Profile
0. Shadow Tactics
1. Teamwork
2. Clarity
3. Illusionist
4. Sixth Sense
5. Acrobatics
6. Thick Blood
7. Elemental Illusion
8. Jutsu Mastery
(Will edit in RPs for each sometime tonight)
Free Major Affinity: Wind
Free Minor Affinity: Water
Ethereal Weapon<i></i> - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a pure chakra weapon of any type that is able to pierce half of all damage reduction, including Ghostly Form. This weapon is treated as being augmented with the augments Spirit Link and Mirage regardless if the user posses the augments. The user may replace either Spirit Link or Mirage with a single purchased augment, but this must be declared upon creation.
Cost: 100 Cp and 1 Ap to initiate; 100 Cp/Rnd to Maintain.
Notes:
- Weapon specifications must follow the Weapon Creation rules, but may only have the above listed augments.
Ethereal<i></i> - Boost (3/3 points)
Restrictions: Can only be purchases 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% Physical damage taken
Genjutsu Mastery<i></i> - Passive (2 points)
Restrictions: C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.
Unreal Understanding<i></i> - 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 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.
11/11 Points used (+3 CA granted with Character Class)
0. Shadow Tactics
1. Teamwork
2. Clarity
3. Illusionist
4. Sixth Sense
5. Acrobatics
6. Thick Blood
7. Elemental Illusion
8. Jutsu Mastery
(Will edit in RPs for each sometime tonight)
Free Major Affinity: Wind
Free Minor Affinity: Water
Ethereal Weapon<i></i> - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a pure chakra weapon of any type that is able to pierce half of all damage reduction, including Ghostly Form. This weapon is treated as being augmented with the augments Spirit Link and Mirage regardless if the user posses the augments. The user may replace either Spirit Link or Mirage with a single purchased augment, but this must be declared upon creation.
Cost: 100 Cp and 1 Ap to initiate; 100 Cp/Rnd to Maintain.
Notes:
- Weapon specifications must follow the Weapon Creation rules, but may only have the above listed augments.
Ethereal<i></i> - Boost (3/3 points)
Restrictions: Can only be purchases 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% Physical damage taken
Genjutsu Mastery<i></i> - Passive (2 points)
Restrictions: C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.
Unreal Understanding<i></i> - 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 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.
11/11 Points used (+3 CA granted with Character Class)