Character class:
Golden Gloves
HP: (65+15) x stamina
CP: (35+15) x chakra control
High: Melee Accuracy
Average: Ninjutsu Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Ranged Accucary
Class Bonus: Kinjutsu & +5% Wind buff (ASP Class card: +2 points)
Abilities:
1. Release Restraint
2. Healing Factor
3. Bloody Mess
4. Defensive Technique
5. Wind Chakra Style
6. Cursed Seal
7. Human Anatomy
8. Hyperactive
9. Willpower
10. Kinjutsu
11. Kinjutsu
ASP. Kinjutusu
Branch: Combat Medic
Shinobi 101: Kinetic Jutsu with Melee Accuracy
Curse Seal bonus: Ninjutsu Accucary to High, and +15 Wind buffs
Steadfast Chart
Jashinism
Golden Gloves
HP: (65+15) x stamina
CP: (35+15) x chakra control
High: Melee Accuracy
Average: Ninjutsu Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Ranged Accucary
Class Bonus: Kinjutsu & +5% Wind buff (ASP Class card: +2 points)
Abilities:
1. Release Restraint
2. Healing Factor
3. Bloody Mess
4. Defensive Technique
5. Wind Chakra Style
6. Cursed Seal
7. Human Anatomy
8. Hyperactive
9. Willpower
10. Kinjutsu
11. Kinjutsu
ASP. Kinjutusu
Branch: Combat Medic
Shinobi 101: Kinetic Jutsu with Melee Accuracy
Curse Seal bonus: Ninjutsu Accucary to High, and +15 Wind buffs
Steadfast Chart
Steadfast
[fontsize="12"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.
Maximum Defense<i></i> - Ability Modification (2 points)
Restriction- Requires Defensive Technique
A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).
Great Fortitude<i></i> - Passive (3 points)
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.
Stand Fast<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.
Willfull<i></i> - Boost (1 point)
Restriction- Can only be purchased a maximum of two times
A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
Effect: +1 Genjutsu Save
Second Wind<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.
Free Will<i></i> - Passive (2 points)
Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.
Poison Immunity<i></i> - Ability Modification (2 points)
Restriction- Requires Poison Resistance
A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
Effect: User is immune to the effects of poisons.
Undying Warrior<i></i> - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.
Reciprocate<i></i> - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
Note:</I><I> Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.[/fontsize]
Jashinism
[fontsize="12"]Jashinism
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A religious cult centered on death, what others consider atrocities are but a form of worship for the cult of Jashin, who believe their dark lord asks but a simple request of them; to spread chaos and bloodshed. The word of their God is death, and to speak his name is to bring destruction. Worshipers view strong opponents as a blessing, or a trial to overcome in the name of their lord, and pray for forgiveness if incapable of bringing ruin to their enemies. As the ultimate blessing of their faith, the most devote are even able to shrug off the very death they bring with them...
Kinjutsu TableInformation
- Blood Magic (Ability)
- Blood Anointed (Ability)
- Reaper of Faith (B-Rank Technique)
- Prayer - Malicious Intent (B-Rank Technique)
- Prayer - Last Breath (A-Rank Technique)
- Prayer - Divine Judgement (S-Rank Technique)
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots
Effects:
- User and all actions made by the user are considered Dark-aligned.
- The dark attention of a supreme evil force allows the user to transcend the limits of mortality. Any time the user is given the Forced Kill option after being defeated in a battle they may change that result to Victim's Choice - Live instead. Choosing to override a Forced Kill option costs the user 30% of their total Power Level rather than the normal 20%.[/fontsize]
[fontsize="12"]Blood Magic - Kinjutsu Ability
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Jashinists traffic in darker arts than any other user of what might be described as a "forbidden technique". Rather than utilize their chakra directly they are capable of making "blood offerings" to their dark lord in order to borrow chakra directly from that evil force with which to utilize their techniques which irrevokably taints those techniques in practice.
Information
Prerequisites B-Rank, Jashinism
Effect:
- When performing a Ninjutsu or Taijutsu, the user choose to inflict a level of Bleed onto themselves rather than pay the initial Chakra cost. The user immiedieteally suffers damage equal to their new Bleed rank, however Ninjutsu/Taijutsu cast this way have their damage increased by 10%.
Note(s):
- Using Blood Magic does not cost AP but must be individually declared on any action which is being used with it.
- Blood Magic only allows the user to ignore the initial CP cost of a technique. User must still pay any CP maintain costs normally and must still pay any HP costs associated with a technique cast using Blood Magic.
- Blood Magic does not take up an Ability Slot.[/fontsize]
[fontsize="12"]Blood Anointed - Kinjutsu Ability
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The instruments of murder wielded by Jashinists are as varied as the men and women which carry them. The tie which binds them is that each weapon is a descecrated instrument of unholy power which channels power straight from the hand of Jashin himself making it more likely to strike vital areas on victims and making those vital blows all the more scathing when they strike true.
Information
Prerequisites B-Rank, Jashinism
Effect: Grants the special Blood Anointed augment to the user which can be applied to any of their weapons via their dojo.[/fontsize]
Blood Anointed - Kinjutsu Augment
Effect: Attacks with the equipped weapon against targets which have the Blood Cursed status gain a 4%/8%/12%/14%/16% (E/D/C/B/A) chance to cause the 'Tear' Secondary Effect based on the rank of the jutsu.
Note(s):
- Multi-hitting jutsu still only get a single chance to cause the 'Tear' effect per use.
- Blood Annointed can only successfully trigger the 'Tear' effect twice per round.
- The 'Tear' effect raises the bleed level of a normal target and causes them to take half their Bleeding Damage, or disperses clones on a clone target.
[fontsize="12"]Reaper of Faith - B-Rank Non-Elemental Ninjutsu
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The core virtue of Jashinism is death, and blood is the sacred medium through which they channel their dark rituals. By ingesting the blood of their target (henceforth, a sacrifice), the Jashinist may call upon the power of their god to 'consecrate' their sacrifice with the essence of death. When wielding this power, the cultist takes on a sacred form, often reminiscent of a skeleton, to act as a reaper or emissary of their god. It is considered the gravest of sins to fail to kill a sacrifice offered to Jashin, or to use this power against another follower.
Information
Prerequisites B-Rank
Rank 1: Consumes the blood of a Bleeding target and inflicts the Blood Cursed status on them a +2 Accuracy.
Master Rank: Consumes the blood of a Bleeding target and inflicts the Blood Cursed status on them a +3 Accuracy.
[Blood Cursed]: Any Cursed attacks which target a Blood Cursed opponent always apply their alignment-based effects.
Rank 1 Cost: 2.5 AP and 550 CP + 225 CP/rnd per Blood Cursed opponent.
Master Rank Cost: 2.5 AP and 680 CP + 340 CP/rnd per Blood Cursed opponent.
Note:
- Blood Cursed is considered a maintained effect on any opponents which are afflicted by it and can be dispelled as such. If an opponent has their Blood Cursed status dispelled then Reaper of Faith must be re-cast on them to re-inflict Blood Cursed on them.
- Reaper of Faith is considered a maintained effect on the user and can be dispelled as such. If the user ceases to maintain Reaper of Faith for any reason then each opponent which is Blood Cursed is automatically cured of it.[/fontsize]
[fontsize="12"]Prayer - Malicious Intent - B-Rank Non-Elemental Ninjutsu
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Emissaries of chaos, a devote Jashinist revels in the opportunity to follow in the teachings of their faith; battle. Craving carnage, the Jashinist faith thank their lord before and after any battle, but even during battle keep their beliefs close to heart. This belief is strong enough to even shrug off mortal wounds.
Information
Prerequisites B-Rank
Rank 1: For one whole round any Non-Genjutsu effects which reduce the user's Accuracy, Dodge or Damage are halved. In addition the user's Damage Reduction cannot be ignored or reduced during this time.
Master Rank: For one whole round any Non-Genjutsu effects which reduce the user's Accuracy, Dodge or Damage are ignored. In addition the user's Damage Reduction cannot be ignored or reduced during this time.
Rank 1 Cost: 2.5 AP and 720 CP
Master Rank Cost: 2.5 AP and 900 CP
Note:
- Prayer - Malicious Intent is not a maintained effect and cannot be dispelled as such.[/fontsize]
[fontsize="12"]Prayer - Last Breath - A-Rank Non-Elemental Ninjutsu
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Death is an art form to a Jashinist. Like a master painter learns how each and every color in the spectrum reacts to a turn of their brush and how to use each pigment to it's fullest potential a Jashinist learns over the course of their career how to wield their faith to manipulate the mortality of their foes and hasten them to their ultimate end.
Information
Prerequisites B-Rank
Rank 1: Targets an unconscious target and slays them immediately. Modded as if costing 4 AP's worth of time.
Master Rank: Targets an unconscious target and slays them immediately. Modded as if costing 3 AP's worth of time.
[Blood Cursed]: If the unconscious target targeted by Prayer - Last Breath is Blood Cursed then the user recovers 15% of their maximum health as well as Prayer - Last Breath's normal effects.
Rank 1 Cost: 3 AP and 2300 CP
Master Rank Cost: 3 AP and 2,875 CP
Note:
- Prayer - Last Breath may only be used once per battle.[/fontsize]
[fontsize="12"]Prayer - Divine Judgement - S-Rank Non-Elemental Ninjutsu
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The most feared aspect of the Jashin faith is the greatest of curses and miracles; a ritual capable of linking life and death itself. After ingesting the blood of their sacrifice, the Jashinist may scribe the symbol of their faith as a seal, and it is at this point where they truly become a reaper sent by Jashin. While within the confines of this seal, pain and wounds inflicted upon the Jashinist are in turn, dealt upon those bound to them, the cultist essentially becoming a living voodoo doll.
Information
Prerequisites S-Rank, all other Jashinism skills Mastered
Master Rank: Scribes a blood seal feet around the user. While this seal exists any time the user suffers a physical effect such as damage or debuffs any opponents who have been Blood Cursed by the user also suffer those effects. Divine Judgement may only cause each Blood Cursed opponent to suffer a maximum of 6,800 damage each round.
Special Action - Immaculate Blessing: Instead of scribing the blood seal on the ground the user may instead scribe it on a single opponent who is Blood Cursed at -3 Accuracy. While scribed in this manner only the afflicted opponent is subject to the effects of Divine Judgement but the seal cannot be destroyed by any means beyond the death of the user.
Master Rank Cost: 3.5 AP and 4,000 CP + 2,000 CP/rnd to maintain
Note:
- Divine Judgement may only cause each Blood Cursed opponent to suffer a maximum of 6,800 damage each round.
- Divine Judgement does not require handseals.
- Divine Judgement does not need to be maintained. Should the user no longer maintain Divine Judgement it's effects persist so long as the blood seal is present on the ground. While Divine Judgement is in play but the user is not actively maintaining it the blood seal becomes a target for attacks. It is considered to have 1 HP and is hit automatically by any attacks directed at it but cannot be included in an AoE attack. If the blood seal is destroyed then the effects of Divine Judgement immediately end. The user's blood seal may not be targeted for attacks while they are maintaining this jutsu.
- Only one blood seal may exist at any given time. If an opponent afflicted with the Special Action is killed or leaves the battle then their blood seal dissolves automatically. The blood seal created by Divine Judgement's special action fades at the end of the battle.
- At the beginning of each round the user makes a Ninjutsu Check against each Blood Cursed opponent. If an opponent wins the check then they are not subject to the effects of Divine Judgement that round but the jutsu is not dispelled.[/fontsize]