Re: Annals of Yaku Sara
+35 Points to ASP
+ 7,500 Yen for S-Rank
Sara said:[spoilername="Non-Element Ninjutsu"] Transformation - E Rank
Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.
Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain
Body Switch - E Rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.
Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.
Cost: Cost of Jutsu dodged +20% Cp.
Crystal Eye - D Rank
Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.
Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.
Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd
Spirit Lantern - D Rank
Rank 1: Protects against a single Visual Genjutsu up to Level D.
Master: Protects against a single Visual Genjutsu up to Level C.
Special Action: This can be used upon the user and a chosen ally; however this lowers the Jutsu's rank by 1.
Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd
Cancel - D Rank
Rank 1: The user can dispel Level E-D Genjutsu.
Master: The user can dispel Level E-C Genjutsu.
Special Action - Disrupt: Using the same workings of Cancel, the user may forcibly disrupt the chakra of a target. This disrupts up to two level E/D/C rank buffs active upon the target, with a 12%/16%/20% chance of dispelling them completely. This may only be used once per round, and not in the same round Cancel is normally used. This costs Cp equal to the buffs dispelled.
Cost: Cost of Genjutsu +20% Cp
Contract Summoning:
Information
Prerequisites: A Summoning Contract
Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.
E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP
Jutsu Sealing - C Rank - Mastered
Information
Sealing Scroll
Rank 1: Allows the user to scribe and release Ninjutsu attacks up to level D.
Master: Allows the user to scribe and release Ninjutsu attacks up to level C.
Special Action: For 1 Ap and 20% of the initial Cp cost, the user may release a Jutsu previously sealed in battle. This jutsu only has any damage buffs/effects initially used with it, but uses the user's accuracy. This destroys the Scroll the jutsu was sealed within.
Cost: Ap of the sealed Jutsu, Cp of the Sealed Jutsu +20%.
Elemental Negation - C rank - Mastered
Information
Two Mastered Ninjutsu of the channeled Element
Rank 1: Allows the user to cancel out 'secondary effects' effecting them of a single element by channeling its opposing one. The user has a -3 penalty on all checks from this technique. They are not able to cancel debuffs created with the debilitate Affinity move.
Master: The user requires a minor affinity in the channeled element to use this rank. The user has a -2 Penalty on all checks from this technique. They may now cancel debuffs boosted by the minor affinity version of debilitate.
Rank 1 Cost: 500 Cp
Master Cost: 625 Cp
Barrier - C Rank
Rank 1: Base Barrier Hp is equal to 1350. This has a 18% chance of activating the 'Non-Elemental' effect.
Master: Base Barrier Hp is equal to 1685. This has a 24% chance of activating the 'Non-Elemental' effect.
Special Action - Energy Sphere: Protects against Physical, Non Elemental, and Elemental damage. This Barrier only has 90% of the base Hp, and cannot be used reflexively but can be maintained. The user cannot use jutsu which use melee accuracy while this Barrier is active.
Special Action - Wall of Spirits: Protects against elemental damage and Genjutsu directed at the user; this does not effect any jutsu currently in effect. This Barrier has 100% of the base Hp, and cannot be used reflexively but can be maintained. The user cannot use jutsu which use melee accuracy, or cause elemental damage while this barrier is active.
Special Action - Energy Wall: Protects against a Single physical, non elemental or elemental attack. This barrier has 110% of the base Hp, and may be used reflexively but cannot be maintained. This version only protects against one action.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd
Stunt Double - C Rank
Rank 1: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +1 Stealth bonus upon the initial check.
Master: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +2 Stealth bonus upon the initial check.
Special Action: This may be used reflexively; doing so replaces the stealth bonus with a Dodge bonus. They do not attempt to go into stealth during this time, but make a stealth check to determine if they are confused for a Clone by others in battle. If the user is initially hit this jutsu has a 40% chance of failing. If they dodge, their clones take the damage the user avoided (Divided among the clones created).
Cost: AP cost of the clone jutsu +1; CP cost of the clone jutsu +40%
One Element Sealing - C Rank
Rank 1: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost. Additionally, the Jutsu has a 18% chance to be treated one rank lower.
Master: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost, and prevents any Major Affinity Moves from being used with them. Additionally, the Jutsu has a 24% chance to be treated one rank lower.
Special Action: Instead of scribing the seal, the user may attempt to remove one from themselves or another target. This make a Ninjutsu check against the original user.
Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd
Elemental Clone - C Rank
Rank 1: Creates a clone with -6 of the user's secondaries and Hp/Cp equal to 15% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Rank 1.
Master: Creates a clone with -5 of the user's secondaries and Hp/Cp equal to 17% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Master Rank
Special Action: Instead of creating a single clone, the user may instead choose to create up to three clones. However for each additional clone, their secondaries are reduced by -1 each, their secondary effects are lowered by -6% each, and Hp/Cp is divided among all clones equally. Additionally, creating additional clones lowers all their jutsu by 1 rank per additional clone created.
Special Action: Upon Creation, the user chooses an element to treat the clones. Each element grants the clone a specific effect, though this effect has a 18%/24% chance of activating when they are destroyed. Earth gains 'Crush', Water gains 'Suffocate', Fire gain 'Burn', Wind gain 'Air Disruption', and Lightning gain 'Stun'
Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd
Chakra Shield - B Rank - Mastered
Rank 1: Summons 3 shields of chakra in front of the user. These shields deal 665 damage when they attack, and disappear when used. Each shield has a 21% chance of activating the 'Non Elemental' and 'energy wall' effect.
Master: Summons 4 shields of chakra in front of the user. These shields deal 625 damage when they attack, and disappear when used. Each shield has a 28% chance of activating the 'Non Elemental' and 'energy wall' effect.
Special Action: Any shields the user has active may be used to block damage (Multiple shields may block the same action). Each shield has Hp equal to 110% of the damage, however may only block a single attack. Shields used this way disappear when used.
Rank 1 Cost: 730 CP
Master Cost: 910 CP
Shadow Shuriken Replication - B Rank - Mastered
Rank 1: Multiplies a single projectile into a storm of projectiles. The user has 6 checks, which each deal 380 damage at +1 Accuracy. Each check has a 5% chance of inflicting bleeding, and a 21% chance to activate the 'Non-elemental' effect.
Master: Multiplies a single projectile into a storm of projectiles. The user has 7 checks, which each deal 475 damage at +1 Accuracy. Each check has a 7% chance of inflicting bleeding, and a 28% chance to activate the 'Non-elemental' effect.
Rank 1 Cost: 655 CP to initiate
Master Cost: 820 CP to initiate
Energy Transfer - B Rank
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.
Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.
Cost: This jutsu only costs AP.
Leech Seal - B Rank
Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.
Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.
Cost: 1200 CP to place the seal
Chakra Blast - B Rank
The user condenses their chakra into their palms, conjuring a sphere of visible energy that can be shot at a target in a bright burst of light. The raw chakra used in this technique often causes more than physical damage.
Rank 1: Shoots a blast of condensed chakra that deals 2000 damage. This Jutsu has a 21% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.
Master: Shoots a blast of condensed chakra that deals 2500 damage. This Jutsu has a 28% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.
Rasengan- B Rank
Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.
Advanced Combination Transformation - B Rank - Mastered
A powerful transforming technique that requires two willing participants to complete. This technique transforms the user and target into a fused version of the two forming one single more powerful entity.
Rank 1: The user may combine with a willing target to average their secondaries together.
Master: The user may combine with a willing target to average their secondaries together +2.
Rank 1 Cost: 730Cp, 365Cp rnd.
Master Cost: 910Cp, 455Cp rnd.
Perfected Rasengan- A Rank
Rank 1: Base effects are 4400 damage. Secondary effects have a 36% chance of activating. This must be used with both special Actions.
Rank 2: Base effects are 5500 damage. Secondary effects have a 44% chance of activating. This must be used with both special Actions.[/spoilername]
[spoilername="Medical Ninjutsu"]Mystical Hand - D Rank
Rank 1: Heals 2% Max Hp + 290 Hp.
Master: Heals 3% Max Hp + 360 Hp.
Coagulation - D Rank
Rank 1: Reduces the targets Bleed Rank by 1 with a 50% chance at reducing an additional level.
Rank 2: Reduces the targets Bleed Rank by 2.
Skeletal Fortification - C Rank
Rank 1: Reduces a Limb's Called Shot Level by 2.
Rank 2: Reduces a Limb's Called Shot Level by 3.
System Shock - C Rank
Rank 1: Rerolls any Poison effecting the target with a +3 Bonus.
Master: Rerolls any Poison effecting the target with a +4 Bonus.
System Restoration - C Rank
Rank 1: Dispels 2 of the most recent debuffs to effect the target.
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.
Rank 1 Cost: 450 Cp
Master Cost: 560 Cp
Medical Ward - B Rank
Rank 1: Inscribes a Medical Seal upon a target. When activated, halves the damage of the next attack to hit the target with the Medical Seal and heals them for 6% Max HP + 800 HP.
Master Rank: Inscribes a Medical Seal upon a target. When activated, halves the damage of the next attack to hit the target with the Medical Seal and heals them for 7% Max HP + 1,000 HP.
Special Action: By paying +20% CP, this may create a more specific seal that only activates in the most dire cases. This version will only activate when the person with the Medical Seal falls below 0 HP; this will negate further damage and heal them to 6%/8% of their Max HP. A target may only be inflicted with this effect once per battle.
Rank 1 Cost: 880 CP
Master Rank Cost: 1,100 CP
Tranquilize - B Rank
Rank 1: While effected, the target's actions cost -15% CP.
Master Rank: While effected, the target's actions cost -15% CP. Auto-Fail/Miss chances are capped at 15%.
Special Action: By paying +20% CP, this may be used as a Chakra Bind at -4/-3 Accuracy. This prevents the victim from using Chakra and has an 21%/28% chance of dispelling maintained jutsu (only two may be dispelled per round). This bind is broken if the user uses more than 10% of their Max CP (during a single round) after this jutsu is used, the victim takes damage, or the user attacks the victim (they have a -3 Dodge penalty to the attack aimed at them though). The victim has a 15% chance of escape for every 2 AP they spend.
Rank 1 Cost: 800 CP, 400 CP/Rnd
Master Rank Cost: 1,000 CP, 500 CP/Rnd
Mystical Force - B Rank
Rank 1: Heals 5% Max Hp + 800 Hp. This Jutsu has a 14% chance at reducing Bleeding and Called Shot penalties by 1 Level.
Master: Heals 6% Max Hp + 1000 Hp. This Jutsu has a 21% chance at reducing Bleeding and Called Shot penalties by 1 Level.
Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 30% of the original amount, with a -7% chance at reducing Called Shots and Bleeding. This may be done up to three times per Jutsu use, and does not count as 'recasting' the Jutsu.
Rank 1 Cost: 730 Cp, 370 Cp per Special Action.
Master: 910 Cp, 460 Cp per Special Action.
Angelic Blessing - A Rank
Rank 1: Heals 7% Max Hp + 1760 Hp. Upon initiation this also is treated as Rank 1 Coagulation and Skeletal Fortification.
Rank 2: Heals 8% Max Hp + 2200 Hp. Upon initiation this also is treated as Rank 2 Coagulation and Skeletal Fortification; these do not count towards their round limits.
Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 25% of the original Hp amount. This may be done up to three times per Jutsu use, and does not count as 'recasting' the Jutsu.
Rank 1 Cost: 1760 Cp. 590 Cp per Special Action.
Rank 2 Cost: 2030 Cp. 680 Cp per Special Action.
Medical Assistant- B Rank -
Rank 1: Creates a clone with -6 of the user's Secondaries, with Hp/Cp equal to 20% of the user's Max Cp. This Clone may perform Medical Jutsu up to Level C at Rank 1. The Clone has a Medical Buff equal to 1/3 of the users.
Master: Creates a clone with -5 of the user's Secondaries, with Hp/Cp equal to 22% of the user's Max Cp. This Clone may perform Medical Jutsu up to Level C at Rank 2. The Clone has a Medical Buff equal to 1/2 of the users.
Special Action: The user may create an additional clone. However, doing so gives all clones an additional -1 secondary, treats all their jutsu one rank lower, lowers their Medical Buff by -10%, and splits the Hp/Cp equally between them.
Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd
Regeneration - A Rank
Rank 1: At the end of each round active, the target regains 2200 + 4% of their Max HP.
Master Rank: At the end of each round active, the target regains 2750 + 5% of their Max HP.
Special Action: Mitotic Regeneration - For an additional 20% maintain cost, when a successful called shot penalty or bleeding penalty is inflicted upon the user there is a 28%/38% chance to have the penalty negated. This may only occur 2 times per round.
Cost:
Rank 1: 2200 Cp to initiate, 1100 cp/round
Rank 2: 2750 Cp to initiate, 1375 cp/round
Resuscitate - A Rank
Rank 1: Brings an unconscious target back to 5% Max Hp and removes any poison and maintained effects upon them. Bleeding is reduced by two ranks. For a full round, the target is protected by a barrier with 3960 Hp that prevents them from taking passive Damage.
Rank 2: Brings an unconscious target back to 10% Max Hp and removes any poison and maintained effects upon them. Bleeding is reduced by three ranks. For a full round, the target is protected by a barrier with 4950 Hp that prevents them from taking passive Damage.
Special Action - Code Blue: By paying +20% Cp, this may be used reflexively to instantly apply to the target; this gains priority over any other effects. This may -ONLY- effect a target that is about to take damage that would put them past -100% Max Hp (Dead).
Rank 1 Cost: 2420 Cp
Rank 2 Cost: 3030 Cp
Pristine Aura - A Rank - Mastered
Rank 1: Up to three targets are protected by a barrier with 3520 Hp. Each round active, those protected by the barrier regain 4% Max Hp.
Rank 2: Up to three targets are protected by a barrier with 4400 Hp. Each round active, those protected by the barrier regain 5% Max Hp.
Special Action: This Jutsu may be reflexively performed upon anyone who's Hp is lower than 40%. This may only be done once per target.
Rank 1 Cost: 2200 Cp, 1100 Cp/Rnd
Rank 2 Cost: 2750 Cp, 1380 Cp/Rnd[/spoilername]
[spoilername="Lightning Ninjutsu"]Storm Bolt - E Rank
Rank 1: Shoots a bolt of lightning that deals 285 damage at -1 accuracy. This has a 6% chance to 'Stun' the target.
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.
Rank 1 Cost: 100 Cp
Master Cost: 120 Cp
Thunderfist - E-rank
Rank 1: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +270 damage.
Master: Coats the user's hands or weapon in electrical energy. Their next melee attack deals +335 damage.
Rank 1 Cost: 90 Cp
Master Cost: 110 Cp
Electrocution - D Rank
Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, there is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.
Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.
Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd
Electroshock - D Rank
Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.
Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.
Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.
Rank 1 Cost: 240 Cp
Master Cost: 300 Cp
Thunderstruck - C Rank
Rank 1: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 740 damage with a 12% chance to 'Stun' the target.
Master: Strikes the target with a bolt of lightning at -2 Accuracy. Upon hit and at the start of each round, this deals 930 damage with a 18% chance to 'Stun' the target.
Rank 1 Cost: 540 Cp, 270 Cp/Rnd
Master Cost: 675 Cp, 340 Cp/Rnd
Chidori - B Rank
Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.
Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.
Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp
[spoilername="Wind Ninjutsu"]Wind Slash - E Rank
Rank 1: The user slashes their finger to create an invisible wind crescent, dealing 285 damage at -1 accuracy. Has a 4% chance of inflicting the 'Wind Slice' effect.
Master: The user slashes their finger to create an invisible wind crescent, dealing 355 damage at -1 accuracy. Has a 6% chance of inflicting the 'Wind Slice' effect.
Special Action: By paying +20% Cp, this may be divided into two hits each dealing 80% of the damage. However, these blades cannot target the same target.
Rank 1 Cost: 100 Cp
Master Cost: 120 Cp
Pressure Burst - E Rank
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.
Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.
Rank 1 Cost: 90 Cp
Master Cost: 110 Cp
Shredding Touch - D Rank
Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.
Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.
Air Bullet - D Rank
Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.
Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.
Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.
Rank 1 Cost: 215 Cp
Master Cost: 240 Cp
Wind Scythe - C Rank
Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.
Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.
Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.
Rank 1 Cost: 540 Cp
Master Cost: 620 Cp
Tempest - C Rank
Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.
Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.
Rank 1 Cost: 405 Cp
Master Cost: 480 Cp
Wind Release - C Rank
Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.
Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.
Gale Force - C Rank
Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.
Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.
Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd
Wind Scar - B Rank
Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.
Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.
Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.
Rank 1 Cost: 655 Cp
Master Cost: 820 Cp[/spoilername]
[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
Rank 1: 1 Strike at +3 Accuracy dealing 170 Damage. Upon a Full Hit, this has a 8% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 2: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Rank 1 Cost: 55 Cp
Rank 2 Cost: 70 Cp
Janken - E-rank
Rank 1: 3 Strikes at normal Accuracy dealing 65 Damage each.
Rank 2: 3 Strikes at normal Accuracy dealing 85 Damage each.
Special Action: By paying an additional +20% Cp, the user may choose a single effect:
- Rock: The user combines all three strikes into a single strike dealing 200/250 Damage with a +6%/+8% chance to cause suppression.
- Paper: The user combines all three strikes into a single strike dealing 200/250 Damage with a +4%/+5% chance to cause bleeding.
- Scissors: The user combines all three strikes into a single dealing 200/250 Damage ignoring 5% Damage Reduction.
Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
4-Hit Combo - D Rank
Rank 1: 4 Strikes at +2 Accuracy dealing 120 Damage each.
Rank 2: 4 Strikes at +2 Accuracy and +1 Critical dealing 150 Damage each.
Rank 1 Cost: 160 Cp
Rank 2 Cost: 215 Cp
Roaring Combination - C Rank
Rank 1: 8 Strikes at +1 Accuracy dealing 120 Damage each.
Rank 2: 8 Strikes at +1 Accuracy dealing 150 Damage each.
Special Action: By paying +20% of the chakra cost, the user may split these strikes between any number of targets.
Rank 1 Cost: 320 Cp
Rank 2 Cost: 400 Cp
16-Hit Combo - B Rank
Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.
Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp
Primary Lotus - B Rank
Rank 1: 2 Strikes at -2 Accuracy dealing 825 Damage each.
Rank 2: 2 Strikes at -2 Accuracy dealing 1,015 Damage each.
Rank 1 Cost: 600 Cp
Rank 2 Cost: 735 Cp
Fist of Virtue - A Rank
Rank 1: 1 Strike at Normal Accuracy dealing 3,300 Damage.
Rank 2: 1 Strike at Normal Accuracy dealing 4,125 Damage.
Special Action: By paying an additional +20% Cp/Hp, the user may choose a single effect:
- Chastity: This technique gains +5% Base Damage for every Called Shot penalty the the user has afflicting them. (Ex: Sprained Leg = 5%, but Fractured Leg = 10%) Stacking up to +20%
- Temperance: This technique may be modded as a Hidden Action and will not remove the user from Stealth.
- Charity: This technique may be used to heal instead of harm. The user may choose to heal either Cp or Hp. This may not be use on one's self.
- Diligence: A partial hit from this technique is considered a full hit. A miss from this technique may be re-rolled at -2 Accuracy.
- Patience: This technique may be charged by paying +0.25ap up to 2 times. Each charge gives this technique +5% Base damage and +1 Accuracy.
- Kindness: This technique bypasses all Barriers and Damage Reduction. A barrier that is bypassed is not destroyed by this technique. May not be used against barriers that have the intended target bound and unable to move.
- Humility: This technique may be used reactionary to counter an oncoming attack. The damage from this technique reduces the oncoming damage by the same amount. If an attack is not fully canceled out, the remaining damage attempts to strike the intended target like normal.
Rank 1 Cost: 825 Cp and Hp
Rank 2 Cost: 1,030 Cp and Hp
Fist of Sin - A Rank
Rank 1: 1 Strike at normal Accuracy dealing 3,300 Damage.
Rank 2: 1 Strike at normal Accuracy dealing 4,125 Damage.
Special Action: By paying an additional +20% Cp/Hp, the user may choose a single effect:
- Wrath: For an additional +1 AP, the user may add an additional strike. Both strikes hit at -2 Accuracy. These can strikes can not be criticals and may only be buffed up to +30% Damage. May only be used once per battle.
- Greed: By paying an additional +0.5 AP, the user may have another Taijutsu follow this one up instantly at +20% Cp.
- Sloth: By lowering the Base Damage of this technique by 20%, this technique may target up to 3 targets.
- Envy: By paying an additional +20% Cp/Hp, this technique may be used reactionary to attack the same opponent that is targeting the user.
- Pride: If the user's HP is lower then the target's, this technique gains +10% Base Damage.
- Lust: This technique may be used as a Called Shot.
- Gluttony: This technique may be used reactionary to block incoming damage up to 3,300/4,125 damage against a single technique. The user may choose what rank jutsu they would like to block. If the user takes damage exceeding the amount that this technique blocks, the remaining damage automatically hits the user. If a technique is fully blocked and this can still block additional damage, the users gains Hp equal to half of the remaining.
Rank 1 Cost: 825 Cp and Hp
Rank 2 Cost: 1,030 Cp and Hp
Notes:
- If a Special Action is chosen, this technique is considered Evil.
- This technique may only be used once per round.[/spoilername]
[spoilername="Buffing Taijutsu"]Charge - E Rank
Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.
Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp
Brandish - D Rank
Rank 1: The user gains a +5% Bleeding Chance for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 2: The user gains a +7% Bleeding Chance for for 1 Full Round or until 2 successful Bleeding inflictions.
Rank 1 Cost: 180 Cp
Rank 2 Cost: 225 Cp
Critical Exposure ANBU Jutsu - D Rank
Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.
Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.
Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp
Chakra Absorption - C Rank
Rank 1: Coats the user's weapon in Chakra allowing them to absorb 5% of the Damage done to the Target from the Target's Chakra.
Master: Coats the user's weapon in Chakra allowing them to absorb 10% of the Damage done to the Target from the Target's Chakra.
Rank 1 Cost: 180 CP, 90 CP a round.
Master Rank Cost: 225 CP, 115 CP a round.
Chakra Extension - C Rank
Rank 1: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage.
Rank 2: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +10% Damage.
Special Action - Aura: For +20% Cp Cost, the user instead gains additional +5% Damage to the next successful Taijutsu Attack and partial hits deal an additional +5% damage while Chakra Extension is active.
Rank 1 Cost: 335 Cp, 170 Cp/Rnd
Rank 2 Cost: 420 Cp, 210 Cp/Rnd
Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.
Cost: 545 CP +30% the chosen Taijutsu's CP Cost.
Insatiable Hunger - A Rank
Rank 1: The users next Taijutsu Attack deals 90% Hp Damage and 10% Chakra Damage.
Rank 2: The users next Taijutsu Attack deals 85% Hp Damage and 15% Chakra Damage.
Special Action - Overwhelming Thirst: By paying an additional +0.5 AP, the user gains Hp equal to 20% of the Hp damage dealt and Cp equal to 20% of the Cp damage dealt. This can only be used once per battle.
Cost: AP cost of the Taijutsu +1; Cp cost of the jutsu +25%[/spoilername]
[spoilername="Genjutsu"]Tourniquet Will Based
Rank 1: Cast at +1 DC dealing 40 Damage per round. User is able to make the target believe they are bleeding/bleeding 1 rank higher or make them believe they are not bleeding/bleeding at 1 rank lower
Master: Cast at +1 DC dealing 50 Damage per round. User is able to make the target believe they are bleeding/bleeding up to 2 ranks higher, or make them believe they are not bleeding/bleeding up to 2 ranks lower.
Rank 1 Cost: 55 Cp, 25Cp/rnd
Master Rank Cost: 65Cp, 35Cp/rnd
Facepalm: Kinetic - D Rank
Rank 1: After the target's next completely missed attack, the target facepalms themselves for basic strike damage.
Master: After the target's next completely missed attack, the target facepalms themselves for basic strike damage +5%
Rank 1 Cost: 165 CP to initiate, 80 CP to maintain
Master Cost: 205 CP to initiate, 105 CP to maintain
Basic Clone Visual - D rank
Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.
Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round
Black Out Will - C Rank
Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.
Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.
Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp
After-Image Visual - C Rank
Rank 1: Cast at +2DC dealing 215 Damage to up to 2 targets for up to two rounds. The target has an 18% chance to Auto-Miss the user with offensive actions.
Master Rank: Cast at +2DC dealing 180 Damage to up to 2 targets for up to two rounds. The target has a 24% chance to Auto-Miss the user with offensive actions.
Rank 1 Cost: 270Cp, 135Cp per round.
Master Rank Cost: 335Cp, 165Cp per round
Verse of Darkness Visual - C rank
Rank 1: Cast at -1DC dealing 420 Damage. The target is considered 'blind' and unable to see for the duration of the round.
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.
Rank 1 Cost: 315Cp
Master Rank Cost: 415Cp, 205Cp per round
Silly Fingers Kinetic - C Rank
Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.
Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain
Phoenix Embrace Kinetic - B Rank
Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.
Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.
Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]
[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
Rank 1: Coats the user in a radioactive aura, giving all melee contact with them to have a 18% chance of activating 'Rad Recoil' effect
Master: Coats the user in a radioactive aura, giving all melee contact with them to have a 21% chance of activating the 'Rad Recoil' effect
Special Action - Rad Wave: By paying the maintain cost, the user may reflexively release a burst of radiation. This has twice the usual chance of activating 'Rad Recoil' and and increases the Cp damage to 20%. However, this treats this jutsu as Rank 1 for a full round and cannot be used again until this penalty disperses. May only be done at Rank 2.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd
Sub-Atomic Scorch - C Rank
Rank 1: Focuses rays of radioactive chakra upon a target. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of 'Irradiated'.
Master: Focuses rays of radioactive chakra upon a target at +1 Accuracy. This inflicts 'Burn' and 'Irradiation' upon the target, with a 36% chance of inflicting an additional level of both.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd
Radioactive Decay - C Rank
Rank 1: Releases a burst of atomic chakra that causes the target to lose 470 Cp with a 12% chance of activating 'Disruption' each round effected.
Master: Releases a burst of atomic chakra at +1 Accuracy, that causes the target to lose 560 Cp with a 18% chance of activating 'Disruption' each round effected.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 505 Cp, 260 Cp/Rnd
Atomic Deterioration - B Rank
Rank 1: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +15% Cp, as well as have a 10% chance to fail and be dispelled. Two effects may be dispelled per round.
Master: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +20% Cp, as well as have a 15% chance to fail and be dispelled. Two effects may be dispelled per round.
Special Action - Atomic Disruption: By paying +20% Cp, the user may condense the effects of this jutsu into a single burst of radiation at +1 Accuracy. This rolls 'Disruption' three times each with a 14%/21% chance of success. This special action cannot be maintained, and a target may only be successfully effected by this once per battle.
Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd
Nuclear Discharge - B Rank
Rank 1: Releases 5 bursts of radioactive chakra that each deal 440 damage at -2 accuracy. Each has a 14% chance of activating the 'Chakra Burn' and 'Radiation' effects.
Master: Releases 5 bursts of radioactive chakra that each deal 525 damage at -1 accuracy. Each has a 21% chance of activating the 'Chakra Burn' and 'Radiation' effects.
Special Action: The user may pay +20% to lower the base damage by -20%, but allow it to effect two targets.
Special Action: By lowering base damage by -20%, the user may give this jutsu a 14%/21% chance of inflicting the 'Disruption' effect.
Rank 1 Cost: 875 Cp
Master Cost: 1000 Cp
Inborn Mutagen - A Rank
Rank 1: Utilizes radiation to enhance their body; all melee attacks performed by the user gain +1 Accuracy and are treated as the 'Radiation' element. Additionally, they have a 36% chance of triggering the 'Radiation' and 'Chakra Burn' effect.
Rank 2: Utilizes radiation to enhance their body; all melee attacks performed by the user gain +1 Accuracy, +5% damage, and are treated as the 'Radiation' element. Additionally, they have a 44% chance of triggering the 'Radiation' and 'Chakra Burn' effect.
Special Action: The user may maintain this jutsu an additional round past their limit, however loses -10% of their max Cp as backlash from the radioactive energy within them.
Rank 1 Cost: 2200 Cp, 1100 Cp/Rnd
Rank 2 Cost: 2750 Cp, 1380 Cp/Rnd[/spoilername]
[spoilername="Poison Ninjutsu"]Poison Extraction - C Rank -
Rank 1: Allows the user to remove a Weak poison from a target.
Master: Allows the user to remove any single poison from a target.
Special Action: For 1 Ap, the user may use any poison extracted during the battle, retaining its same strength. This may only be used with a poison removed with this jutsu, and may only be used once per extraction. This has the same effect that the poison has, but uses the users Ninjutsu/Ranged Accuracy instead of its Poison DC. If this poison stacks, using it this way is treated as a full stack.
Rank 1 Cost: 450 Cp
Master Cost: 680 Cp
Toxic Channeling - C Rank -
Rank 1: Coats the user's weapon with poisonous chakra that has the effects of a single weak poison, and has +2 Poison DC.
Master: Coats the user's weapon with poisonous chakra that has the effects of a single weak poison, though is treated as a strong poison, and has +2 Poison DC.
Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd
Immunity Break - B Rank - Mastered
Rank 1: Effects two targets at +1 Accuracy. Those effected suffer -2 Poison Resistance.
Master: Effects two targets at +1 Accuracy. Those effected suffer -3 Poison Resistance.
Rank 1 Cost: 450 Cp, 230 Cp/Rnd
Master Cost: 560 Cp, 280 Cp/Rnd
Venom Strike - B Rank -
Rank 1: Strikes at +2 Accuracy, dealing 1800 damage. This has a 21% chance of inflicting bleeding.
Master: Strikes at +2 Accuracy, dealing 2250 damage. This has a 28% chance of inflicting bleeding.
Rank 1 Cost: 580 Cp
Master Cost: 730 Cp
Toxic Curse - B Rank -
Rank 1: Creates a cloud of poison that effects a target. Each round effected, the victim suffers +15% Cp costs and has two 14% chances to suffer the 'Disruption' effect.
Master: Creates a cloud of poison that effects a target. Each round effected, the victim suffers +20% Cp costs and has two 21% chances to suffer the 'Disruption' effect.
Rank 1 Cost: 730 Cp, 370 Cp/Rnd
Master Cost: 910 Cp, 460 Cp/Rnd
Touch of the Accursed - A Rank -
Rank 1: Poisons the initial target using -2 Melee Accuracy. Those effected by this poison suffer +20% Bleeding Damage, and have their Bleed level increased by 1 each round effected. Those effected also have a 20% chance to 'infect' others in battle. A victim remains 'Infected' with this poison for two full rounds.
Rank 2: Poisons the initial target using -1 Melee Accuracy. Those effected by this poison suffer +30% Bleeding Damage, and have their Bleed level increased by 1 each round effected. Those effected also have a 28% chance to 'infect' others in battle. A victim remains 'Infected' with this poison for two full rounds.
Rank 1 Cost: 2640 Cp
Rank 2 Cost: 3030 Cp
Black Fog - A Rank -
Rank 1: Releases a cloud of sleeping gas that binds a target at -1 Accuracy. The victim suffers -4% Max Hp each round bound.
Rank 2: Releases a cloud of sleeping gas that binds a target. The victim suffers -6% Max Hp each round bound.
Special Action: By paying +15% Cp, the user may spread the poisonous mist to target +1 target. Doing so spreads the poison, and gives this jutsu a -2 Accuracy penalty to all checks and 1% less Max Hp damage. This may be done twice.
Rank 1 Cost: 1760 Cp, 880 Cp/Rnd
Rank 2 Cost: 2030 Cp, 1010 Cp/Rnd
Toxic Conversion - A Rank
Rank 1: Charges the user's body with charka, checking the user's Ninjutsu Accuracy against all poison effecting them.
Rank 2: Charges the user's body with charka, checking the user's Ninjutsu Accuracy against all poison effecting them, with the user having a +2 bonus.
Special Action: The user may choose to reverse any poison resisted with this jutsu into a 'Buff'. This resets the poisons duration and the poison effects are reversed into an equal buff with the same duration. If it is not a debuff and incapable of being reversed, such as lullaby powder, then it cannot be chosen. Once a 'reversed' poison is dispelled, the user suffers a -3 penalty against that poison for the remainder of battle.
Cost: 1% Max Cp per poison resisted. +1% Max Hp per poison 'reversed'[/spoilername]
[spoilername="Hakumei Jutsu"]Scan - C-Rank Ninjutsu
Rank 1: User take's -4 dodge for the round. Visual range increases by 400 Meters and All Stealth and Genjutsu Checks are rerolled with +2.5 Awareness/Gen Save applied to the user. In addition, the user has a 35% chance to Automatically become aware of all In Stealth mode prior to any stealth checks.
Master Rank: User take's -3 dodge for the round. Visual range increases by 500 Meters and All Stealth and Genjutsu Checks are rerolled with +3 Awareness/Gen Save applied to the user. In addition, the user has a 50% chance to Automatically become aware of all In Stealth mode prior to any stealth checks.
Cost: 520 Cp to initiate
Eight Trigrams Acupuncture - C-Rank NinTaijutsu
Rank 1: All within 12 feet of the user the user make checks against 7 needles, dealing 250 piercing damage at +2 Accuracy.
Master Rank: All within 15 feet of the user make checks against 8 needles, dealing 300 piercing damage at +2 Accuracy.
Rank 1 Cost: 2 Ap, 500 Cp to initiate, 330 Cp to maintain.
Master Rank Cost: 2 Ap, 600 Cp to initiate, 400 Cp to maintain.
Heaven's Dance of Hazy White - B-Rank Unarmed Taijutsu
Rank 1: The user strikes 5 times, each hit dealing 270 Damage at +2 Accuracy. Each strike has a +3% chance to cause suppression. These strikes bypasses up to 5% Damage Reduction.
Rank 2: The user strikes 5 times, each hit dealing 330 Damage at +3 Accuracy. Each strike has a +4% chance to cause suppression. These strikes bypasses up to 10% Damage Reduction.
Rank 1 Cost: 490 Cp
Rank 2 Cost: 600 Cp
Eight Trigrams Heavenly Guard - A-Rank NinTaijutsu
Rank 1: The user creates a barrier of arcing chakra beams, shielding a 20 foot Radius around them. This blocks 1250 Damage per attack aimed into this area, and strikes 10 times, each dealing 260 damage at +3 Accuracy to opponents within the area.
Rank 2: The user creates a barrier of arcing chakra beams, shielding a 25 foot Radius around them. This blocks 1560 Damage per attack aimed into this area, and strikes 10 times, each dealing 330 damage at +3 Accuracy to opponents within the area.
Rank 1 Cost: 3 Ap, 2240 Cp, 1500 Cp per use maintained.
Rank 2 Cost: 3 Ap, 2800 Cp, 1870 Cp per use maintained
Eight Trigrams Divination Seal - S-Rank Ninjutsu
Image
The secret trump card to all Byakugan user's, a technique that brings forth the icon of their training; The Symbol of the Eight trigrams. This Ninjutsu infuses the chakra of the user into the ground upon sinking into their style of Jyuuken stance. Normally, Jyuuken practitioner's envision a seal of the Eight Trigrams around them to help focus the range of their techniques, but this actually creates a visible glowing seal of chakra around them, quickening their movements to the point of a blur and enabling them to move with super-shinobi speed. While active, the user seems to be able to strike any target around them simultaneously without so much as a simple movement, and all strikes made upon them seem to be deflected without any effort. The secret behind this skill is that the seal enhances all physical aspects of the user, and enables them to react nearly instantly as the world around them becomes viewed in slow motion.
Information
Prerequisites
Hakumei/Byakugan Transplant, S-Rank, All other Byakugan Transplant Moves Mastered.
Mastered: While active, the user has +2 dodge, all Melee/Ranged partial hits upon them are treated two ranks lower, and all Physical debuffs effecting the user are treated as only half effective.
Special Action: When using a damaging Taijutsu while this jutsu is active, the user may choose to have that Taijutsu target up to four separate targets due to their super-shinobi speed, though Taijutsu used in this way only deal 80% of their Damage.
Note:
- Lasts up to two rounds.
- This does not require Handseals, but may only be used while the user is in the Emulated Jyuuken or Jyuuken Stances.
- This only works with Unarmed Taijutsu.
Cost: 4.5 Ap and 3960 Cp to initiate, 1890 Cp/Rnd.[/spoilername]
Current Stats
Stamina: 600 / 600
Agility: 600 / 600
Ninjutsu: 600 / 600
Taijutsu: 600 / 600
Genjutsu: 504 / 600
Chakra Control: 600 / 600
Power Level: 3504
Topic: https://www.ninpocho.com/viewtopic.php?p=267871#p267871
ASP: 333 (+35)
Notes:
Rank: S
+35 Points to ASP
+ 7,500 Yen for S-Rank