1) Sixth Sense= ESP
2) Defensive Technique = Mind Guard** Ancient Technique which no longer exists this is purely to make the battle hard
Effect:
- 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.
- -10% Damage Taken while in Defensive Mode**
Note:
-This is not a style/stance, and may be used simultaneously with another style.
3) Duelist
- +2 Accuracy/DC and +10% damage towards a single target. User must choose a target at beginning of battle.
Should the target be KO, or no longer in the battle, the user may choose another target.
Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
- +10% chance to auto-dodge the targets attacks
- -2 Dodge/Save to any other opponents targeting the user
Notes:
- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu, Genjutsu, or Puppet. The type of buff remains constant as long as this ability is active.
- Clones are considered an extension of their owner and all above effects will still apply.
4) Combat Instinct - you get stronger as you beat your opponent
5) Hidden Power - you get stronger as your opponent injures you
6) Called Shot - you can aim for specific limbs
7) Calm Mind - you can maintain barriers & genjutsu while resting
8) Fearless - you regenerate
9) Willpower - no illusion can hold you when you cancel
*With the steady augment Akio’s defensive technique allows him to have +4 dodge at -2 accuracy
or in his case with Mind Guard** +4 Gen Save for -2 gen dif
His natural accuracy to HIT is untouched
and his dodge is now +4 (based off his GEN SAVE)
Unreal Understanding - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1. Additionally, all % chances in Genjutsu to cause a negative effect on the user are reduced by 10%.
Extra-Sensory Perception - Modification (2 points)
Restriction- Requires Sixth Sense
Honed beyond that mere "gut instinct" that some people can get, a Ghost Walker’s ability to know things by feeling is just downright creepy in how accurate they can be. They can often tell if something’s real or not (a fake, illusion, supernatural occurrence) just by looking at it.
Effect: +2 to Awareness and Genjutsu Save
Ethereal - Boost (3 points)
Restriction- Can only be purchased a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% damage taken
Sound Mind - Boost (3 points)
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal, and allowing them to come out on top in a contest of wills.
Effect: +1 Genjutsu DC
Spirit Barrier - Modification (2 Points)
Restriction- Requires Barrier
There is more to this barrier than the mere name, as one attuned to the spirits can hear the whispers of ghosts around it as it shapes into existence. These spirits are more likely to withstand blows for one who can speak to them.
Effect: Barrier gains 1500 HP more than normal when used and fully heals itself each round. The user gains back 1% Max HP a turn while it is in use.
Psychokinesis - Independent Special Move (2 pts)
Attempting to flee from a Ghost Walker in pursuit of you can be very difficult. Their keen senses are not the only reason; a Ghost Walker is capable of completely shutting down any of their targets' attempts to 'cheat' them out of a hit.
Effect: If any of the user's attacks are auto-dodged, they may reflexively pay 1 AP to cancel the auto-dodge. This requires a Genjutsu Check, and may only effect a target once every other round.
Notes:
- This may be used as its own conditional, and does not have to be tagged to a specific attack. (For example, the conditional could read 'use Psychokinesis on the first attack of mine that is auto-dodged.')
- Can be used on Activated Auto-dodges as well as passive auto-dodge activations.
Mind Guard - Modification (5 Points) (OLD NC GW ABILITY)
Restriction- Requires Defensive Technique
Effect: 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.
Through Mind Guard the GW’s dodge is now based off their GEN SAVE and their negative penalty comes from their GEN DIFF
Note:
-This means their dodge rolls are based off their gen save but their accuracy is still based off their natural accuracy (which is why this ability modification was removed)
-This is not a style/stance, and may be used simultaneously with another style
Kinjutsu (Revenant)
- The user is able to partially detach their limbs, enabling to "stretch" themselves through their tendrils while attacking opponents with their weapons. Attacks made this way have the following special considerations.
• Attacks are resolved using Ranged Accuracy rather than Melee Accuracy. When making a "stretched" attack the user must choose whether to apply their Melee or Ranged bonuses to the attack and only one set may be applied to a single attack. A "stretched" attack which has Ranged bonuses applied counts for all intents and purposes as a "ranged attack" that retains it's original Accuracy Type (a Nanjirou which "stretches" a melee attack and chooses Ranged still applies their Slashing/Piercing or Physical Damage bonuses but no Melee-specific Damage bonuses).
• "Stretched" attacks have a 25% chance to be a Sneak Attack.
• After attacking from Stealth with a "stretched" attack the user is automatically given a free attempt to return to Stealth with a +2 bonus.
In addition to the above the user may harvest a heart from an unconscious or recently killed target and implant it within their own body. This requires a 300 word RP from the user and slays the target in the process if they are unconscious. Harvesting a heart gives no bonus on it's own but is required for many of the other techniques contained within the Revenant Kinjutsu. User may only harvest a heart once a week and may have up to a maximum of five hearts stored in their body at a time.
Note(s):
- "Stretched" attacks cost no additional AP -- they need only be declared.
- Opponents gain the cumulative Awareness bonus against the user for leaving Stealth Mode even if they automatically return to Stealth Mode following a "stretched" attack from Stealth.
- If harvesting a heart from an unconscious player the user may choose either the Forced Kill or the User's Choice option. All rules associated with killing a player mid-battle are applied to harvesting a heart from them during combat.
Weapon: Revenant Energy Tendrils
Steady, vanguard, ninjutsu composition (explosive)
Malicious Tendrils - B-Rank Ninjutsu
With fine control over their inner cords and filaments, controlling each and every strand is as simple to a Revenant as moving their arms and fingers. They may weaponize their inner threads through the numerous scars upon their body, controlling them with frightening accuracy that allows them to home in a target with surprising speed. Though each thread is thinner than a senbon needle, each is just as piercing, and when wrapped layer upon layer can be as lethal as any weapon or jutsu.
Information
Prerequisites
Revenant, B-Rank
Rank 1: User can release 11 bundles of threads, each dealing 180 Damage at +2 Accuracy. Should at least 6 hit, there is a 21% chance at causing Bleeding.
Special Action - Cords of Corruption: User may combined all bundles in an attempt to bind a single opponent rather than deal damage with Malicious Tendrils at -2 Accuracy. Upon a full hit the opponent is bound in wires and has a 20% chance of escaping per 2 AP used. While binding an opponent using this special action the user may not target any other opponents with Malicious Threads. This costs 400 CP/rnd to maintain.
Cost
Rank 1: 580 Cp
Note:
- Does not use handseals.
- Can use either Ranged Accuracy or Ninjutsu Accuracy.
- Up to 10 bundles may hit a single target.
- If Malicious Threads is cast while binding an opponent using the special action it may only target the bound opponent but each bundle deals 10% additional base damage.
- Counts as a Non-Elemental Ninjutsu but also benefits from Projectile Taijutsu bonuses.
Vanguard = 10% dmg red
Fearless = 10% dmg red
Mind Guard = 10% dmg red
Ethereal = 15% physical dmg red
Dark Spirit Repair - B-Rank Ninjutsu
An immediate benefit of possessing a rag-doll body is the capability of using their control over their chakra-infused threads swiftly repair damage by shifting their threads. Even the most lethal of wounds can be simply sewn shut together, adding yet another scar to their disfigured body. Similarly, attempting to cripple, or even sever, a limb of these shinobi will prove equally ineffective; their body constantly creates new threads to replace damaged ones in a sort of high speed regeneration.
Information
Prerequisites
Revenant, B-Rank
Rank 1: User may reduce their own Bleeding and Called Shot penalties by 1 rank. The target recovers 1% Max Hp + 150 Hp.
Rank 2: User may either reduce their own Bleeding and Called Shot penalties by 1 rank, or do the same to a single ally. The target recovers 2% Max Hp + 200 Hp.
Special Action: By paying an additional 1.5 Ap and repaying the Cp cost, the user may combo this Jutsu into itself. Upon using this action, this Jutsu may not be recast for the remainder of the round.
Cost
Rank 1: 730 Cp
Master Rank: 910 Cp