WIP
Barynx the Ancient
Sandworm
HP: 310118
[-282143][-50000 Bleed] -22025
KNOCKED OUT*
CP: Irrelevant
AP: 10
[-10] 0
Notes:
You'll have to learn about what effects the worm and what does not. Make note of it CLEARLY in your IC post or heck point it out in your actions if you really want me to notice and I might add a "fact." No cheating!
- Nothing seems to miss the sandworm. (She is REALLY big.)
- All her actions cost 1 AP
- Sleeping Forest Has a 58% chance of suffering the 'lost' effect which treats the worm's action(s) as 'blind shot(s)' due to losing sight of the original target.
- Sandworms cannot be overcome with genjutsus but they have a genjutsu score because you do certainly get their attention. The gen score is something to beat so that the worm does not target you with their next attack. But a note to tanks out there, a little gen goes a long way in getting threat up in terms of sandworms.
Plate #1: Broken
Plate #2: Broken
Plate #3: Broken
Plate #4: Broken
Plate #5: Broken
Acc: 30
Evasion: Nadda
Genjutsu Resist: 35
[col3]
Kasen
HP: 32800
[-8315][Bleed III] 24485
CP: 11,763
[-5910] 5853
AP: 11
[-]
[spoilername="Stats"]Ninjutsu Accuracy 27 + 2 [Teamwork]
Genjutsu DC 27
Evasion 23 + 2 [Teamwork]
Gen Resistance 23
Melee Accuracy 23 + 2 [Teamwork]
Puppet Accuracy 19 + 2 [Teamwork]
Ranged Accuracy 19 + 2 [Teamwork][/spoilername]
[spoilername="Buffs and Debuffs"]
ObsidianDragon (1368/round)
Blood Clone (727 CP/round)
+20% water damage; +35% blood jutsu damage
--Class Bonus: Kinjutsu, +10% water damage
Demon Cloak: +10% Chosen Element damage [2% max HP/round to maintain]
Obsidian Dragon: 42% chance that attacks directed as Kasen hit the dragon instead.
Chigokai: +15% blood jutsu damage
Demon Cloak: gains +3% Max CP at the start of every round.
Shinobi 101: Kinetic Genjutsu with Ninjutsu Accuracy
Teamwork: +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
Concentrated Focus: binds have a -5% chance of being escaped from and binds which break upon the user losing a portion of their Max HP or CP are now increased to 20% Max HP/CP.
Human Anatomy: The user gains +1 Critical Range to all attacks. All critical hits deal 2.25x Damage.
Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Shattered Reality: Targets effected with the user's Genjutsu take +10% damage from all damage types. This added damage is considered Illusionary, and cannot be reduced.
Bloodlust: +2 Accuracy and Dodge in combat.
Release: All Bleeding Damage applied to the Chigokai is reduced by -30%
Crimson Water: May convert Water and Non-Elemental Jutsu into Blood at no additional cost and all Blood Jutsu cost -5% Chakra.
When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
Water
They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
Jinchuuriki skills do not require handseals.
All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.
85% chance of Bezerk control: Must be rolled (out of 100 where an 86-100 roll counts as a berserked attack) before each action to determine if the Jinchuuriki has gone berserk and a random target. Each Berserk attack lasts for only that one attack.
Bleed I (at 30% less damage).[/spoilername]
[spoilername="Inventory"]Slot 1: Headset (1)
Slot 2: Energy Drink (3)
Slot 3: Energy Drink (3)
Slot 4: Kawarimi Target (1)
Slot 5: Water Balloon (2)[/spoilername]|
Kasen's Blood Clone
HP: 5856
[-7250] -1394 *poofed*
CP: 6570
[-] 6570
AP: 2.5
[spoilername="Notes"]-4 of the users Secondaries with Hp equal to 20% of the user's Max Cp.
The 'Life Blood' effect causes melee contact with the clone (Attacking it with Melee Accuracy or the clone attacking a target), to deal 10% backlash damage + 2% Max Hp damage. This may only affect a target twice per round, regardless of the amount of clones created.
Melee contact with the clone has a 30% chance of activating the 'Life Blood' effect.[/spoilername]|
Uchiha Izura
HP: 38,870
[-21266] [Bleed II] 17604
CP: 14,960
[-6530] 8430
AP: 11
[-8] 3 => 1
[spoilername="Stats"]Ninjutsu Accuracy 27 + 4 (sharingan)
Melee Accuracy 23 + 4 (sharingan) + 2 (Cursed Seal)
Genjutsu DC 23
Genjutsu Save 23
Evasion 23 + 4 (sharingan)
Ranged Accuracy 19 + 4 (sharingan)
Puppet Accuracy 19 + 4 (sharingan)[/spoilername]
[spoilername="Buffs and Debuffs"]Lunar Seal: Covers the user's body in runic glyphs, giving them -5% chakra cost. +10% Ninjutsu Damage. +2 Ninjutsu accuracy, +4% for all ninjutsu secondary effect chances. In addition the user takes an additional 2% damage from Illusionary and Taijutsu sources.
All wind based techniques used by the summoner of Soraka gain +10% damage. All wind based techniques used against the summoner or Ho-Pu receive a 10% damage reduction. (Soraka's fighting style)
Elemental (water) clone
+25% Fire ninjutsu damage done
--Will of Fire: Fire Jutsu damage is increased by 15%.
--Class: 10% fire damage
Shinobi 101: Genjutsu Will DC -> Nin Acc
Journeyman: Jutsus cost -5% CP
Quickdraw
Quick Reaction
Called Shot: +5% called shot chance; can inflict broken penalties.
Conservative Motion: Jutsu effects that would increase Chakra Costs are negated. All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.
Human Anatomy: +1 crit range. Crits do 2.25 x damage.
Jutsu Mastery: - All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Insight: Hidden Actions are revealed to the user through PM. This does not apply to Genjutsu.
Sixth Sense: - When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations. Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus. ((do you really think sandworms the size of malls are sneaky??))
Initiative
Insidious Gaze: Genjutsu may be cast through the Sharingan, requiring no handseals and gaining +2 DC
Precognition: +10% Auto Hit to all attacks.
Eternal Mangekou Sharingan:
- The Uchiha's new Sharingan is now constantly active, and does not require CP to maintain.
- Their Mangekyou Sharingan has now become the Eternal Mangekyou Sharingan, and grants +4 Accuracy and Dodge
[500 Cp per round to maintain].
- Their new Sharingan is able to withstand up to 4 points of 'Eye Trauma', this is upgraded to 6 points when in the Eternal Mangekyou State.
- Once the user has surpassed their Eye Trauma limit, all Doujutsu and Sharingan Implant Techniques cost x1.5 Cp, and the user takes additional unreduceable Hp damage equal to half the cp cost. In addition, they begin to suffer -1 Accuracy/Dodge for every Eye trauma point surpassed, lasting for the remainder of the battle.
- If this Eye Trauma penalty surpasses their Sharingan buff, the user is treated as blind for the remainder of the battle, their Sharingan deactivates (meaning that they lose the buff from it and cannot use techniques associated with it), and their Sharingan cannot be reactivated.
- Becoming blind in this manner results in the user being unable to differentiate between targets, picking a random target for every action taken that targets someone other than the user. For clarification, the user enters this state upon reaching a -4 Acc/Dodge penalty from Eye Trauma, and this penalty lasts even after the Sharingan is permanently deactivated (which can cause some serious problems, when a +4 Acc/Dodge buff is suddenly turned into a -4).[/spoilername]
[spoilername="Inventory"]Slot 1: Empty
Slot 2: Health Pills x 3
Slot 3: Chakra Suppressing Seal x 3
Belt Pouch 1: Ninja Wire x 8, Energy Drink x 3
Belt Pouch 2: Blood Pills x 3, Oil Flasks x 2
Weapon Holster: Veteran's Kusarigama[/spoilername][/col3]
[col3]
Izura's Elemental Clone
**Poofed**
Never stated he was maintaing.|
Izura's Contract Summon Soraka (Bird)
HP: 12,650
[-9200][Bleed IV] 3450
CP: 11,800
[-2750] 9050
AP: 6
[-4,5] 1.5
[spoilername="Stats"]Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] 300 x 0.7 + 550 x 0.3 = 375
12 + 6 + 2.5 (class) - 4 (Defensive Stance)
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] 300 x 0.6 + 550 x 0.4 = 400
12 + 3 + 2.5 (class) - 4 (Defensive Stance)
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] 600 x 0.7 + 450 x 0.3 = 555
14 + 9 + 2.5 (class) - 4 (Defensive Stance)
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] 300 x 0.3 + 550 x 0.7 = 475
13 + 6 + 2.5 (class) + 2 (Defensive Stance)
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )] 300 x 0.2 + 550 x 0.8 = 500
13 + 6 + 2.5 (class) + 2 (Defensive Stance)
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] 600 x 0.3 + 550 x 0.7 = 565
13 + 6 + 2.5 (class) + 2 (Defensive Stance)
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] 450 x 0.3 + 400 x 0.7 = 415
12 + 3 + 2.5 (class)
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] 450 x 0.6 + 400 x 0.4 = 430
12 + 6 + 2.5 (class)[/spoilername]
[spoilername="Inventory"]Weapon Name: Beak
Weapon Type: Slashing
Range: Melee
Damage: -10%
Accuracy: +2[/spoilername]
[spoilername="Buffs and Debuffs"]Class: +10% Wind Damage[/spoilername]|
Sunaku Isamu
HP: 38088
[-8816] [Bleed II] [+ 1224 Healing Factor] 30496
CP: 19,790
[-7432] [+ 1116 Hyperactive] 13474
Sand CP: 1488
[-1488] --- No roll over ---
For Sand jutsus only and these attacks ignore up to 1/2 of the Victim's Dodge buffs.
AP: 10.5
[-10] 0.5
[spoilername="Stats"]Ninjutsu Accuracy 27 + 2 (Dark Sage) + 2 (Duelist against Sandworm)
Evasion 23
Genjutsu Save 23
Genjutsu DC 23
Melee Accuracy 19
Ranged Accuracy 19[/spoilername]
[spoilername="Buffs and Debuffs"]Darkness falls
1100 CP/round
User gains +2 melee dodge, -1 Ninjutsu/Ranged dodge. +9% chance of activating Protection of the Sands. (Desert Nimbus)(486 CP/round)
For the next 3 rounds 1408 CP can be spent each round for sand ninjutsu and not be taken from the caster's pool. The rest is irrelevant to sandworms. (Desertification) (704 CP/round)
Duelist: + 10% damage done to Barynx
Corpse Soil: 10 zombies on the loose [630 CP/round]
Sand Mastery: +15% Sand Damage
Sand Manipulation: May convert Earth and Wind Jutsu into Sand at no extra cost. Sand jutsu require no handseals.
Protection of the Sands: Sand has a 60% chance to reduce an oncoming attack by 20% damage.
Blood Diamonds: Jutsu Levels 1-8 can cause bleeding ranks 1-4
Shinobi 101 nin - unarmed to spell accuracy
Hyperactive
Stalker
Jutsu Mastery: -10% cost
Healing Factor
Journeyman - Main Branch
Summoner: A Creation's HP and CP are +5% Higher. Can have 2 summons active at the same time.
Super Charge[/spoilername]
[spoilername="Inventory"]Equipment:
Weapon's name: Hands of the Reaper
Damage type: Unarmed: may use Handseals while armed with an Unarmed Weapon.
Accuracy/Damage modifier: +2 Accuracy and -10% physical damage
Augments:
Lucky dodge
Vanguard
Ignition[/spoilername][/col3]
[col3]
Isamu's Zombies
*all poofed*
|
Isamu's Inner World Resurrection
HP: 17739
(+ 765 Healing Factor) [-19000][-1125 (ignored due to fortitude)][-255 Bleed I Rested] -136 *poofed*
CP: 15120
[+1210] [-2340] 13990
AP: 6
[spoilername="Stats"]Genjutsu DC 21
Evasion 18 + 6 (Maximum Defense)
Genjutsu Save 18
Melee Accuracy 18 - 6 (Maximum Defense)
Spell Accuracy 16 - 6 (Maximum Defense)
Ranged Accuracy 16 - 6 (Maximum Defense)[/spoilername]
[spoilername="Buffs and Debuffs"]Maximum Defense: 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: Ignores 1125 damage each round.
Resilience: +6 HP modifier.
Willfull: +1 Genjutsu Save
Quick Reaction
Shattered Reality
Mind Crush
Defensive Technique[/spoilername]|
Roku
HP: 45,569
[-29827][Bleed III] [+16875] 32617
CP: 17,041
[-7027] [+936] 10014
AP: 11
[-11] 0
[spoilername="Stats"]Melee Accuracy 27 + 2 (Duelist)
Evasion 23 + 1 (Class)
Genjutsu Save 23
Ninjutsu Accuracy 23
Genjutsu DC 23
Ranged Accuracy 19
Puppet Accuracy 19[/spoilername]
[spoilername="Inventory"]Weapons:
Muzan – Cruelty
Spoiler: show
Weapon:
Muzan was once a warhammer that has now been melted down and reforged into gauntlets. These metallic brutes might look like they would hurt, but their true power lies in the defensive side of battle
Effect:
1. Steady
2. Vanguard
3. Lantern
Damage Type:
Unarmed - Handseals
Accuracy/Damage modifier:
-0 Accuracy, +20% Base Damage.
Rokushiki - "Six('s) Styles"
When you are this strong, you have to register your entire body as a deadly weapon! [Roku's entire body]
Effect:
1. Primal
2. Crippler
3. Pressure
Damage Type:
Unarmed - Suppression + 6%
Accuracy/Damage modifier:
-0 Accuracy, +20% Base Damage
Primus Ex Machina
Spoiler: show
Activating a specialized armor that coats his whole body, which he says is imbued with not only the spirit of Primus but his wrath.
Effect:
1. Chakra Drain
2. Trick Weapon: Slashing + 6%
3. Primal
Damage Type:
Unarmed - Hand Seals
Accuracy/Damage modifier:
-0 Accuracy, +20% Base Damage
Weapon Holster: Rokushiki *Equipped
Weapon Holster 2: Primus Ex Machina
1. Headset
2. Belt Pouch: A) Energy Drinks x3 B) Smoke Bombs x3
3. Belt Pouch 2: A) Explosive Notes x5 B) Kawarimi Target
4. Blood Pills x3[/spoilername]
[spoilername="Buffs and Debuffs"]Inner Current: Wind-based attack(s) may automatically cut through half of any Damage Reduction by paying an additional +20% of their chakra cost. Basic Strikes may be used with this.
This may be used twice per round.
Zaraki Style: Increases all physical damage dealt by 30% and received by 15%. The user gains +1 accuracy. All CP costs are increased by 15% while active.
Plus +15 (Gaia) and +15 (Huge Power) the total is +45% damage but takes +15% melee. This is in addition to the +20% damage done by the weapon for + 65% at the consequence of 5% recoil.
Armor of Thorns: Damage to the user is reduced by -10%. Additionally, melee contact with the user have a 24% chance of activating the 'Thorn' effect. (280 CP/round)
Gaia Seal: +20% Taijutsu and Basic Strike Damage. -15% Physical Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.
Bloodlust: Ignores up to rank 3 bleeding.
Mastered Offensive Stance: Allows user to gain +1 accuracy per -1 dodge, up to a maximum of +4 accuracy and -4 dodge.
Monstrous Strength: Doubles the Effect of
Bull's Strength: +10% Weapon Damage Modifier. +6% Suppression and/or +6% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -2 to a minimum of 0.
Endurance
Huge Power: +15% melee damage
No limits: Max damage cap for melee Taijutsu is increased to 80%. However, for every 10% damage beyond the 50% cap the user adds, they take 5% recoil damage for all melee attacks made.
Called Shot
Acrobat: can perform 2 activated auto-dodges in a round
Healing Factor
Elemental Illusion
Duelist: Declared on Barynx (Melee) + 2 melee acc and +10% damage done
Initiative
Quickdraw
Hyperactive[/spoilername][/col3]
[col3]
Keiatsu
HP: 45,342
[-23236] [+1476 Healing Factor] 23582
CP: 21,529
[-4676] 16853
AP: 10.75
[-9.5] 1.25 => 1
[spoilername="Stats"]Melee Accuracy 27 - 2 (Defensive Stance) + 2 (Combat Instinct)
Evasion 23 - 2 (Akimichi) + 1 (Defensive Stance) + 2 (Combat Instinct)
Genjutsu Save 23 + 2 (Combat Instinct)
Spell Accuracy 23 - 2 (Defensive Stance) + 2 (Combat Instinct)
Ranged Accuracy 19 - 2 (Defensive Stance) + 2 (Combat Instinct)
Genjutsu DC 19 + 2 (Combat Instinct)[/spoilername]
[spoilername="Inventory"]Slot 1:
Belt Pouch
- Pouch Slot:
Blood Pill
- Pouch Slot:
Health Pill x3
Slot 2:
Belt Pouch
- Pouch Slot:
Explosive Note x5
- Pouch Slot:
Smoke Bomb x3
Slot 3:
Kawarimi Target
Slot 4:
Kawarimi Target
Slot 5:
Kawarimi Target
Weapon Holster:
Bare Hands
You REALLY need to document your Acc. and damage modifier here. I am going to make this a +0 acc, +/- 0% damage weapon so you can actually fight but in a normal fight you need to have all your stats for a weapon otherwise it is not useable.
- Augment #1:
Chain Link
- Augment #2:
Swift
- Augment #3:
Overflow[/spoilername]
[spoilername="Buffs and Debuffs"]Green PIll: +5% Unarmed damage and 5% Damage Reduction.
Journeyman: - 10% CP cost
Shinobi 101 - Ninjutsu (Metal)
Bull's Strength: +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
Sixth Sense: When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations. Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus.
Combat Instinct: Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries.
Hidden Power: The user gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries.
Third Eye: +2 to all Stealth, Genjutsu Save, and Awareness checks.
Jutsu Creator Replace this ability.
Healing Factor
Acrobatics: The user is capable of performing one additional Activated Auto-Dodge per round.
Bloodlust: Ignores up to rank 2 bleeding.
No Limits: Max damage cap for melee Taijutsu is increased to 70%. However, for every 10% damage beyond the 50% cap the user adds, they take 5% recoil damage for all melee attacks made.
Big Bones: +14% Unarmed damage, -2 Dodge
Fat Absorption: -10% damage taken.[/spoilername]|
Kaen
HP: 33,193
[-13000] [+6926] 27119
CP: 20,676
[+ 536] [-5620] 15592
AP: 9
[-9] 0
[spoilername="Stats"]Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] 200 x 0.7 + 410 x 0.3 = 263 == > 9 + 6
15 + 2 [Teamwork]
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] 200 x 0.6 + 410 x 0.4 = 284 ==> 10 + 6
16 + 2 [Teamwork]
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] 525 x 0.7 + 525 x 0.3 = 525 ==> 14 + 9
23 + 2 [Teamwork]
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] 200 x 0.3 + 410 x 0.7 = 347 ==> 11 + 6
17 + 2 [Teamwork]
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )] 200 x 0.2 + 410 x 0.8 = 368 ==> 11 + 3
14 + 2 [Teamwork]
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] 525 x 0.3 + 410 x 0.7 = 445 ==> 13 + 6
19 + 2 [Teamwork]
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] 425 x 0.3 + 525 x 0.7 = 495 ==> 14 + 6
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] 425 x 0.6 + 525 x 0.4 = 465 ==> 14 + 6
Puppet Accuracy = [(CC x .6) + Agility x .4)] 525 x 0.6 + 410 x 0.4 = 479 ==> 14 + 3
17 + 2 [Teamwork]
Puppet Dodge: [(CC x .4 + (Agility x .6)] 515 x 0.4 + 410 x 0.4 = 370 ==> 11 + 6
17 + 2 [Teamwork][/spoilername]
[spoilername="Buffs and Debuffs"]Fire Chakra Style -- Heat Caress: At the beginning of every round, the user gains a Barrier equal to 15% of the total damage dealt by the user's Fire-base Attacks from the previous round. Lasts until the end of the round or against a single attack. Barrier does not prevent the users movements or impede the user's actions in any way. AoE attacks only contribute to this barrier's HP once, using the highest damage dealt by the action. (519)
+55% Fire Damage; +5% Ninjutsu damage; recoil effect
--Class: +20% Fire damage
--Class: +5% Ninjutsu damage
--Fire based jutsu deal 30% more damage, but 15% of the total damage is done to the user.
Shinobi 101 - Slashing with Ninjutsu Accuracy
Jutsu Expansion
Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Elementalist: major and minor affinity moves can be used at the same time.
Supercharge
Bloody Mess: The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit. When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round. When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack.
Teamwork
Stalker: Once every other round, the user may perform a Sneak Attack without being dropped out of stealth. When making a stealth check, Terrain and Visibility modifiers are treated one level higher in the users favor.
Clarity: The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
Fire - Chakra Style
Explosive Chakra: Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.
Warmth: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
Wildfire: All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Specter Shade [-323 CP/round][/spoilername]
[spoilername="Inventory"][/spoilername]|
Kaen's Abyssal Harbinger
HP: 7510
[-8000] -490 *poofed*
AP: 4
[-4] 0
[spoilername="Notes"]Each strike deals 1100 damage with a 18% chance of 'searing' the target.
When 'Seared' the target has a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.[/spoilername][/col3]
[col3]
Takahashi Sousuke III
HP: 43,827
[-9800][+1106 Outer Path] 35133
CP: 23,826
[-3656] 20170
AP: 10.25
[-10.75] 0.50
[spoilername="Stats"]Melee Accuracy 27 - 2 (Defensive) + 3 (Observation)
Dodge 23 + 4 (Defensive)
Genjutsu Save 23
Ninjutsu Accuracy 23 - 2 (Defensive) + 3 (Observation)
Genjutsu Difficulty 23
Puppet Accuracy 19 - 2 (Defensive) + 3 (Observation)
Ranged Accuracy 19 - 2 (Defensive) + 3 (Observation)[/spoilername]
[spoilername="Inventory"]-headset
-sheath - contains Silver Edge
-Kawarimi Target
-Health Pills (3)
-Energy Drink (3)
The Ebon Blade Silver Edge
Weapon Type: Long Sword
Weapon Damage Type: Slashing - Bleeding
Bonuses: +10% damage, and -0 acc., and 4 augment slots from Tsukumogami kinjutsu
Augment: Vampiric, Trick Weapon (unarmed), Vanguard, Steady[/spoilername]
[spoilername="Buffs and Debuffs"]
Mystic Transmutation costs 266 CP/round
5% chakra cost reduction (Class Bonus) plus
Journeyman for -5% CP costs for a grand total of
-10% chakra costs
Duelist: +2 Melee Accuracy and +10% damage towards Barynx. An additional +15% damage from Observation for a grand total of
+25% damage done to Barynx.
+10% chance to auto-dodge Barynx's attacks
-2 Dodge/Save to any other opponents (besides Barynx) targeting the user.
Vampiric The user gains Hp equal to 20% of the total damage dealt to a target.
Vanguard +20% Damage Reduction due to defensive stance and mystic transmutation plus an additional -10% from defensive technique for a total of
-30% damage reduction.
Shinobi 101 - Kinetic Genjutsu can be cast using Melee accuracy.
Clarity: The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
Defensive Technique: When in defensive mode, the player receives -1 to accuracy per +1 to dodge instead of the normal +2 dodge -4 Accuracy defense penalty. The maximum amount of dodge for accuracy they may swap is 4.
Bull's Strength: +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
Note that you do not have to list this as Bleeding only; it depends on what your weapon is capable of inflicting.
Insight: Hidden Actions are revealed to the user through PM. This does not apply to Genjutsu.
Quickdraw
Contract Mastery
Sixth Sense: When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations. Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus.
Kinjutsu - Tsuku: When separated from their weapon, their weapons attacks no longer cost Additional Cp. In addition, their range of separation is now increased to 20 feet, and returning to the users possession no longer requires Ap. Reforming a Broken Link still costs .25 Ap, however.
Quick Learner CA
Situational Awareness: +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.
Sharp Insight: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.
Offensive Insight: Adds a 10% auto-hit to the user's attacks.
Observation
Forewarn: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.
Adaptability: The user resists -2 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +2 Dodge against all Delayed attacks, traps and binds.
Prediction: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.
Tactical Mind: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.
Remember that this is considered Round 1 for you.[/spoilername]|
Sousuke's Gamabunta
HP: 28,500
[-7000] [+1425] 22925
CP: 17,660
[-5060] 12600
AP: 6
[-6] 0
[spoilername="Stats"]Level 12
Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] 550 x 0.7 + 400 x 0.3 = 505 (13)
13 + 9 + 2
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] 550 x 0.7 + 400 x 0.4 = 545 (14)
14 + 3 + 2
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] 600 x 0.7 + 400 x 0.3 = 580 (14)
14 + 6 + 2
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] 550 x 0.3 + 400 x 0.7 = 445 (12)
14 + 6
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )] 550 x 0.2 + 400 x 0.8 = 430 (12)
12 + 6
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] 600 x 0.3 + 400 x 0.7 = 460 (13)
13 + 6
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] 400 x 0.3 + 375 x 0.7 = 383 (11)
11 + 3
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] 400 x 0.6 + 375 x 0.4 = 390 (12)
12 + 6[/spoilername]
[spoilername="Inventory"]
Weapon Name: Giant Blade
Weapon Type: Slashing
Damage: +15%
Accuracy: 0[/spoilername]
[spoilername="Buffs and Debuffs"]At the start of each round Gamabunta targets a single target with a Ninjutsu Check at +1. Upon a successful check, the target suffers a -1 Accuracy and -2 Dodge due to intimidation for the remainder of the round.
-5% Damage Taken
+5% Taijutsu Damage done[/spoilername]|
Shiruko Makoto
HP: 39000
[-20500] [+19516] 38016
CP 31286
[-5100] 26186
AP: 10
[-10] 0
[spoilername="Stats"]Ninjutsu Accuracy 27 + 2 (Class) - 4 (Defensive Stance)
Melee Accuracy 27 + 2 (Class) - 4 (Defensive Stance)
Evasion 23 + 2 (Defensive Stance)
Gen Save 23
Ranged Accuracy 23 + 2 (Class) - 4 (Defensive Stance)
Puppet Accuracy 23 + 2 (Class) - 4 (Defensive Stance)
Genjutsu DC 23[/spoilername]
[spoilername="Inventory"]
Main Weapon -
Silver-Edge Parasol
A sky blue parasol with a retractable bladed tip. The fabric is enhanced by chakra to be resilient and the spokes are of a durable metal, and flare out. The metallic parts all have a silver sheen.
Type: Bludgeoning
Accuracy: -2
Damage: +10%
Attribute: Suppression
Augments: Chakra Drain,
Vanguard,
Vampiric
Secondary Weapon -
Twin Serrated Knives
Unlike Makoto's other weapons, not polished and made of a rather dark metal. The blades are serrated and designed to cut unevenly, but are quite sharp and very capable of digging deep. They are solid enough to deflect some weight from blows if handled properly.
Type: Slashing
Accuracy: +1
Damage: -5%
Attribute: Bleeding + 6%
Augments: Vanguard,
Razor Strike,
Siege
Silver-Edge Senbon
Ordinary senbon, polished and sharpened to perfection. There are seals inscribed on the cases for all of them that give them other special properties.
Type: Projectile
Accuracy: +2
Damage: -5%
Attribute: Bleeding + 6%
Augments: Chakra Drain,
Razor Strike,
Vampiric
Silver-Lining Gloves
White gloves stitched with silver, with weights carefully embedded in the knuckles. They are stitched so as to make the fabric give off a slightly metallic sheen.
Type: Unarmed
Accuracy: +0
Damage: +5%
Attribute: Suppression + 6%
Augments: Chakra Drain,
Vampiric,
Pressure
Silver-Edge Crossbow
A light hand crossbow that attaches to the wrist. Most of its components are a deep midnight blue, but all the bolts for it and stripes along each side are a pale silver.
Type: Ranged
Accuracy: -1
Damage: +10%
Attribute: +9% chance of Called Shots
Augments: Siege,
Crippler,
Primal
Silver-Edge Rapier
A thin, sharp, silvery blade with a line of blue running down the side of it. The material it's made of is extremely durable despite its fragile, whippy appearance. Sheathes into the handle of the parasol.
Type: Piercing
Accuracy: -1
Damage: +10%
Attribute: Bleeding + 6%
Augments: Siege,
Razor Strike,
Rough Divide
Full Inventory
Slot 1: Silver-Edge Senbon
Slot 2: Silver-Edge Crossbow
Slot 3: Silver-Lining Gloves
Slot 4:
Kawarimi Target x 1
Slot 5:
Blood Pill x 3
Slot 6:
Energy Drink x 3
Slot 7: Twin Serrated Knives
Sheath 1: Silver-Edge Parasol
Sheath 2: Silver-Edge Rapier[/spoilername]
[spoilername="Buffs and Debuffs"]
Elemental Clone (188 CP/round to maintain)
Armor of Thorns ( 230 Cp/Rnd): Damage to the user is reduced by -5%. Additionally, melee contact with the user have a 18% chance of activating the 'Thorn' effect. 'Thorn' effect causes a melee attack used against the user to deal 20% backlash damage to the attacker. If this activates on the user's attack, it raises the victim's bleed level.
+10% Damage Reduction while weapon is equipped in Defensive Stance.
Class: +10% Ninjutsu Damage
Shinobi 101 (Kinetic Genjutsu with Ninjutsu Accuracy)
ANBU Ability - Sentinel
Bull's Strength: +10% Weapon Damage Modifier. +6% Suppression and/or +6% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -2 to a minimum of 0.
Jutsu Mastery All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved. Acrobatics One additional autododge per round
Called Shot Can inflict broken penalties; +5% called shot chance.
Deflection
Human Anatomy: +1 crit range. Crits do 2.25 x damage.
Fearless
Quickdraw
Willpower: The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it affecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway.
Concentrated Focus: binds have a -5% chance of being escaped from and binds which break upon the user losing a portion of their Max HP or CP are now increased to 20% Max HP/CP.
Sixth Sense
Insight
One Handed Seals: The user is able to perform all Jutsu handseals with one hand.
Conservation: -15% Ninjutsu cost.
Pressure: Up to 3 targets in battle with the user take 20% extra CP to cast a jutsu. Does not work on other Chakra Attuned ninja.
Normalize: All Elemental Damage caused by the user is treated as Non-Elemental Damage. Gives Ninjutsu +10% Damage that bypasses half of the target's damage reduction.
Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.
Spirit Boost: +10% Ninjutsu damage.[/spoilername][/col3]
[col3]
Devil Sage Akuma Kuro
HP: 38,170 [-7250] [+1170 Healing Factor][+2211] 34301
CP: 36586 [-6051] 30535
AP: 11 [-10.75] 0.25
[spoilername="Stats"]Ninjutsu Accuracy: 27 + 1
Genjutsu DC: 23 + 2 (Seal) + 2 (Form of Demon)
Evasion: 23 + 2 (Seal) + 2 (Form of Demon)
Gen Save: 23 + 2 + 2 + 2 (Seal) + 2 (Form of Demon)
Melee Accuracy: 23 + 1 + 2 (Seal) + 2 (Form of Demon)
Puppet Accuracy: 19 + 1 + 2 (Seal) + 2 (Form of Demon)
Ranged Accuracy: 19 + 1 + 2 (Seal) + 2 (Form of Demon)[/spoilername]
[spoilername="Inventory"]Akuma Kuro Weapon
Augments: Primal, Special Composition Kinesis*, trick weapon (ranged)
Type: Unique (Unarmed, ranged)
Unique Mastery Weapon Type: Unarmed
Damage: -5%
Accuracy: +2[/spoilername]
[spoilername="Buffs and Debuffs"]Form of the Demon: +2 to all secondary stats and all jutsu are considered "Dark". This means they deal +10% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 20% and this reduced damage is instead converted into CP for the user. [1140/round]
Heaven Seal +2 to all Secondaries. All jutsu cost -15% Cp, Inflict +15% more Damage and have a +8% to any secondary effects. These buffs/debuffs do not count toward the buff cap. In addition the user takes 2% Max HP damage per round.
Hyakujuuonouu [1310/round]
Journeyman -5% CP costs
Shinobi 101 - Ranged Melee can be cast using Ninjutsu accuracy.
Sixth Sense: When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations. Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus.
Nimble Hands The user may perform jutsus or handseals for +0.25 AP while a weapon is equipped.
Quickdraw
Called Shot: Can inflict broken penalties; +5% called shot chance.
Jutsu Mastery: All Jutsu cost -10% Chakra, this includes Maintains. All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Willpower The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it affecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway.
Bull's Strength: +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0. You might want to consider a -1 weapon with trick weapon and have your trick weapon give you the ability to do unarmed attacks in addition to another type so you can gain suppression/bleed or drop Nimble Hands because unarmed can do handseals with the weapon armed. This can give you an additional space to make something scarier.
Hidden Power: The user gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries.
Third Eye: +2 to all Stealth, Genjutsu Save, and Awareness checks.
Daunting Presence: Opponents take a -1 dodge penalty during rounds where they attempt to attack the user.
Demon Blessing +2 gen save[/spoilername]|
Mouko Kuro
HP: 38,170 [-7250] [+1170 Healing Factor][+2211] 34301
CP: 36586 [-6051] 30535
AP: 11 [-10.75] 0.25
[spoilername="Stats"]Ninjutsu Accuracy: 27 + 1 + 3 + 2 (Combat instinct)
Genjutsu DC: 23 + 2 (Combat instinct)
Evasion: 23 + 3 + 2 (Combat instinct)
Gen Save: 23 + 2 (Combat instinct)
Melee Accuracy: 23 + 1 + 3 + 4 (Seal) + 2 (Combat instinct)
Puppet Accuracy: 19 + 1 + 3 + 2 (Combat instinct)
Ranged Accuracy: 19 + 1 + 3 + 4 (Seal) + 2 (Combat instinct)[/spoilername]
[spoilername="Inventory"]Mouko Kuro Weapon
Augments: Primal, Trick weapon (Ranged), Crippler
Type: Unique (Unarmed/Ranged)
Damage: -5% dmg
Accuracy: +2[/spoilername]
[spoilername="Buffs and Debuffs"]Gaia Seal: +20% Taijutsu and Basic Strike Damage. -15% Physical Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.
All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +5% Damage. (Chakra Extension) 179 CP/round to maintain
+3 Accuracy/Dodge, 2000 meter visual range (Byakugan) 452 CP/round to maintain
The user's unarmed attacks only deal 80% Damage, but they gain +1 Accuracy and +1 Critical, and have a 40% chance to cause internal bleeding. Unarmed Called Shots gain a +4% Chance of success.(Jyuuken Stance)
Journeyman -5% CP costs
-15% Chakra cost on Unarmed Taijutsu (Gentle Fist)
All CP costs are increased by 10% while Jyuuken stance is active
10% Auto dodge to all attacks (360 degree vision)
Shinobi 101 Taijutsu (Unarmed-> Piercing)
Bull's Strength: +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
Human Anatomy: The user gains +1 Critical Range to all attacks. All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs
Combat Instinct: Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries. Should consider naming an opponent.
Called Shot: Can inflict broken penalties; +5% called shot chance.
Hidden Power: The user gains +.5 to all Secondary stats each time they lose 20% of their Max Hp, capping at +2 Secondaries.
Combo Master: The second attack in the users Combo-attack cannot be auto-dodged, and has a 10% of auto-hitting if the first attack hit. Once per round, the user may Combo up to three attacks (Instead of the cap of two).
Contract Mastery[/spoilername]|
Kuro's Outer Path: Hyakujuuonouu
HP: 10206 [-2000] 8206
[spoilername="Notes"]May affect up to three separate targets: Kuro, Sousuke and Kaen
Buffed by 35%
The affected (undefined, please define) suffer -3 Dodge and have a 10% Chance to be Auto-hit by all actions aimed at them, and a 10% chance to Auto-miss all techniques they use.
Every round, the statue attempts to absorb 2340 Chakra from those within the area.
Special Action - Samsara Heavenly Life Technique: Instead of absorbing chakra from enemies, this Statue may restore the Health of the Rikudo Sennin by 2340 each round. This amount can be buffed by Non-Elemental Ninjutsu Buffs, and applies at the start of each round. The user may also choose allies to benefit from this jutsu, though the amount restored to all is reduced by 10% per Ally involved, up to either two or three allies depending on the rank of this Jutsu.[/spoilername][/col3]
!
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- Mistake from previous mod involving Dark Displacement. Editted previous post to reflect damages being negated from Sousuke's attack. Additionally, updated the HP totals to reflect this difference.
- Error in HP calculation gains, recalculation done.
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