retreating, moving) crit on 6 and 66 and have a +15 Bonus.

Sacred Mutation; Hyper Cognition: "It is simply a fact that unfortunately that to be an explorer of the further reaches of experience the human mind is simply insufficient! Too weak, too slow,
too dull. But the Prince provides his faithful with blessings that allow our feeble minds to survive tasting the pleasures he gives!" Slaanesh has provided this character with a mutation that rewires and augments their brain to handle hyper stimuli. This inadvertently increases their cognitive function and reflexes. The Character is much more intelligent than they normally would be. +100 to All Stats.
Caravan of the Exalted Gourmand's Battle Ogres Squad. Ten ogres.

Combat Stats:

Health: 3'000

Morale: 100

Armor: 0

Melee: 50

Agility: 75

Marksmanship: 0

Stealth: 25

Recon: 25

Recon Range: 10 Meters.

Damage: 150

AP Damage: 30

Ranged Damage: 0

Ranged AP Damage: 0

Ammo: None.

Maximum Attack Range: Melee.


Merits:

Pace of the Caravan: "Majesty's retinue of Ogres are known for the sheer speed at which they move, if you can see them on the horizon it is already too late!" Once a battle this unit can triple their Agility stat for one round.
 
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Yeah no, our research guy and few green-ish shinobi won't cut it, this would take some team 7 BS luck to win
Remember we got some specialists negotiated for, and some of them are in bird suits, so I think we get them as reinforcements. I don't think we capture him but probably gonna drive him off.
*"I WANT THAT INCINERATED!"

It's a weapon wielded by a favored servant of Slaanesh, it's definitely got all kinds of icky magic shit on it. It'd give everyone who tried holding it a form of super cancer
So all the toughest bosses have cursed loot? Lame.
 
@Heresy Do we get those folks as reinforcements?
Remember we got some specialists negotiated for, and some of them are in bird suits, so I think we get them as reinforcements. I don't think we capture him but probably gonna drive him off.

So all the toughest bosses have cursed loot? Lame.
Yes. I'm just busy atm so I haven't posted their sheets yet. The good news/bad news is that due to the nature of the vampire war the Hatake/Morr people are anti-hero/elite specialists. The bad news is that they're ranged specialist and Majesty is specced to negate that sort of damage. But again look at the first page where tactical conditions is and read his skills, there's glaring weaknesses I deliberately left in his build. Remember I described him as a duelist hero killer.

*"I WANT THAT INCINERATED!"

It's a weapon wielded by a favored servant of Slaanesh, it's definitely got all kinds of icky magic shit on it. It'd give everyone who tried holding it a form of super cancer
It's not a special sword or else I would've have listed it as special equipment with extra details. It's just really big.

The plan I have for bosses like him is that while they're in the background doing their thing they're also gonna level up and get special equipment. This is him at his weakest.

Make of that what you will and think about the implications of that.
 
TENGU and Death Dealer's Sheets
Due to the massive diplomatic inroads made by our Clan the Hatake and Cult of Morr have seen fit to send us some of their specialists to help eradicate the vampire menace spreading in our lands.
These shinobi specialists were hand picked by the Hatake Clan Head Kotaro and Custode del Portale Alessandro to be equipped in the use of a special set of armor and weapons made through the joint efforts of both their organization's best craftsmen and engineers.

They are equipped with an upgraded version of the wingsuits used by the famous Birdmen of Catrazza that better take advantage of the superhuman capabilities shinobi possess. The pulley system has been remade with extremely durable steel and iron wiring that would be impossible to pull by a normal soldier with the paddles but whose tension is easily used by a shinobi to create massive bursts of speed.

Their weapon of choice is the Susanoo's Spear Crossbow, a special made crossbow that weighs 10 kilograms as it is made out of purified steel, silver and iron blessed and forged by the cult of Morr's greatest smiths. Its body, bolts and string were specifically created to be charged up with Raiton chakra for the sake of accelerating them at hypersonic speeds. The bolts not only disintegrate most protection against them but also fry the enemy with several thousand volts of electricity.

Be aware that due to their equipment these soldiers are extremely vulnerable in melee, protect them from other fliers!

2nd Hatake TENGU (Tactical Enemy Neutralization Gunner Unit); Tokubetsu level Genin Specialist Squad.
Basically this but with a Black Haori over the suit and tengu masks instead of the bird ones.
Combat Stats:

Health: 1000

Chakra: 100

Morale: 100

Armor: 40

Melee: 10

Agility: 250

Marksmanship: 400

Stealth: 50

Recon: 200

Recon Range: 300 Meters.

Damage: 30

AP Damage: 10

Ranged Damage: 500 can hit up to a maximum of ten people in a unit per turn.
Ranged AP Damage: 200.

Ammo: 20.

Maximum Attack Range: 300 meters.
+

Merits:

Flying Unit: "They fly now!" This unit is not impeded in any way by any terrain conditions but they take double damage from Futon/Raiton jutsu effects. Due to the high ground any ranged attacks and recon rolls receive +100.

Cumbersome Armor: "How the fuck am I supposed to fight in this thing man!" This unit's vestments are not made for Melee combat, keep them away from the enemy or they will be torn apart.

Hawk's Vision: Once a round reroll a failed reconnaissance roll and score ranged attack crits on 95-100.

Vampire Slayer (Professional): "A steak to the heart, a silver bullet to the head, the flame of a pyre, all excellent options for how I could kill you." +40 for all rolls against vampires in combat.


Special Equipment:

Susanoo's Spear Crossbows, master crafted chakra weapons:
Susanno's Fury: All ranged attacks deal Raiton Damage and force hit targets to do a DC 50 Stun check.
Gives +10 Ammo.
Gives +100 Marksmanship.
The grim-faced stewards of the Cult of Morr have been fighting and dying for millennia to make true their God's vision of a world where the dead are forever freed from the horrors of necromancy.

It is an uphill struggle.

Specters that fray sanity, Chiropteran beasts that can tear apart stone with their claws, devious egomaniacal necromancers who control some of the most toxic energies in existence and finally, but most terrifying of them all, the vampire.

Beasts wearing human skin that possess might beyond might. Their undead muscle alloying them to rip apart humans with their bare hands while developing sorcerous power from the deepest dreams and nightmares of the living. When faced with these abominations the sane option would be to flee and never look back.

But Morr's children do not shirk when the enemy presents itself.
All who wear the black of the Death God summon fear, hope and respect in all others for they understand that only the truly mad, fanatical or committed would dare to become a member of this chthonic clergy.
A martial tradition of slaying creatures far beyond humanity has formed itself over thousands of years of victories and defeats. Thus the scions of father Morr have sharpened themselves into the perfect scythe to remove the weeds intruding upon his garden.

But even among these fanatics there are some that standout for their excellence in the killing arts and have been set aside for ever more intensive training and refinement. The trials they go through are so intense even some of the most elite knights of the Black Guard have failed them.

The soldiers that have been perfected are the ones the cult has sent your way.

These soldiers wearing pitch black warded leather cloaks and armor with a skull white plague mask are armed with an extremely advanced and powerful rifle crafted by one of the greatest gunsmiths in Tilea. Such is its power that a giant would be slain from a single shot.

But when their limited munitions are spent each warrior is a master assassin wielding sanctified daggers crafted from Ithilmar that will rend even the toughest armor to shreds.
Morr's Death Dealers, Theta Squad.
Hero killing Specialists.

Combat Stats:

Health: 2000

Morale: Unbreakable.

Armor: 150

Melee: 250

Agility: 200

Marksmanship: 300

Stealth: 200

Recon: 200

Recon Range: 300 Meters.

Damage: 300

AP Damage: 200

Ranged Damage: 1000, can only hit ten targets.

Ranged AP Damage: 500.

Ammo: 10.

Maximum Attack Range: 300 meters.

Merits:
Vampire Slayer (Master): "Ashes to ashes. Dust to dust. We are nothing, but dust and to dust we shall return. Amen." +80 for all rolls against vampires in combat.

Forged Reflexes (Master): "The only counter to a monster of supreme might is to become a man of supreme skill." This unit has spent years to decades fighting opponents stronger and faster than them. Their reflexes have been sharpened to a razor's edge +80 to any agility rolls in combat and +40 to any melee rolls.

Knife Fighter (Master): "A Knife is only as good as the man that wields it." +80 to any melee or recon rolls while this unit is equipped with knives, daggers, dirks or stilletos.

Rifle Shooter (Master): "The only real power comes out the barrel of a rifle." +80 to any ranged attack rolls when using a gunpowder long gun.

Special Equipment:

Singing Silvers, Mastercrafted Ithilmar Daggers:
+150 damage and AP Damage.
Morr's sacred hatred: Each successful strike against an enemy that is undead forces the hit enemy to roll a 1d100 with a DC of 50. If they fail it they immediately start Burning at the fourth Degree.

Morr's Vengeance, Mastercrafted Heavy Rifles:
Absolute Destruction: +1000 Ranged Damage and +500 AP Ranged Damage.
Gives +10 Ammo.
Experimental Frame: Every Round after firing roll a 1d100 with a DC of 30, if you fail the roll one of the rifles explodes and you lose 1 ammo, 100 Ranged Damage and 50 AP Ranged Damage.
 
Majesty Fight.
Alright so everyone is in a fuck it we ball mood. This friday I'll set up a rolz room to run the battle. If you guys have any questions you can ask me here or on discord, in the meantime I'll get to work on writing the update.

Adhoc vote count started by Heresy on Oct 21, 2024 at 10:15 AM, finished with 26 posts and 10 votes.
 
Rolz room
Alright here's the room everyone
Name: Raizou Hirano Sabaku Learning Advisor.

Age: 24

Strategic Stats:

Martial: 13 (To Raizou, military strategy is as much a science as any other, but it is not his field of expertise.)

Intrigue: 15 (Although as a Jounin his ability to undertake espionage operations is by requirement notable, he views it as a waste of his time when there are far more capable agents available.)

Diplomacy: 9 ("Insufferable genius" would sum up the problem with leaving Raizou in charge of diplomatic outreach nicely, even if he can grasp the academic side of ambassadorial duties well.)

Stewardship: 18 (Raizou's studies have been of both a civilian and a military nature, and over time he's learned a great deal about the former.)

Learning: 25 (From the day a young Raizou disassembled his father's combat puppet to the day he reached the rank of Jounin, he has devoted himself to the sciences and it shows. The clan is simultaneously less and more annoyed that he can actually back up his arrogant claim of being the best mathematician alive.)

Piety: 12 (Although Raizou believes in the existence of the gods, he does not hold much interest in theology, believing it would be a better and more productive use of his time to design new puppets for the clan rather than participate in the clergy's ceremonies.)

Combat Stats:

Health: 1500

Morale: 100

Chakra: 500

Armor: 140

Melee: 303

Agility: 300

Marksmanship: 403

Stealth: 300

Recon: 300

Recon Range: 300 Meters

Damage: 400

AP Damage: 100

Ranged Damage: 300

Ranged AP Damage: 100

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5

Merits:

Kugutsutsukai Adept (Professional): "You will not find a superior combat automaton in the entire world than those that I have built by hand and manned personally." While using puppets add an extra 30% of your marksmanship skill to its rolls, gain an extra three rounds of ammo for puppets, reduce chakra cost for using puppets per round by 60%.

Kugutsutsukai "The art of puppetry":

  • Activate a combat puppet that (These are baseline standards set by the cheapest most commonly available puppet you have right now) raises your marksmanship skill by a base amount of 25.
  • The Puppets have special weapons such as poisonous bombs, senbon mortars and buzz saw blades.
  • Puppets have their own HP and Armor values and can be destroyed.
  • Puppets use 50% of your Marksmanship stat for all their rolls, and have their own damage and ap damage for the damage rolls.
  • You can carry multiple puppets.
  • Puppets take up the weapon part of the equipment slot.
  • It costs 50 Chakra per round to use Puppets.
  • Puppets are completely immune to environmental effects are the best unit to engage with foes too dangerous for their flesh and blood masters to approach.
  • While fighting with Puppets any actions they take count in a round are the unit's actions for that round. Puppets can be ignored by enemies to instead focus on the user.

Wall of Gold and Steel: "I remember it like it was only yesterday. One of the local steppe raider clans tried to seize our clan's stores of gold after our forces were exhausted from the war against the raiders from the Land of Rivers. They had come prepared, since all of their equipment was made from the bones of powerful monsters or from wood treated with Chakra, and their ninjutsu was impressive in its own right, using mostly Suiton designed to wear down our battlements and rust our weapons. I went sleepless for a week until I produced an alloy that would resist these techniques and then another week as I built countless new puppets to repel the foe. It was a very near defeat, but with our weapons now proof against their attrition strategy they could no longer keep up the pressure. I ran them off myself, and by some miracle I managed to not pass out until after they were entirely out of my puppets' range. Then after I recovered I personally saw to the destruction of those barbarians." Learning projects related to Metallurgy receive a +10 Bonus and any rare metal forge projects that produce rare metals such as Gromril and Aluminum produce 20% more yield.

Jiton Adept (Intermediate): "There is a special delight to be had in watching an enemy despair as your weapons and armor repair themselves from critical damage." Reduce chakra costs for Jiton Jutsu by 20%.

Applied Mathematics (Intermediate): "Mathematics are the gate and key to the sciences, and science is the path to understanding." +10 to train actions related to training engineers.

Mechanical Engineer: (Intermediate): "Man's greatest gift is intelligence, but his second greatest is the ability to turn that intelligence into tools." +10 to designing weapons.

Special Equipment:
Intermediate level Chakra Steel Armor: Chakra Steel Armor Provides: 100 Armor and full resistance against the lowest levels of warp radiation and 50% against medium levels of warp radiation.
Mark 1 Kishibe Post-Transference Fire Superiority Combat Puppet Model.

The Puppet is a humanoid shaped figure with six arms; two bearing large steel shields and the other four having weapon systems such as shuriken catapults, senbon shooters and flamethrowers or integrated claws and kama scythes. With a face shaped in the image of an oni or tengu that can open a mouth port to fire flames or poison gas. It bears no legs, instead its torso is spouting like a tree trunk from a box-like container that opens to fire projectiles.

Health: 500


Armor: 150


Damage: 200


AP Damage: 100


Ranged Damage: 200


Ranged AP Damage: 100


Ammo: 10 rounds.


Special Weapons:


Dragon Box Hell Cannon: Using the wonder of GUNS that the new world provided, the Dragon Box is a container that once per battle can be opened to reveal dozens of rifle barrels loaded with gunpowder and shrapnel that cause 2000 AP AOE Ranged Damage.

Drill Bladed hands: Convert the puppets hands into drills that provide 100 AP Damage in exchange for disabling all ranged attacks.

Subaku Mark 1 Terror Bringer Poisonous Gas: Release a poisonous gas that Poisons enemies for 10+ 1d25 of damage and takes -5 morale per round.

The platform can be upgraded and equipped with new features with further developments such as new poisons, weapons and chemicals.

The Kishibe Mark 1 is double the price of the model it is replacing and the upkeep cost is 75% instead of 50%.

AN: Made a change, puppets will have their own ammo stats instead of belonging to the ninja controlling them and going forward puppets will act as shields for units using them IE to get at the ninja using the puppet the enemy has to destroy the puppet first.

Tokubetsu Jounin Combat Stats:

Health: 750

Morale: 100

Endurance: 100

Chakra: 250

Armor: 40

Melee: 156

Agility: 150

Marksmanship: 153

Stealth: 153

Recon: 150

Recon Range: 200 Meters.

Damage: 200

AP Damage: 50

Ranged Damage: 150

Ranged AP Damage: 30

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 100 Meters.
Mark 1 Kishibe Post-Transference Fire Superiority Combat Puppet Model.

The Puppet is a humanoid shaped figure with six arms; two bearing large steel shields and the other four having weapon systems such as shuriken catapults, senbon shooters and flamethrowers or integrated claws and kama scythes. With a face shaped in the image of an oni or tengu that can open a mouth port to fire flames or poison gas. It bears no legs, instead its torso is spouting like a tree trunk from a box-like container that opens to fire projectiles.

Health: 500


Armor: 150


Damage: 200


AP Damage: 100


Ranged Damage: 200


Ranged AP Damage: 100


Ammo: 10 rounds.


Special Weapons:


Dragon Box Hell Cannon: Using the wonder of GUNS that the new world provided, the Dragon Box is a container that once per battle can be opened to reveal dozens of rifle barrels loaded with gunpowder and shrapnel that cause 2000 AP AOE Ranged Damage.

Drill Bladed hands: Convert the puppets hands into drills that provide 100 AP Damage in exchange for disabling all ranged attacks.

Subaku Mark 1 Terror Bringer Poisonous Gas: Release a poisonous gas that Poisons enemies for 10+ 1d25 of damage and takes -5 morale per round.

The platform can be upgraded and equipped with new features with further developments such as new poisons, weapons and chemicals.

The Kishibe Mark 1 is double the price of the model it is replacing and the upkeep cost is 75% instead of 50%.

AN: Made a change, puppets will have their own ammo stats instead of belonging to the ninja controlling them and going forward puppets will act as shields for units using them IE to get at the ninja using the puppet the enemy has to destroy the puppet first.
Doton: Slamming Trapdoor Jutsu
Rank: A
Chakra Cost: 100
Effect: The Unit uses earth Chakra to summon a massive mound of dirt that will lift up and slam together causing the unit trapped in it to receive 5000 Damage. AOE.

Doton: Steps of Izanagi Jutsu
Rank: B
Chakra Cost: 100
Effect: The Unit punches the floor and forming several hills instantaneously that block the movement of another unit.

Doton: Earth Wheel Jutsu
Rank: C
Chakra Cost: 25
Effect: An Infantry Unit summons a tidal wave of rock to move on giving them the ability to charge.

Doton: Mud Wall Jutsu
Rank: C
Chakra Cost: 20
Effect: The Unit summons a wall of Stone to put them behind Cover.

Doton: Earth Prison Dome of Magnificent Nothingness Jutsu
Rank: C
Chakra Cost: 50 to activate, 100 to keep active per round.
Effect: In melee combat trap another unit in a dome of stone that uses your chakra to regenerate itself from any damage it would take.

Doton: Bottomless Swamp Jutsu
Rank: C
Chakra Cost: 25
Effect: The unit creates a mud swamp covering 100 Meters that makes an unit in it Bogged.

Doton: Earth and Stone Dragon Jutsu
Rank: C
Chakra Cost: 50
Effect: Summon a stone dragon that acts as a missile hitting a Unit for 3000 Damage.

Doton: Earth Spear Jutsu
Rank: A
Chakra Cost: 200
Effect: The Unit infuses their body with Earth Chakra reinforcing their body with +200 Armor, and doubling their damage for one round but taking triple damage from Azyr/Lightning/Raiton infused attacks.

Doton: Earth Flow Wave Jutsu
Rank: B
Chakra Cost: 100
Effect: Summon a massive wave of stone that can attack a unit for 3000 Damage, and Bogs the enemy for one round.

Jiton: Iron Sand Jutsu
Rank: A
Chakra Cost: 100 to summon, 100 to maintain per round.
Effect: Summon and control a mass of iron dust that you can shape and use in combat. While active it gives +100 Armor, +100 Melee and +50 Marksmanship. Needs to be activated to use any other Sand Jutsus.

Jiton: Iron Sand Thorns Jutsu
Rank: A
Chakra Cost: 200.
Effect: Use your Marksmanship to form a massive forest of blades made out of your Iron Sand that will do 10'000 Damage to every Enemy Unit hit by it in 200m Radius. AOE

Jiton: One Man Body Crush Jutsu
Rank: A
Chakra Cost: 200
Effect: The Unit crushes a single enemy with their own equipment attacking them with Armor x 3 for Damage.

Jiton: Ten Thousand Man Body Crush Jutsu
Rank: A
Chakra Cost: 300
Effect: The Unit crushes an enemy army with their own equipment attacking them with Armor x 5 for Damage. AOE.

Jiton: Electro-repulsion Shield Jutsu
Rank: A
Chakra Cost: 300
Effect: Summon a massive extremely powerful electro-magnetic dome that diverts bullets, arrows and cannonballs protecting all allied units within a radius of 200 Meters from all ranged enemy fire for one turn.

Jiton: Guiding Hand Jutsu
Rank: C
Chakra Cost: 25
Effect: Use your magnetic control to make all your artillery projectiles guided, increasing the Marksmanship of any artillery Units by 25%.

Jiton: Shuriken Magnet Jutsu
Rank: C
Chakra Cost: 50
Effect: Launch a ranged attack where you attack a unit with every bit off ammo you have at the same time by magnetizing your opponent. Do a Ranged attack where do (Ranged Damage x 2) x All the Ammo you have.

Jiton: Jinton Featherweight Armor Jutsu
Rank: C
Chakra Cost: 25
Effect: The Unit uses their Jiton Chakra to levitate any units, including themselves, that have 50 or more armor to become airborne for a round.

Jiton: Gravity Bind Jutsu
Rank: B
Chakra Cost: 100
Effect: From a distance use your magnetism to bind any enemies with 50 or more armor for one round leaving them unable to take any actions.

Jiton: Blade Armored Shred Storm
Rank: C
Chakra Cost: 50
Effect: The Unit controls their armor disassembling it for a ranged attack that adds their armor x 2 to their ranged attack that turn. Lose your armor for that round but recover it the next one.

Jiton: Ionic Beam Jutsu
Rank: A
Chakra Cost: 100
Effect: The unit concentrates a massive amount of magnetic energy into their palm and shoots it as a small beam with a maximum range of 20 meters that does 4000 Ranged Damage to a single person.

Jiton: Rail Cannon Jutsu
Rank: C
Chakra Cost: 25
Effect: The Unit levitates their ranged weapons, imbues them with magnetic chakra and fires them forward at hypersonic speeds, doubling ranged damage that turn and making it armor ignoring.

Jiton: Plate Radar Jutsu
Rank: C
Chakra Cost: 25
Effect: The Unit sends out a magnetic pulse that detects any hidden units with 50 or more armor within 200 Meters.
 
Alright here's the room everyone
Name: Raizou Hirano Sabaku Learning Advisor.

Age: 24

Strategic Stats:

Martial: 13 (To Raizou, military strategy is as much a science as any other, but it is not his field of expertise.)

Intrigue: 15 (Although as a Jounin his ability to undertake espionage operations is by requirement notable, he views it as a waste of his time when there are far more capable agents available.)

Diplomacy: 9 ("Insufferable genius" would sum up the problem with leaving Raizou in charge of diplomatic outreach nicely, even if he can grasp the academic side of ambassadorial duties well.)

Stewardship: 18 (Raizou's studies have been of both a civilian and a military nature, and over time he's learned a great deal about the former.)

Learning: 25 (From the day a young Raizou disassembled his father's combat puppet to the day he reached the rank of Jounin, he has devoted himself to the sciences and it shows. The clan is simultaneously less and more annoyed that he can actually back up his arrogant claim of being the best mathematician alive.)

Piety: 12 (Although Raizou believes in the existence of the gods, he does not hold much interest in theology, believing it would be a better and more productive use of his time to design new puppets for the clan rather than participate in the clergy's ceremonies.)

Combat Stats:

Health: 1500

Morale: 100

Chakra: 500

Armor: 140

Melee: 303

Agility: 300

Marksmanship: 403

Stealth: 300

Recon: 300

Recon Range: 300 Meters

Damage: 400

AP Damage: 100

Ranged Damage: 300

Ranged AP Damage: 100

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5

Merits:

Kugutsutsukai Adept (Professional): "You will not find a superior combat automaton in the entire world than those that I have built by hand and manned personally." While using puppets add an extra 30% of your marksmanship skill to its rolls, gain an extra three rounds of ammo for puppets, reduce chakra cost for using puppets per round by 60%.

Kugutsutsukai "The art of puppetry":

  • Activate a combat puppet that (These are baseline standards set by the cheapest most commonly available puppet you have right now) raises your marksmanship skill by a base amount of 25.
  • The Puppets have special weapons such as poisonous bombs, senbon mortars and buzz saw blades.
  • Puppets have their own HP and Armor values and can be destroyed.
  • Puppets use 50% of your Marksmanship stat for all their rolls, and have their own damage and ap damage for the damage rolls.
  • You can carry multiple puppets.
  • Puppets take up the weapon part of the equipment slot.
  • It costs 50 Chakra per round to use Puppets.
  • Puppets are completely immune to environmental effects are the best unit to engage with foes too dangerous for their flesh and blood masters to approach.
  • While fighting with Puppets any actions they take count in a round are the unit's actions for that round. Puppets can be ignored by enemies to instead focus on the user.

Wall of Gold and Steel: "I remember it like it was only yesterday. One of the local steppe raider clans tried to seize our clan's stores of gold after our forces were exhausted from the war against the raiders from the Land of Rivers. They had come prepared, since all of their equipment was made from the bones of powerful monsters or from wood treated with Chakra, and their ninjutsu was impressive in its own right, using mostly Suiton designed to wear down our battlements and rust our weapons. I went sleepless for a week until I produced an alloy that would resist these techniques and then another week as I built countless new puppets to repel the foe. It was a very near defeat, but with our weapons now proof against their attrition strategy they could no longer keep up the pressure. I ran them off myself, and by some miracle I managed to not pass out until after they were entirely out of my puppets' range. Then after I recovered I personally saw to the destruction of those barbarians." Learning projects related to Metallurgy receive a +10 Bonus and any rare metal forge projects that produce rare metals such as Gromril and Aluminum produce 20% more yield.

Jiton Adept (Intermediate): "There is a special delight to be had in watching an enemy despair as your weapons and armor repair themselves from critical damage." Reduce chakra costs for Jiton Jutsu by 20%.

Applied Mathematics (Intermediate): "Mathematics are the gate and key to the sciences, and science is the path to understanding." +10 to train actions related to training engineers.

Mechanical Engineer: (Intermediate): "Man's greatest gift is intelligence, but his second greatest is the ability to turn that intelligence into tools." +10 to designing weapons.

Special Equipment:
Intermediate level Chakra Steel Armor: Chakra Steel Armor Provides: 100 Armor and full resistance against the lowest levels of warp radiation and 50% against medium levels of warp radiation.
Mark 1 Kishibe Post-Transference Fire Superiority Combat Puppet Model.

The Puppet is a humanoid shaped figure with six arms; two bearing large steel shields and the other four having weapon systems such as shuriken catapults, senbon shooters and flamethrowers or integrated claws and kama scythes. With a face shaped in the image of an oni or tengu that can open a mouth port to fire flames or poison gas. It bears no legs, instead its torso is spouting like a tree trunk from a box-like container that opens to fire projectiles.

Health: 500


Armor: 150


Damage: 200


AP Damage: 100


Ranged Damage: 200


Ranged AP Damage: 100


Ammo: 10 rounds.


Special Weapons:


Dragon Box Hell Cannon: Using the wonder of GUNS that the new world provided, the Dragon Box is a container that once per battle can be opened to reveal dozens of rifle barrels loaded with gunpowder and shrapnel that cause 2000 AP AOE Ranged Damage.

Drill Bladed hands: Convert the puppets hands into drills that provide 100 AP Damage in exchange for disabling all ranged attacks.

Subaku Mark 1 Terror Bringer Poisonous Gas: Release a poisonous gas that Poisons enemies for 10+ 1d25 of damage and takes -5 morale per round.

The platform can be upgraded and equipped with new features with further developments such as new poisons, weapons and chemicals.

The Kishibe Mark 1 is double the price of the model it is replacing and the upkeep cost is 75% instead of 50%.

AN: Made a change, puppets will have their own ammo stats instead of belonging to the ninja controlling them and going forward puppets will act as shields for units using them IE to get at the ninja using the puppet the enemy has to destroy the puppet first.

Tokubetsu Jounin Combat Stats:

Health: 750

Morale: 100

Endurance: 100

Chakra: 250

Armor: 40

Melee: 156

Agility: 150

Marksmanship: 153

Stealth: 153

Recon: 150

Recon Range: 200 Meters.

Damage: 200

AP Damage: 50

Ranged Damage: 150

Ranged AP Damage: 30

Ammo ((Shuriken and Kunai) (How many rounds of fire)): 5.

Maximum Attack Range: 100 Meters.
Mark 1 Kishibe Post-Transference Fire Superiority Combat Puppet Model.

The Puppet is a humanoid shaped figure with six arms; two bearing large steel shields and the other four having weapon systems such as shuriken catapults, senbon shooters and flamethrowers or integrated claws and kama scythes. With a face shaped in the image of an oni or tengu that can open a mouth port to fire flames or poison gas. It bears no legs, instead its torso is spouting like a tree trunk from a box-like container that opens to fire projectiles.

Health: 500


Armor: 150


Damage: 200


AP Damage: 100


Ranged Damage: 200


Ranged AP Damage: 100


Ammo: 10 rounds.


Special Weapons:


Dragon Box Hell Cannon: Using the wonder of GUNS that the new world provided, the Dragon Box is a container that once per battle can be opened to reveal dozens of rifle barrels loaded with gunpowder and shrapnel that cause 2000 AP AOE Ranged Damage.

Drill Bladed hands: Convert the puppets hands into drills that provide 100 AP Damage in exchange for disabling all ranged attacks.

Subaku Mark 1 Terror Bringer Poisonous Gas: Release a poisonous gas that Poisons enemies for 10+ 1d25 of damage and takes -5 morale per round.

The platform can be upgraded and equipped with new features with further developments such as new poisons, weapons and chemicals.

The Kishibe Mark 1 is double the price of the model it is replacing and the upkeep cost is 75% instead of 50%.

AN: Made a change, puppets will have their own ammo stats instead of belonging to the ninja controlling them and going forward puppets will act as shields for units using them IE to get at the ninja using the puppet the enemy has to destroy the puppet first.
Doton: Slamming Trapdoor Jutsu
Rank: A
Chakra Cost: 100
Effect: The Unit uses earth Chakra to summon a massive mound of dirt that will lift up and slam together causing the unit trapped in it to receive 5000 Damage. AOE.

Doton: Steps of Izanagi Jutsu
Rank: B
Chakra Cost: 100
Effect: The Unit punches the floor and forming several hills instantaneously that block the movement of another unit.

Doton: Earth Wheel Jutsu
Rank: C
Chakra Cost: 25
Effect: An Infantry Unit summons a tidal wave of rock to move on giving them the ability to charge.

Doton: Mud Wall Jutsu
Rank: C
Chakra Cost: 20
Effect: The Unit summons a wall of Stone to put them behind Cover.

Doton: Earth Prison Dome of Magnificent Nothingness Jutsu
Rank: C
Chakra Cost: 50 to activate, 100 to keep active per round.
Effect: In melee combat trap another unit in a dome of stone that uses your chakra to regenerate itself from any damage it would take.

Doton: Bottomless Swamp Jutsu
Rank: C
Chakra Cost: 25
Effect: The unit creates a mud swamp covering 100 Meters that makes an unit in it Bogged.

Doton: Earth and Stone Dragon Jutsu
Rank: C
Chakra Cost: 50
Effect: Summon a stone dragon that acts as a missile hitting a Unit for 3000 Damage.

Doton: Earth Spear Jutsu
Rank: A
Chakra Cost: 200
Effect: The Unit infuses their body with Earth Chakra reinforcing their body with +200 Armor, and doubling their damage for one round but taking triple damage from Azyr/Lightning/Raiton infused attacks.

Doton: Earth Flow Wave Jutsu
Rank: B
Chakra Cost: 100
Effect: Summon a massive wave of stone that can attack a unit for 3000 Damage, and Bogs the enemy for one round.

Jiton: Iron Sand Jutsu
Rank: A
Chakra Cost: 100 to summon, 100 to maintain per round.
Effect: Summon and control a mass of iron dust that you can shape and use in combat. While active it gives +100 Armor, +100 Melee and +50 Marksmanship. Needs to be activated to use any other Sand Jutsus.

Jiton: Iron Sand Thorns Jutsu
Rank: A
Chakra Cost: 200.
Effect: Use your Marksmanship to form a massive forest of blades made out of your Iron Sand that will do 10'000 Damage to every Enemy Unit hit by it in 200m Radius. AOE

Jiton: One Man Body Crush Jutsu
Rank: A
Chakra Cost: 200
Effect: The Unit crushes a single enemy with their own equipment attacking them with Armor x 3 for Damage.

Jiton: Ten Thousand Man Body Crush Jutsu
Rank: A
Chakra Cost: 300
Effect: The Unit crushes an enemy army with their own equipment attacking them with Armor x 5 for Damage. AOE.

Jiton: Electro-repulsion Shield Jutsu
Rank: A
Chakra Cost: 300
Effect: Summon a massive extremely powerful electro-magnetic dome that diverts bullets, arrows and cannonballs protecting all allied units within a radius of 200 Meters from all ranged enemy fire for one turn.

Jiton: Guiding Hand Jutsu
Rank: C
Chakra Cost: 25
Effect: Use your magnetic control to make all your artillery projectiles guided, increasing the Marksmanship of any artillery Units by 25%.

Jiton: Shuriken Magnet Jutsu
Rank: C
Chakra Cost: 50
Effect: Launch a ranged attack where you attack a unit with every bit off ammo you have at the same time by magnetizing your opponent. Do a Ranged attack where do (Ranged Damage x 2) x All the Ammo you have.

Jiton: Jinton Featherweight Armor Jutsu
Rank: C
Chakra Cost: 25
Effect: The Unit uses their Jiton Chakra to levitate any units, including themselves, that have 50 or more armor to become airborne for a round.

Jiton: Gravity Bind Jutsu
Rank: B
Chakra Cost: 100
Effect: From a distance use your magnetism to bind any enemies with 50 or more armor for one round leaving them unable to take any actions.

Jiton: Blade Armored Shred Storm
Rank: C
Chakra Cost: 50
Effect: The Unit controls their armor disassembling it for a ranged attack that adds their armor x 2 to their ranged attack that turn. Lose your armor for that round but recover it the next one.

Jiton: Ionic Beam Jutsu
Rank: A
Chakra Cost: 100
Effect: The unit concentrates a massive amount of magnetic energy into their palm and shoots it as a small beam with a maximum range of 20 meters that does 4000 Ranged Damage to a single person.

Jiton: Rail Cannon Jutsu
Rank: C
Chakra Cost: 25
Effect: The Unit levitates their ranged weapons, imbues them with magnetic chakra and fires them forward at hypersonic speeds, doubling ranged damage that turn and making it armor ignoring.

Jiton: Plate Radar Jutsu
Rank: C
Chakra Cost: 25
Effect: The Unit sends out a magnetic pulse that detects any hidden units with 50 or more armor within 200 Meters.
this only takes me too the login page. what room? @Heresy ?
 
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THE GREAT PLAN OF LETS GANG THEM LIKE SHINOBI WE ARE:
PART ONE: NORTHERN MINIONS

  • "Normal" Ogres have 3000 HP and 75 agility
  • Send two genin into melee with them to lower it to 37, their damage/success is irrelevant as they can't die in one turn and following will make their damage not matter in the end
  • One chunin uses Doton: Bottomless Swamp Jutsu to bring it to Zero for the low cost of 25 chakra, or 1/8 of their total pull. (With the opposed roll for said ogre 1d100+37 vs 1d100+75 in our favour)
  • The 2nd one uses Doton: Earth and Stone Dragon Jutsu to deal 3000 Damage to the Ogre in question (with the roll being 1d100 vs 1d100+75, or if the previous roll failed 1d100+37 vs 1d100+75; both in our favour)
PART TWO: GLORIOUS VICTORY FOR THE FORCES OF JUSTICE (also known as me seeing an exploit that QM agreed not to patch until after this fight)
  • Haran and Kisuke activate their puppets and go into melee against Majesty (10k HP), cutting his Agility from 500 to only 250
    They
    still can't damage him unless they roll 95 or above while he rolls bellow 5, but it isn't important
  • Raizou, with his 403 Marksmanship, is now guaranteed to hit Majesty with any jutsu (unless Majesty rolls 6 or 66, so 2% chance of failure)
  • He, as proper Jounin, can use B-ranked Doton: Earth Flow Wave Jutsu with no prep time for 3k damage and Bog condition which lowers Majesty's agility to Zero.
  • This allows two remaining chunins to use Doton: Earth and Stone Dragon Jutsu with high chance of success (the roll being 1d100 vs 1d100+75 in our favour)
  • This leaves Majesty with 1k HP, but wait, there is more
  • Death Dealers has a 98% chance of hitting him for an additional 1k damage (although there is a 30% chance of failure, if gun explodes in their hands)
  • TENGU has a 98% chance of hitting him for an additional 500 damage with a 50% Stun chance
  • Two backup genin could hit him with kunai I guess if he is still alive or starts preparing bog against the remaining ogres if they don't run away
  • In total Majesty's chance of survival is slightly above 2%, but lower than 3%
 
THE GREAT PLAN OF LETS GANG THEM LIKE SHINOBI WE ARE:
PART ONE: NORTHERN MINIONS

  • "Normal" Ogres have 3000 HP and 75 agility
  • Send two genin into melee with them to lower it to 37, their damage/success is irrelevant as they can't die in one turn and following will make their damage not matter in the end
  • One chunin uses Doton: Bottomless Swamp Jutsu to bring it to Zero for the low cost of 25 chakra, or 1/8 of their total pull. (With the opposed roll for said ogre 1d100+37 vs 1d100+75 in our favour)
  • The 2nd one uses Doton: Earth and Stone Dragon Jutsu to deal 3000 Damage to the Ogre in question (with the roll being 1d100 vs 1d100+75, or if the previous roll failed 1d100+37 vs 1d100+75; both in our favour)
PART TWO: GLORIOUS VICTORY FOR THE FORCES OF JUSTICE (also known as me seeing an exploit that QM agreed not to patch until after this fight)
  • Haran and Kisuke activate their puppets and go into melee against Majesty (10k HP), cutting his Agility from 500 to only 250
    They
    still can't damage him unless they roll 95 or above while he rolls bellow 5, but it isn't important
  • Raizou, with his 403 Marksmanship, is now guaranteed to hit Majesty with any jutsu (unless Majesty rolls 6 or 66, so 2% chance of failure)
  • He, as proper Jounin, can use B-ranked Doton: Earth Flow Wave Jutsu with no prep time for 3k damage and Bog condition which lowers Majesty's agility to Zero.
  • This allows two remaining chunins to use Doton: Earth and Stone Dragon Jutsu with high chance of success (the roll being 1d100 vs 1d100+75 in our favour)
  • This leaves Majesty with 1k HP, but wait, there is more
  • Death Dealers has a 98% chance of hitting him for an additional 1k damage (although there is a 30% chance of failure, if gun explodes in their hands)
  • TENGU has a 98% chance of hitting him for an additional 500 damage with a 50% Stun chance
  • Two backup genin could hit him with kunai I guess if he is still alive or starts preparing bog against the remaining ogres if they don't run away
  • In total Majesty's chance of survival is slightly above 2%, but lower than 3%
I should clarify that the exploit being used was deliberately the weakness I gave Majesty for you guys to clutch the win. I just realized now it's a bit too strong, in the future the rule will be that "Flanked" reduces agility by the melee stat of the unit doing the flanking.

But in any case good job to all the planners, this is a solid plan that, barring your rolls being as horrendous as the ones that led you here, should work out.
 
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