Jinkyou
Legends say that long ago, back in the early days of the shinobi world, their existed powerful Spirits possessing the power to wreak havoc across the land. As a counter measure to fight these monsters, village's sealed these beasts into the bodies of Human Hosts. Whether these stories hold true or not, this forbidden practice, although frowned upon, is still practiced on a much lesser scale. There exist people who have had the energies of weaker Spirits and spirits sealed within their body, their body and mind becoming a vessel for the entity's power. The hosts have been known to take on certain characteristics of their inner Spirits, both mental and physical changes and traits which vary widely. Although one cannot deny the power the host gains from having a spirit reside within them, able to draw upon its power and gain unique affinity to the spirit's affinity, their comes a price with all power. From the moment the spirit is sealed within the Host, it becomes a battle for control, the spirit seeking to grasp as much control as it can over the user...
Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank
Effects:
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner spirit. All Ninjutsu of this Element do not require Handseals as the spirit bestows supernatural abilities to the user.
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Spirit Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Spirit Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner spirit. Every attack has a certain percentage chance to cause the Jinkyou to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinkyou skills do not require handseals.
- All Jinkyou techniques receive Damage/Cp reduction buffs to the user's chosen Element.
- All melee attacks made by the Jinkyou use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.
Note:
- Because of their Inner Spirit's Chakra, when any Spirit Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their spirit's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the spirit's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinkyou and their Bloodline/CA do not stack beyond +10.
- Unlike the series, this Kinjutsu refers to Spirits and spirits in general, not Bijuu. While this spirit can be made freely, this spirit cannot be tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.
Quote:
Initial Guardian Armor - C-Rank Ninjutsu
All Jinkyou possess great strength, though one would be mistaken if they assumed that their incredible power came without a cost. Though they may be excellent shinobi in their own right, the full potential of their skill is not their own, but a fusion of both themselves and their inner Spirit. Through training, a shinobi can learn to draw power from the spirit deep within, using it to fuel themselves and granting them energy. At first this can be a very risky move, for simply acknowledging the spirit within grants it more power over the user. However, with concentration, the user can learn to draw forth a small amount of the spirit's energy without losing themselves. Because this energy is small compared to the spirit's full potential, the host retains nearly all control of themselves, and does not seem to display any physical change aside from a visible, glowing aura of chakra.
Information
Prerequisites
Jinkyou, C-Rank
Rank 1: While in this stage, gain +1 Acc/Dodge, +10% Chosen Element damage
Master Rank: While in this stage, gain +2 Acc/Dodge, +10% Chosen Element damage
Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. (Example: If one is using a rank 1 Initial Guardian Armor and surrenders 1 Acc/Dodge, their Berserk Control is increased to a 90% chance as opposed to 85%.) This lasts until the Jinkyou's next action.
Note:
- Once activated, lasts until the user chooses to deactivate.
- Final Guardian Armor overwrites Initial Guardian Armor; they do not stack.
- Once activated, the user gains +3% Max CP at the start of every round.
- Base of 85% Berserk Control. Must be rolled (out of 100 where an 86-100 roll counts as a berserker attack) before each action to determine if the Jinkyou has gone berserk and a random target. Each Berserk attack lasts for only that one attack.
Cost: 500 CP to initiate -2% Max HP a round to maintain.
Quote:
Elemental Wrath - C-Rank Ninjutsu
Perhaps the most noticeable aspect of a host drawing forth power from their Inner Spirit is that their chakra becomes a visible aura of energy around them; growing in both speed and size as the user's draws forth more and more strength from their inner Spirit. However, one would be a fool to attempt to judge this as a simple aura of energy, for this chakra is so powerful and explosive, that simply coming into contact with it is enough to seriously harm opponents. As if that weren't enough, the Jinkyou seems to be able to manipulate this Aura at will to lash out and strike at their targets in a hemispherical explosion often compared to a bomb.
Information
Prerequisites
Jinkyou, C-Rank, Initial Guardian Armor Mastered
Rank 1: 1350 damage to two targets
Master Rank: 1620 damage to three targets
Effects:
- Elemental Wrath has a 30% chance to unearth people from underground, 20% chance to reveal invisible targets, and 20% chance to dissipate Clones and Mirror Clones.
Special Action: - Elemental Wrath can be used reflexively against projectile attacks, giving projectile attacks -3 accuracy with a 20% chance to deflect and hit a random target. The Elemental Wrath deals half damage to up to 3 targets when using this special action.
Rank 1 Cost: 560 CP
Master Rank Cost: 680 CP
Quote:
Spiritual Wail - C-Rank Ninjutsu
A powerful skill that truly shows the fearsome strength of a Jinkyou, this skill can only be performed after tapping into a certain depth of their spiritual partner's energies. Easily performed, this technique is a simple roar infused with the Jinkyou's massive reserves of chakra, producing a powerful kinetic shockwave of sonic energy that can easily upturn the ground, trees, debris, and even knock victims right off their feet, all while causing significant damage from the sheer pressure and force of their roar.
Information
Prerequisites
Jinkyou, C-Rank, Initial Guardian Armor Mastered
Rank 1: Lowers every secondary by 1 to all in the topic until the end of the round. Deals 1% Max HP damage for 3 rounds.
Master Rank: Lowers every secondary by 2 to all in the topic until the end of the round. Deals 3% Max HP damage for 3 rounds.
Note:
- May not be stacked.
- Also targets allies in battle as well as foes, but not the Jinkyou.
- Does not affect those with Fearless.
- The effected targets must make a Nin-Save at the beginning of every round to include the round effected. If successful, they are freed from the % Max HP damage.
- May not be stacked more than once per target effected. May not stack with Warrior Spirit.
Cost: 1400 CP to initiate
Quote:
Destructive Shield - B-Rank Ninjutsu
Upon obtaining the spirit cloak, a Jinkyou is able to manipulate their out-flowing chakra to increase not only their offensive capabilities, but their defensive capabilities. The Jinkyou is able to erect a shield of chakra that can absorb damage and redirect the energy back at the last person to attack the shield. Be careful, however, doing too much may result in the destruction of the shield and the chakra to backfire.
Information
Prerequisites
Jinkyou, B-Rank, Initial Guardian Armor Mastered
Rank 1: The Jinkyou creates a shield that can absorb 2200 damage. This shield deals damage up to half its shield strength upon destruction
Master Rank: The Jinkyou creates a shield that can absorb 3300 damage. This shield deals damage up to half its shield strength upon destruction
Note:
- Must be in Final Guardian Armor to use.
- The only way for the shield to be lowered is for the shield to be destroyed.
- The shield's HP does not regenerate, nor does recasting it refills it's HP. This jutsu cannot be stacked for multiple shields.
Rank 1 Cost: 880 CP to initiate, 420 CP per round maintain
Master Rank Cost: 1440 CP to initiate, 690 CP per round maintain
Quote:
Final Guardian Armor - B-Rank Ninjutsu
The final form of a Jinkyou's power, drawing forth a dark and seemingly endless supply of chakra from their inner spirit. In this stage, the user hardly resembles a human, instead appearing as their inner spirit, though still human-size. The host has been lost deep within the energies of their spirit, gaining almost incomparable strength, but possessing nearly no form of their own rationality. They see no difference between friend or foe, hardly remembering why they fight in the first place, and only desire the destruction of all those around them. In this phase, the host's body rapidly begins to disintegrate from the stress of the natural energy, visibly breaking apart and being replaced by a neon glow of corrosive chakra. They are an avatar of destruction, both to themselves and all others around them.
Information
Prerequisites
Jinkyou, B-Rank, Initial Guardian Armor Mastered
Rank 1: While in this stage, gain +3 Acc/Dodge, +10% Chosen Elemental Damage
Master Rank: While in this stage, gain +4 Acc/Dodge, +15% Chosen Elemental Damage
Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. Example: If one is using a rank 1 Final Guardian Armor and surrenders 1 Acc/Dodge, their Berserk Control raises to a 65% chance as opposed to 60%. This lasts until the Jinkyou's next action.
Note:
- Final Guardian Armor overwrites Initial Guardian Armor; they do not stack.
- If activated while the user is in Initial Guardian Armor, this costs -1 AP and -25% normal CP cost.
- Once activated, lasts until the user chooses to deactivate with a 65% chance of failure and a 1 AP Cost. If the user fails to deactivate, they lose 5% Berserk Control which remains for the remainder of battle.
- Once activated, the user gains 5% Max CP at the start of every round.
- This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities.
- Basic melee attacks now attack up to 3 targets.
- Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserker attack) Must be rolled before each action to determine if the Jinkyou has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack.
Cost: 2000 CP, 3% Max HP per round.
Quote:
Spirit's Edict- A-Rank Ninjutsu
A Jinkyou's strength isn't based off of just their offensive or defensive prowess, but being able to strike fear into their opponent's hearts, making them fearful to even attack the Jinkyou. The Jinkyou sits and waits for the right moment to lash out, extending their chakra out into a giant claw to grab the target, utilizing Menacing Blast at the bound target before the Jinkyou tosses the target violently towards the ground. With an attack like this, one must be wary to attack a Jinkyou.
Information
Prerequisites
Jinkyou, A-Rank, Final Guardian Armor Mastered
Rank 1: Deals 4000 damage to a single target. The target has a 35% chance of being disarmed, and has a 15% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +1 Accuracy.
Master Rank: Deals 5000 damage to a single target. The target has a 45% chance of being disarmed, and has a 20% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +2 Accuracy.
Special Action: The Jinkyou may spend +.5 AP to add one of these effects to the jutsu. Only one effect may be added.
- The user may increase the Jutsu by +20% Base damage, +1 Accuracy, and +1 Critical.
- The user may "Throw" the initial target at a secondary target, dealing damage and effects to both victims.
Rank 1 Cost: 2000 Cp to initiate
Master Rank Cost: 2500 Cp to initiate
Note:
- Must be in Final Guardian Armor to use.
- This jutsu is modded directly after an attack made against the user by the target, starting from the time of the user's last action.
- The user may instantly follow up this jutsu with a Taijutsu; the chosen attack cannot combo any further and still must have all costs paid.
- Every time after the first that Spirit's Edict has been used on the same character, there is a +5% damage increase with a -1 Accuracy penalty. This stacks up to +15% damage/-3 Accuracy, and does not apply to the damage cap.
- No other bonuses can be added on to this to break the damage limit, aside from the special action and repeated use.
Quote:
Menacing Blast - A-Rank Ninjutsu
A technique which takes on various forms and styles, this technique can only be attempted once the Host has reached a certain stage and gains access to enough of their Spirit`s energy. This technique allows the Jinkyou to gather raw chakra either from their bodies or the air around them, and condense it into a single compressed ball of energy. This ball of chakra can be consumed or sustained, causing a chain reaction of energy, where the explosion is fired from the mouth, or fired from the ball respectively.
Information
Prerequisites
Jinkyou, A-Rank, Final Guardian Armor Mastered
Rank 1: 5000 damage to one opponent.
Master Rank: 5500 damage to one opponent
Special Action: - May 'Strafe' multiple targets. There is a -10% dmg penalty for every target after the first that the target strafes. During the strafe, the target may return to the target (if missed) for -20% damage.
Note:
- May only target up to 5 people to include 'restrafing'.
- You cannot restrafe to target an enemy that initially auto-dodged this jutsu.
Rank 1 Cost: 2800 CP to initiate
Master Rank Cost: 3300 CP to initiate
Quote:
Warrior Spirit - S-Rank Ninjutsu
Due to the pure/vengeful nature of a Jinkyou's chakra, contact with the aura can cause irreversible damage to a person's body. Touching the cursed chakra may feel like an intense flame is shooting through a person's body, when in reality, the curse of the spiritual chakra acts like a poison.
Information
Prerequisites
Jinkyou, S-Rank, All Jinkyou abilities master rank
Master Rank: Deals 1% Max HP and 200 CP damage to the one coming in contact with the Warrior Spirit. Once effected, for every 1 AP the target spends, they take the advertised damage. This only effects the poisoned for 1 round. This may effect multiple targets to include friendly targets.
Note:
- This jutsu effects the Jinkyou's: Spirit Cloak, Melee, Jinkyou attacks, and chosen elemental attacks. While it effects the Spirit Cloak, any unarmed attacks made towards the Jinkyou poisons the attacker.
- May not stack per round. May not "re-infect" the same target to reset timer. Once the poison has run its course, may 're-infect' giving the target a +1 to their poison check for every time 're-infected'.
- Once attacked, must make a poison check. This is treated as a Heavy Poison with an additional +3 Difficulty.
- This jutsu is considered a hidden action. (In other words, not mentioned in the mod that one has applied poison to their chakra)
- Must be in Final Guardian Armor to use.
- Considered Divine/Spiritual.
- Takes effect at the beginning of the next round.
- This jutsu remains active on the Jinkyou until de-activated
- May not be stacked with other percentage HP/CP damaging techniques or effects.
Cost: 1000 CP/500 HP to initiate, 500 CP/1% Max HP to maintain