Steampunky weapon
Ability Type: Bleeding
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
- Anchor Boost
Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.
Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.
Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.
The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.
This is Ninpocho Chronicles.
Current Ninpocho Time:
Izumi said:
Weapon Type: ProjectileSteampunky weapon
Ability Type: Bleeding
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
- Anchor Boost
Izumi said:Weapon Changes:
Weapon Type: ProjectileSteampunky weapon
Ability Type: Bleeding
Damage Modifier: -10%
Accuracy Modifier: +2
Augments:
- Anchor Boost
- Blood Rack
Learning Abilities:
0. Shinobi 101. Using Wind Ninjutsu with Ranged Taijutsu Accuracy
(Write a 100 word RP to learn this ability)
Start to focus down on the wind element... He said to himself as he breathed in and out again while having a careful aim on his bow. Feel the element... be the element... and he lost it again. This was really harder for him as it was for anyone else currently. It took him days of training to finally understand how he needed to combine those two... And slowly he understood more and more about the element-combining.
After more training trial and error he managed to get it alright, having it more than happy for himself. A big grin got on his face as he showed it towards his sensei.
WC: 110
1. Strategist
(Write a 100 word RP to learn this ability)
Izumi had duck into the books, writing out plans, idea's to use in combat. But not only he had been working it on papers, he also had shown it to his teachers in the hope for some positive feedback.
Once he had gotten those of the teachers he started to use it in the battles before him. Making up plans as if he was having a team under him to guide along the way. He made tiny errors which were luckily do-able for his and his team. And the more he did strategy the more he got the hang of it.
WC: 101
2. Duellist
(Write a 100 word RP to learn this ability)
Duel here, dual there. He started to get rather annoyed with it. But he had to put up with it if he wanted to learn how to fight. His first fight had been more than enough fun when he had to fight. He failed on all sides possible and had to repeat it already a couple of times before he could even land a single hit which actually did a little damage on the other. Having that said he started to have a real battle... slowly started to make a decent dual of that. Eventually, he got the hang of it and started to make more and better goals for himself.
WC: 111
3. Initiative
(Write a 100 word RP to learn this ability)
Izumi had always been able to adapt rather quickly, but he never knew he needed it in these type of days. Huffing a little he would make a quick plan, but soon already had to adjust the plan. He had to lower the gate rather quickly. Having to climb the wall as a spider and get inside to lower it. Once done he had about a min left to get out. Once out he had to cut the ropes to make sure the bridge would stay low. Izumi sighed as this was a heavy task for just him but none the less he had done it in a quick timer.
WC: 110
4. Bloody Mess
(Write a 100 word RP to learn this ability)
Showing how he would handle with people bleeding, but also let people bleed. Izumi was figuring a thing or two out and eventually, he sighed and bit his lip. Looking down on his weapon he had a small idea. Playing with the mind of the people before having them to feel it. Making him using a dirty shot as if he had missed. "Let's play a little game." He signed/spoke and tilted his head in an innocent way. "I will stop the bleeding... when you tell me what I want." He started to explain further and then would use his bow and arrows to inflict certain wounds to start the bleeding.
WC: 112
5. Wind – Chakra Style
(Write a 100 word RP to learn this ability)
Having to aim long distances... Was already hard enough, but even more when you had to gamble the distance together with the wind. Closing his eyes he would try to get a hang on de currents in the air. Adjusting his bow a little higher for the aiming target in front of him. He needed to make it a bullseye otherwise he didn't pass. But over a 150Meters... it felt like a mission impossible. He carefully took an aim and let the wind guide his hands. Pulling back the string and looking one more time at the air currents he then let the arrow fly its way to hit the target beautifully.
WC: 112
Affinity Update:
Major Affinity: None
Minor Affinity: Wind (Free D-Rank Minor)
Core Ability
Keen Sight - Boost (1 point) x2 For PL of 2.
Dojo approvedIzumi said:Pew pew class
Custom Class
HP: (50+Level) * Stamina
CP: (40+Level) * Chakra Control
High: Ranged Accuracy.
Average: Dodge, Ninjutsu Accuracy, Genjutsu Save.
Low: Genjutsu DC, Melee Accuracy.
Izumi said:6. Healing factor 100 words.
And back again Izumi was in the medical ward of the school. His shoulder which was grazed a couple of days ago almost looking as new as possible.
Izumi had been in a fair amount of bullying yet he was always the one being quicker back on his feet. His wounds were always faster healed then some others of his class...He didn't know why this was the case but all he knew this was the case for him. He had been in the sickbay quite sometimes and even they had noticed that his recovering speed was a tat quicker and that he was able because of this to endure more as he came back up.
WC: 115 Words
7. Defensive Technique 100.
"Again... Again!" The words were sounding like a thunder in the empty halls. Izumi had failed to dodge it once more and had to pay the bearing of the pain along with it. It was harsh how this teacher was... But the harsh did learn him the most, once he was learned what he had been doing wrong the young boy started to better his tactics on defending. He started to slowly dodge, block and make his teacher slowly worn out. Eventually, the boy did it and actually did worn out his teacher by defending himself. Getting an encouraging shoulder tap he smiled towards the boy.
WC: 106
All core abilities
Vital Strike - Ranged weapon attacks have +2 Critical chance
Composite (Purchased 3 times) - Ranged weapons deal +15% Damage
Keen Sight (Purchased 3 times) - Ranged weapons gain +3 Accuracy
Sniper - Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2
Sureshot - All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects
Flickering Shadow - By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle but regains a use every-other round.
Bounce Shot - By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their target. If it misses again, a secondary target may be chosen instead. May be used once per round.
See The Wind (2 points) - A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type. Cost: 1,900 Cp; 2.75 Ap
Keen Sight - Boost (1 point) x3
Hawkeye
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[spoilername="Hawkeye Core Ability Table"][fontsize="12"]A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.
Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.
Vital Strike </U><i></i> - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance
Rapid Assault<i></i> - Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.
Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.
<U>Composite <i></i> - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage
Precise Strike<i></i> - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.
Full Shot<i></i> - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.
Sureshot<i></i> - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.
Keen Sight <i></i> - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy
Suppressing Fire<i></i> - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
Bounce Shot <i></i> - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.
Sniper<i></i> - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.
See The Wind <i></i> - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.
Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap[/fontsize][/spoilername]
Composite (Purchased 3 times) - Ranged weapons deal +15% Damage
Keen Sight (Purchased 3 times) - Ranged weapons gain +3 Accuracy
Sureshot (2 Points)
Tatal = 8 points
Affinity Update:
Major Affinity: none elemental
Minor Affinity: Wind (Free D-Rank Minor)
Izumi said:Changing:
Shinobi 101 - Wind Ninjutsu using Ranged Accuracy
Izumi said:ɴᴀᴍᴇ: Wolf - Inya[col]ᴅᴇꜱᴄʀɪᴩᴛɪᴏɴ: Wolf is also named Inya. Inya is a Canine but a hint different. In the past, her fur was beautiful shining blue. A healthy coat and always weaving in the wind. Her crimson red gaze always knowing what was around. But times changed before she met Izumi.
Now her fur is dark blue almost with a black hue her eyes are almost as if set ablaze with a glowing color, making sure they stood out and a mask covering the face. Covering what she was showing as a facial structure. The mask is a resemble of a lamb with a half symbol on top. She doesn't speak that much in order to keep her voice hidden from what they are seeing. Her body was merely a ghost but if she wanted she had legs and paws.
ᴩᴇʀꜱᴏɴᴀʟɪᴛy: Inya was a bitter and angry canine, never smiling. However, through the kindness of Izumi, Inya's contract connection, Inya began to open up.
On the surface, Inya seems a carefree character, never serious and always smiling, with a weak spot for all kinds of sweets and cakes. Sometimes Inya eats whole cubes of sugar that which Inya always brings along with Her. When needs are, however, Inya can also be sinister and dangerous. Following the path, Izumi would take.
In short, Inya can be described as followed;
Carefree »« Childish »« Mean looking »« Sweettooth »« Sinister »« Serious »« lethal
ᴏᴛʜᴇʀ ɪɴꜰᴏ: Inya wears the other part of Izumi's mask. Izumi has the wolf mask, Inya keeps the Lamb mask. And the most common line towards Izumi is "You...are an uncute brat." as Izumi is often teasing towards his contract in a positive way.|ʜɪꜱᴛᴏʀy: Inya was born and raised in the deeps of the forest. Since she was young she had a beautiful blue colored coat. Bright crimson colored eyes who were quickly looking around when she was able to see.
The beginning of her years it was easy, the pact was always there for each other but there were some strict rules. Ever since she was young there was a spark of interest towards the outer sides of the pact. What was out there becuase, it wasn't often that they were able to get around the place. This was because the leaf shinobi as the past had misused them with contracts and forced them too much, trusts were broken and bonds were shattered. The information they carried because of their special beings and the fact they knew a lot about the world.
Her wanting towards the outside world grew with each day, she wanted to have an adventure into the wilds but the pact leader was always stopping her. This fell heavy on her mind and darkened her own idea on the pact. The rules were tying her more and more down and the less she started to respect those rules.
At a night she started to make her way towards the outsides where she sneaked out. The pact leader was in her way on the entry and threw her out the pact for disrespecting them and the rules. Making her alone as for now.
The outside was rather scary and everything was new. It was that she almost went straight for the dark path when a leaf shinobi almost took her life, wanting to force her to make a contract for his own benefits. It made her turn malevolent and twist and turn, making her coat much darker and corrupt. Her eyes once beautiful red now turned towards a cold color. That day... She killed the shinobi, leaving her heavily injured. It was then that Izumi was also deep in the woods and found her. At first, they were close to battling until Izumi made sure towards the other that there was nothing wrong, that he wasn't going to hurt the animal right in front of him. Izumi helped her on the road towards recovery. Even bringing the canine towards the unique ancient pond where she restored. It took still a long while but they became friends, made a bond stronger than just friends. The more time they started to spend together the more fun they were getting.
In total it took more than a year or 3 before Inya offered to start a contract with Izumi. Being overjoyed he nodded and signed it. Having now a soulmate for the rest of his life he hoped.[/col]
[col3]Dread Aura – General Contract Ability|Shattered Reality – AbilitiesThere are some contracts that over time, develop innate aura of danger that seems to speak with other creature's basic instincts. Someone who's will wavers in front of such a beast can find it difficult to fight rather than take flight, or even lock up in fear at the mere sight of such a terrifying presence.
Effect:
- The contract makes a Genjutsu check against all in battle in the start of each round; targets failing to fully resist this effect are inflicted with Fear, and their attacks targeting the contract have a 15% chance of failing. A victim may only have two moves fail due to this per round, and has a -3 penalty to the initial check if their current HP is lower than the contracts.|N.A.As proficient as they are to tricking their foes to fall for their illusions, they can take away their illusions in a snap of a finger. Such action distorts the minds of their prey, mixing in reality and fiction within their selves and inflicting severe mental trauma in the process.
Information
Prerequisites: C-Rank, Must have mastered 3 Genjutsu
Effect: The user may choose to Shatter a Genjutsu which they are maintaining that is active on an opponent. This requires an Attack Roll against the targeted opponent using the user's Genjutsu DC against the target's Genjutsu Save and causes them to suffer 750 / 1,500 / 2,250 / 2,650 / 3,000 / 3,375 Illusionary Damage if the user succeeds. Shattering a Genjutsu costs 0.5 AP, CP equal to 10% of the shattered Genjutsu's initiation cost and immediately ends the shattered Genjutsu regardless of the success of the user's Attack Roll.
Notes:
- Illusionary Damage inflicted by Shatter scales on Rank E / D / C / B / A / S.[/col3]N.A
[col3]G e n j u t s u
KineticWillE-rank
1000 Years of Pain Kai
Hot Weapon
D-rank
Drunken Stupor
Influenza
C-rank
Crippled
Masochism
b-rank
Phoenix Embrace
Crush Depth|N i n j u t s uE-rank
Tourniquet
Lethargy
D-rank
Leaking Mind
Amnesia
C-rank
Black Out
b-rank
Slowed Perception
Shadow|C l a s sC-rank
Dark Displacement
b-rank
Black Moon Fang
Custom class
[/col3]HP: (35+5) x 170 = 6.800
CP: (35+5) x 170 = 6.800
Class Bonus: +2 Gen. DC
High: Gen DC.
Average: Dodge, Ninjutsu DC, Gen save.
Low: Ranged DC, Melee DC.
Sub-Types: Shadow, Will, Kinect
Izumi said:All core abilities
Vital Strike - Ranged weapon attacks have +2 Critical chance
Composite (Purchased 3 times) - Ranged weapons deal +15% Damage
Keen Sight (Purchased 3 times) - Ranged weapons gain +3 Accuracy
Sniper - Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2
Sureshot - All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects
Flickering Shadow - By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle but regains a use every-other round.
Bounce Shot - By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their target. If it misses again, a secondary target may be chosen instead. May be used once per round.
See The Wind (2 points) - A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type. Cost: 1,900 Cp; 2.75 Ap
Keen Sight - Boost (1 point) x3
Hawkeye
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Past expances:[fontsize="12"]A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.
Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.
Vital Strike </U><i></i> - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to the art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance
Rapid Assault<i></i> - Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.
Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use an Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.
<U>Composite <i></i> - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage
Precise Strike<i></i> - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.
Full Shot<i></i> - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.
Sureshot<i></i> - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.
Keen Sight <i></i> - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy
Suppressing Fire<i></i> - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
Bounce Shot <i></i> - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.
Sniper<i></i> - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.
See The Wind <i></i> - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap[/fontsize]Composite (Purchased 3 times) - Ranged weapons deal +15% Damage
Keen Sight (Purchased 3 times) - Ranged weapons gain +3 Accuracy
Sureshot (2 Points)
Tatal = 8 points
Approved earlier by: Takeshi
Purchasing:
(2p.) Sniper - Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2
(2pt.) See The Wind - A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type. Cost: 1,900 Cp; 2.75 Ap
(3pt.) Vital Strike - Ranged weapon attacks have +2 Critical chance
(2pt) Flickering Shadow - By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle but regains a use every-other round.
Total of 9 points.
Izumi said:[table=100,null]
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[th=50,null]Abillity concentration[/th]
[th=50,null]Abillity Clarity[/th]
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[td=null,1]On the days Izumi was off to train a different kind of things... Concentration was one of them and he had a simple solution for that matter. In the village, he started to play games with some elderly people, younger ones... And playing a different kind of strategy games, mostly chess. He started off poorly and had trouble keeping ahead of them... But the more he practiced the more he understood that to keep a step in front of them you had to remain focused and in a line of concentration. It took him altogether a year of playing it to master the way of Concentration. [lb][/lb]
Wc: 109[/td]
[td=null,1]Izumi had a lot of time on the nature parts, outside the village... But also inside the village, he took great notes of people's behavior and doing. He watched countless of battles and many battles regarding Genjutsu... He slowly started to see through them since he started to learn how they were working.
Eventually, he took pieces of training upon himself regarding Genjutsu... In the beginning, he did fail every once and then, but slowly... but surely... He started to see through them unless they were in a sneak... then it was still impossible for him to see them coming. [lb][/lb]
Wc: 101[/td]
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Izumi said:All core abilities
Vital Strike - Ranged weapon attacks have +2 Critical chance
Composite (Purchased 3 times) - Ranged weapons deal +15% Damage
Keen Sight (Purchased 3 times) - Ranged weapons gain +3 Accuracy
Sniper - Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2
Sureshot - All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects
Flickering Shadow - By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle but regains a use every-other round.
Bounce Shot - By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their target. If it misses again, a secondary target may be chosen instead. May be used once per round.
See The Wind (2 points) - A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type. Cost: 1,900 Cp; 2.75 Ap
Keen Sight - Boost (1 point) x3
Hawkeye
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Past expances:[fontsize="12"]A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.
Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.
Vital Strike </U><i></i> - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to the art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance
Rapid Assault<i></i> - Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.
Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use an Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.
<U>Composite <i></i> - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage
Precise Strike<i></i> - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.
Full Shot<i></i> - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.
Sureshot<i></i> - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.
Keen Sight <i></i> - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy
Suppressing Fire<i></i> - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
Bounce Shot <i></i> - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.
Sniper<i></i> - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.
See The Wind <i></i> - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap[/fontsize]Composite (Purchased 3 times) - Ranged weapons deal +15% Damage
Keen Sight (Purchased 3 times) - Ranged weapons gain +3 Accuracy
Sureshot (2 Points)
Tatal = 8 points
Approved earlier by: Takeshi
(2p.) Sniper - Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2
(2pt.) See The Wind - A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type. Cost: 1,900 Cp; 2.75 Ap
(3pt.) Vital Strike - Ranged weapon attacks have +2 Critical chance
(2pt) Flickering Shadow - By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle but regains a use every-other round.
Total of 9 points.
Approved by Hyuuga Yukio
Purchasing:
Purchasing CA Ability 17/20
(3pt) Bounce Shot - By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their target. If it misses again, a secondary target may be chosen instead. May be used once per round.
Handling multiple kinds of weapons wasn't Izumi's best kind of pick... He tried with many, many kinds of weapons to train, eventually, he got a bit the hang of it and tested it in a friendly spar. Eventually, he had been nodding and had made a tight win of it. After that win he started to train further, not only with a bow but also with a small dagger and throwing dagger at the same time... He wanted to train himself to be lethal at them both... and slowly but surely that moment was coming closer, a master at range and a deadly component at close range.
Each victim... each person shot by him... was a horrific sight to be seen. The blood he left at all scenes at this rate and the male didn't seem to be bothered by that fact... However, he had a different kind of ideas... If he were to let one suffer then he shouldn't be empty them out... Not to mention it would leave tracks which wouldn't be that handy all together... Once more he started to study and studied more than he wanted, making late nights and would know how to miss those important vitals... of course, he would remember, but he wouldn't try to use them anymore... It was an annoyance.
Izumi said:Purchasing:
Blitz - Basic Augment
Effect: User's Taijutsu attacks with the equipped weapon are performed -0.5 AP faster.
Note(s):
- Does not apply to Basic Strikes.
- Does not affect actual AP cost -- only the AP timing.
Learning: Ambidexterity Wc: 107
Handling multiple kinds of weapons wasn't Izumi's best kind of pick... He tried with many, many kinds of weapons to train, eventually, he got a bit the hang of it and tested it in a friendly spar. Eventually, he had been nodding and had made a tight win of it. After that win he started to train further, not only with a bow but also with a small dagger and throwing dagger at the same time... He wanted to train himself to be lethal at them both... and slowly but surely that moment was coming closer, a master at range and a deadly component at close range.
Unlearning: Bleeding (Bloody Mess) Wc: 112
Each victim... each person shot by him... was a horrific sight to be seen. The blood he left at all scenes at this rate and the male didn't seem to be bothered by that fact... However, he had a different kind of ideas... If he were to let one suffer then he shouldn't be empty them out... Not to mention it would leave tracks which wouldn't be that handy all together... Once more he started to study and studied more than he wanted, making late nights and would know how to miss those important vitals... of course, he would remember, but he wouldn't try to use them anymore... It was an annoyance.
Affinity
Major Affinity: Non-Elemental, Wind
Minor Affinity: ANBU
Current Ninpocho Time:
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