</U></B>[fontsize=25]~flight of the silverbird ~[/fontsize]<i></i>
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STATISTICS
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ARSENAL
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- Username: Kiri
- Profile Link: https://www.ninpocho.com/viewtopic.php?f=77&t=56954
- Training Link:
- OCR/Character Creation Link: https://www.ninpocho.com/viewtopic.php?f=366&t=56606
- IC Rank: Chuunin
- OOC Rank: S
[lb][/lb]Custom Class: Tenken
- HP: (50+lvl) x stamina
- CP: (40+lvl) x chakra control
- Class Bonus: Kinjutsu, Free basic strike per round
- High: Range Acc, Ninjutsu Acc
- Average: Evasion, Genjutsu Save
- Low: Melee Acc, Gen DC
[lb][/lb]Class point card ASP purchase link: (refer to OCR link)
[lb2][/lb2]Elemental Affinities:
- Major: Lightning, Fire, Medical, Water
- Minor: Earth, Non-Elemental, Kinetic Gen
- Advanced: Gravity, Vapor
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Equipment
<i></i>- Pouch (Poison):
- Twilight Venom (lingering)
- Serpent's Blood (instant)
- Crimson Pulse (instant)
- Black Lotus (lingering)
- Pouch (traps):
- Kawarimi Target x3
Weapons
<i></i>- Dandelion
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[td=null,1]Name Dandelion
[lb][/lb]Type: Unarmed - Handseals
[lb][/lb]Description: A pair of silver coated handguns that Jien received from his mentor as a memento. Both have black metal fittings and golden decals that appear to have been masterfully designed by a master craftsman. The barrels are slightly longer than a normal handguns, due to the fact that the material used for this handgun was especially carved and sealed from inside so that it can act as a channel for the chakra pulse of the wielder.
[lb][/lb]Accuracy/Damage Modifier: +0/+0
[lb][/lb]Base Damage: S-rank (150)
[lb][/lb]Aguments: Trick Weapon (Projectile), Quickswitch, Razor Strike
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[/table] - Egoist
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[td=null,1]Name Egoist
[lb][/lb]Type: Projectile - Bleeding
[lb][/lb]Description: A medium sized dark yellow with black frame gunblade, made with a clockwork mechanism that allows it to transform between its gun form and blade form. In its gun form, it is roughly 1.5 feet in length, and when the transformed into the blade form, it just a little over 3 feet in full length. It was something he had personally commissioned from an artisan during his journey when he began to refine his skill with the blade but not fully able to discard his likings for guns.
[lb][/lb]Accuracy/Damage Modifier: +0/+0
[lb][/lb]Base Damage: S-rank (150)
[lb][/lb]Aguments: Trick Weapon (Slashing), Wired, Quickswitch
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[/table] - Tres Iqus
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[td=null,1] Name Tres Iqus
[lb][/lb]Type: Projectile - Bleeding
[lb][/lb]Description: A rifle type projectile weapon, mostly with a white body frame and gold coloured decals. Its barrel and body has been modifier by placement of seals inside that allow for chakra power to be channeled and fused with, thus enhancing the fire-power of each shot. Its special scope is made with an artificial eye that is connected to another chakra seal allowing keen animalistic sightings than a normal lense would, considering the limitations of the current technology.
[lb][/lb]Accuracy/Damage Modifier: +0/+0
[lb][/lb]Base Damage: S-rank (150)
[lb][/lb]Aguments: Quickswitch, Wide Edge, Siege[/td]
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[lb][/lb]Augments<i></i>
[lb][/lb]Up to this point, please refer to the OCR link for acquisition papertrail
[lb][/lb]Abilities[lb][/lb]Memory Archive (Genetic Implant)[/td]- STEADFAST
[lb][/lb]Second Wind<i></i> - Independent Special Move
[lb][/lb]Restriction- C Rank and up
[lb][/lb]Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
[lb][/lb]Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.
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[fontsize=25]Jyukkai no Tatsujin 述懐の達人 (reflavored Chimera)[/fontsize]<i></i>Jyukkai no Tatsujin 述懐の達人 (reflavored Chimera)
One of the mysteries of the human mind is the ability to retain memories. The average person has a limited access to their brain’s capacity to recall past experiences, and there are a few who can retain much more information and freely access it. However, for many centuries, along with the changing times and needs of survival, there have been a few noteworthy individuals who were described as having impeccable memory to the point of being visually capable to render the experience of the past in the present should their bodies allow it. Though myth in nature, soon enough people have discovered that it is, in fact, a kind of power bestowed like grace, that which is absorbed into the body. This empowers the individual to have access to all memories and experiences without straining both mind and body, allowing them to relieve the experience or catch every detail of the scene. In more capable individuals, this allows them to nitpick, disassemble, and re-arrange the features of any seen or experienced memory, thus being able to replicate it, even as far as analysing the coursing chakra pulses in order to mimic. As such, this otherworldly power, when honed to its perfection, allows the individual abilities of mimicry, adaptation, recollection and recreation. However, it may come at a price such as going beyond the physical limits of one’s body, which in turn, while not taxing the psyche, may prove dangerous to an ill-fit body. Early years they were called Jyukkai no Tatsujin as they held the mysteries of memories, however, they became more prominent as Shikan or Chronicler.
Kinjutsu Table:
- Assimilation (Ability)
- Memory Archive (Ability)
- Mimicry (B-Rank Technique)
- Siphon (B-Rank Technique)
- Isolation (A-Rank Technique)
- Tensei (S-Rank Technique)
Information
Prerequisites: B-Rank, one fully mastered BL/CA
Effects:
- The user gains the ability to integrate up to two additional BL/CA into themselves for use in full. This may be done by an application of at least 1000 words, once per month. The user is allowed their first additional BL/CA immediately after obtaining the Kinjutsu, if they so choose.
- Any of the user's BL/CA may be dropped when a new one is picked up if they so choose. A Chimera cannot retain any techniques from a dropped table on their customized BL/CA.
- From these BL/CA, the user constructs their own Bloodline or Core Ability for use during battle. This BL/CA can be altered in the user's dojo at any point outside of battle, with skills selected to be active to fill the BL/CA structure. The user can also swap between using a BL/CA structure at will. (Exact specifications and conversions of techniques between BL and CA in spoiler.)
- Bloodlines are constructed out of 10 different skills, arrayed on a standard BL chart and split into ranks. (Example.) As most CA skills cannot be split into ranks, CA skills other than Boosts would simply take up the normal space on a BL table anyway.
- Core Abilities are constructed out of 30 points worth of skills, 20 of which the user has access to at any given time. A Chimera Core Ability user can swap between active and inactive skills on their full table through the same method a normal Core Ability user can. (See here, the spoiler tab labeled Training Your Core Ability.)
- Skills convert between BL and CA as follows:
- Bloodline Passives = Core Ability Passives/Boosts/Ability Modifications
- Bloodline Activated Passives, Styles, and Non-Final Jutsu = Core Ability Special Moves, Styles, and Jutsu Modifications
- Bloodline Final Jutsu = Core Ability Final Jutsu
- All Bloodline Passives and Activated Passives cost 1 CA point per rank, to 3 ranks, but the full version must be on the customized table.
- Other Bloodline skills whose final rank is attained before 1200 PL cost 2 CA points.
- Other Bloodline skills whose final rank is attained after 1200 PL cost 3 CA points.
- Final BL jutsu cost 2 CA points for the final rank, like CA final jutsu. If the user wishes to use a rank 1 or 2 BL final jutsu, they will only cost 1 CA point, but the full version must be on the customized table.
- Customized tables must not have more than four Passive-type skills (as defined above). They also must have one single Final Jutsu, but no more than that.
- The Shikan can alter which skills from their 3 BL/CA tables are on their Jyukkai no Tatsujin BL/CA every two weeks.
- The Shikan's secondary cap buff limits are set to a maximum of +6, and their buff limits to +30%.
- Skills and abilities that raise a secondary stat in a class (such as Cursed Seals) count against this limit for the amount of the difference between the two class levels. (A capped player raising a secondary from Average to High would have that counted as +4 against their limit of +6.)
Notes:
- A 'fully mastered' BL/CA is considered to be the full Bloodline table unlocked, or access to 20 CA points regardless of whether they have all been used or not.
Assimilation - Kinjutsu Ability (formerly Arcane Knowledge)
The Shikan’s strength lies on the individual’s strong connection with the memories of the experience. The stronger the connection, the stronger the power bestowed by the Jyukkai to enhance the individual’s capacity to replicate the memories to become almost instinctive, thus alleviating the individual from any potential strain.
Information
Prerequisites: Jyukkai no Tatsujin (Chimera)
Effect: All Independent Special Moves and Activated Passives cost -15% CP to activate and maintain. All Dependent Special Moves and Modifications to Jutsu that cost additional CP have their additional CP cost reduced by 10%. All BL/CA jutsu have their CP costs reduced by 10%.
Notes:
- Does not take an ability slot.
- This only applies to basic BL/CA skills, not ones taken by Mimicry, Memory Archive, or Isolation.Memory Archive - Kinjutsu Ability (formerly Genetic Implant)
While the Shikan can replicate moves from others through memories, not all of the memories can be replicated as perfectly as can be. The Jyukkai’s essence must be retained in order to fully recreate the experience, thus there is a limitation to what can be fully analysed and replicated. And because this would put some strain to the Shikan’s mind should it be done repeatedly and recklessly, what the Memory Archive holds are the ones deemed significant and, often than not, what the Shikan desires so that the power that fuses mind and body would not encounter as much resistance.
Information
Prerequisites: Jyukkai no Tatsujin (Chimera)
Effect:
- The user chooses up to 3 Special Moves or Jutsu from any BL/CA that is not one of their 3 BL/CA (these do not have to all be from the same BL/CA). These must be stated in the user's Dojo, and require a 300 word RP to activate. These may be swapped following the same rules as learning/unlearning abilities.
- Each of these chosen skills may be used as normal, but have a cooldown of two full rounds. Additionally, if any of these skills have a duration longer than one round, it is reduced to only one round.
Note:
- Does not take an ability slot.
- Special Moves/Jutsu that require other BL/CA skills as a prerequisite to be used are ignored (such as Uchiha's Tsukiyomi requiring Mangekyou Sharingan).
- Cannot choose the final Jutsu of a BL/CA. Cannot choose a technique belonging to one of their BL/CAs.
- The user may skip the RP to learn the technique if it is one they have copied in battle with Mimicry or Isolation and retained until the end of the battle.
[fontsize=20]<B>Memory Archive Abilities:[/fontsize]<i></i>
- STEADFAST
Second Wind<i></i> - Independent Special Move
Restriction- C Rank and up
Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.
Mimicry - B-Rank Ninjutsu (formerly Mystical Replication)
While the power of the Jyukkai relies on past experience, a clever manipulation of the chakra pulse can change the Jyukkai’s application and results in analysing a target’s potential skills. This focuses an immense strain on the mind of the Shikan, thus, enabling the replication of the target’s skills in a temporary fashion. Gradually, the information would fade from the Shikan’s memory after use.
Information
Prerequisites: Jyukkai no Tatsujin (Chimera), B-Rank
Rank 1: Allows the Shikan to reflexively copy a single BL/CA Special Move or Jutsu from a target for their own use. If the technique is one that targets the user, they must make a check against the caster at -2; if the technique does not have a target or is targeting someone else, the check is made at -1. Each copied technique may only be used twice in battle before being used up. The user may not dodge or resist the technique they are attempting to copy if it is aimed at them.
Mastered: Allows the Shikan to reflexively copy a single BL/CA Special Move, Jutsu, or Modification to a jutsu from a target for their own use. If the technique is one that targets the user, they must make a check against the caster at -1; if the technique does not have a target or is targeting someone else, the check is made at +0. Each copied technique may only be used three times in battle before being used up. The user may dodge or resist the technique they are attempting to copy if it is aimed at them, but at a penalty of -2.
Rank 1 Cost: 1.5 AP to initiate, 2% Max CP
Mastered Cost: 1.5 AP to initiate, 2.5% Max CP
Notes:
- This does not require handseals, and may use any accuracy type the user desires.
- The user may only copy two BL/CA skills at a time, if this is used again the first skill is overwritten.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
- This skill cannot be one they have already, and may only be a Special Move/Jutsu/Modification for a jutsu effect. For a Modification to be chosen, the user must have the skill it is modifying.
- The user must pay all associated costs in order to use copied techniques, with the exception of any unique costs that are a part of the BL/CA itself (such as a Hachiashi's Mucus Pool). Any BL/CA prerequisite for this stolen skill is not applied to the user.
- If the user has any copied skills still left with uses at the end of the battle, they may make them one of their Memory Archive skills.Siphon - B-Rank Ninjutsu (formerly Radiant Aura)
The Shikan fuses the Jyukkai power into their system, allowing a strange glow to appear in their charka pulse, only seen by those special eyes or sensed by the sensitive ones. This suden fusion of power creates a balance within the Shikan by projecting the strain of the Jyukkai onto a target while then chakra pulse strengthens. Due to the nature of connection this allows the Shikan to have with the Jyukkai power within, with the right conditions, this allows the Shikan, not only to harness a strong chakra pulse, but to expend it in supplement of the Shikan’s needs in battle.
Information
Prerequisites: Jyukkai no Tatsujin (Chimera)
Rank 1: The user selects a single target and makes a check against them at -1. If the user succeeds, the victim's CP modifier is lowered by -3 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim.
Mastered: The user selects a single target and makes a check against them at +0. If the user succeeds, the victim's CP modifier is lowered by -5 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim.
Special Action - Surge: Instead of gaining the victim's CP and CP modifier, the user may sacrifice it in order to enable them to freely activate a single Passive, Activated Passive, Boost,, Modification to an ability, or Style from one of their inactive BL/CA. This technique remains active for the user for the rest of the battle, or can be swapped out for another of its type as per normal Jyukkai no Tatsujin (Chimera) rules.
Rank 1 Cost: 2.5 AP, 2% Max CP
Mastered Cost: 2.5 AP, 2.5% Max CP
Notes:
- This does not require handseals, and may use any type of accuracy check the user desires.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
- This technique may only be used once per target per battle.Isolation - A-Rank Ninjutsu (formerly Sacrificial Rite)
A cunning Shikan would know that the immense potential of the Jyukkai does not revolve in the self, but of its creeping influence to those around him. This particular manipulation of the Jyukkai power bursts out like an invisible wave that can trap a target’s own talents and skill set, thus shutting them down and turning the tides of battle. It is not a means of forgetting a memory of something, for the target will know there was such a memory, but as to what it specifically was would remain unknown, leaving a sense of a gaping hole in their soul, and throwing off even the most skill of ninjas from their battle rhythm. In doing so, the ravenous aura that devoured such a memory would convey the intricacies to the Shikan, seemingly stealing it for his own consumption.
Information
Prerequisites: Jyukkai no Tatsujin (Chimera), A-Rank
Rank 1: The Shikan selects one target in battle and targets them at -2 for a check. If this check succeeds, a single random Passive, Activated Passive, Boost, or Modification to an ability on the victim's BL/CA is Isolated, disabling them for one full round. The Shikan gains that technique for the rest of the round. At the end of the round, the user may choose whether to discard the Isolated technique or have it replace one of the skills in their pool for Tensei, if they possess it.
Mastered: The Shikan selects one target in battle and targets them at +0 for a check. If this check succeeds, a single random Passive, Activated Passive, Boost, Style, or Modification to an ability on the victim's BL/CA is Isolated, disabling them for one full round. The Shikan gains that technique for the rest of the round. At the end of the round, the user may choose whether to discard the Isolated technique or have it replace one of the skills in their pool for Tensei, if they possess it.
Rank 1 Cost: 3 AP and 7% Max CP
Mastered Cost: 3 AP and 8% Max CP
Notes:
- This does not require handseals, and may use any accuracy type check the user desires.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
- If the user lacks the Ability a victim's Modification is based on, that Modification is excluded from the pool of potential Isolated skills.
- If the target is maintaining any BL/CA technique that is disabled when this technique succeeds upon them, that technique automatically fails.
- The victim is still capable of using other BL/CA techniques that would otherwise rely on the Isolated technique as a prerequisite.
- Cannot succeed more than once per round.
- Isolated techniques may be chosen for the user's Memory Archive after the battle is over, provided they were not discarded.Tensei - S-Rank Ninjutsu (Formerly Avatar of Divinity)
The final stage of the Jyukkai power completely radiates from within the Shikan. At this point, all sensories, the mind and the body, become naturally linked that it would seem as though picking specific memories to associate with and perform is as natural as breathing. In this form, the Shikan’s body has a faint glow and his eyes gives off a radiant green glow. While in this state, the Shikan becomes the Tensei, having infinite access to the memories, isolated techniques, and insight of the battlefield, making him appear almost godly in their unlimited potential and access numerable skills and experience that allow him to adapt for the proper form to address the battle before him. However, with great power comes great physical strain as the human body can only truly operate to a certain point, thus Tensei rapidly drains his vitality which could be fatal in the long run.
Information
Prerequisites: Jyukkai no Tatsujin (Chimera), S-Rank, All other Jyukkai no Tatsujin techniques Mastered
Mastered: The user is able to activate up to six pre-chosen skills from their pool of BL/CA skills. These skills will remain available and active as long as this technique is maintained. Additionally, upon activation of this technique, cooldowns on all of the user's BL/CA techniques (including those in Memory Archive) are reset, allowing their immediate usage again.
Cost: 4 AP and 10% Max CP/Rnd to initiate, 4% Max CP and 4% Max HP/Rnd to maintain
Notes:
- This does not require handseals.
- Skills are chosen and selected in the user's Dojo thread while the user is not in a fight. These skills can be any from their BL/CA that they are not already actively using. (BL/CA techniques in the user's full Jyukkai no Tatsujin table but not among the user's activated 20 points may be chosen.) The user may not select extra Passives, Activated Passives, Boosts, or Modifications to Abilities for their Tensei pool.
- This technique is not considered to be any element Ninjutsu, regardless of if the user possesses techniques that modify what element techniques are, and cannot be used with Affinity Moves.
New CA Name: Rektikano
Components: Hawkeye + Reckless
CA Points used: 20
Passives- Endurance (Reckless) - 1pt
- Composite (Hawkeye) - 3pts
- Keen Sight (Hawkeye) - 3pts
- Sniper (Hawkeye) - 2pts
- Precise Strike (Hawkeye) - 3pts
- Precision Blow (Reckless) - 2pts
- Zaraki Style (Reckless) - 2pts
- Unbalancing Strike (Reckless) - 2pts
- See the Wind (Hawkeye) - 2pts
Endurance - Boost (1 point)
Restriction- Can be purchased up to three times
Reckless fighters deal with attacks that have a heavy backlash on a regular basis. To endure the power of their own attacks, they need to be far more resilient than the average ninja.
Effect: +2 HP modifier
Composite - 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
Keen Sight - 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
Sniper - 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.
Precise Strike - 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.
Precision Blow - Dependent Special Move (2 points)
The name Reckless is slightly misgiving, as Reckless fighters are actually not entirely hotheaded with their attacks. They simply like inflicting a lot of damage very quickly, though different means can be used to do so.
Effect: Adds +2 accuracy and +2 critical range to the next basic unarmed, Taijutsu, or weapon attack. Costs 100 Chakra.
Zaraki Style - Physical Style (2 points)
Restriction- C Rank and up
This style of fighting is the epitome of offense, abandoning almost all defense in order to deal the most damage possible. Considered insanity by most, only the Reckless would possibly use such a way of fighting.
Effect: 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.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
Unbalancing Strike - Dependent Special Move (2 points)
By using excessive force, the Reckless fighter can knock away their opponent’s defenses, allowing for an extra hit at vital areas. However, this move heavily overextends the user, leaving them open to attack.
Effect: Allows the use of any physical (Ninjutsu or Taijutsu) attack as an unbalancing strike, inflicting a -3 dodge on the user for that round. If the user takes 10% of their HP in damage that round, the strike fails automatically. If the strike hits, the user may immediately follow up with any physical attack at +1 accuracy and +20% damage for -1AP. Can only be used once every round.
See The Wind - 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=25]<B>Contracts[/fontsize]<i></i>
Name: Tyki
Description: A small bluish slug around ten inches in full height. He has hard scales-like armour running from his head and down his back where there are two lighter blue horn armours hanging to protect his back-side, and with three small horns protruding right on the head. Unlike most slugs, Tyki prefers to stand bi-ped, and this allows you to see another appendage that acts as his tail. His tummy area is a lighter blue color, similar to his face. Despite his default puppy-dog eyes and innocent baby-like expression, Tyki can sport a feisty look during combat, showing a toothy grin.
Personality: Tyki is always a determined warrior, never one to back down from any challenge, though sometimes it makes him more of a stubborn fool. He has a knack for exploration and training, something he shares with his pact partner, Jien. Despite his temperament, being almost hot-headed and juvenile, Tyki can show restraint and maturity during battle knowing he can work best with a level and clear head. He has recently come to love eating okonomiyaki, thanks to Jien’s insistence, and would love to explore more delicacies throughout their travels.
History: A young warrior slug from Sakuna’s Forest who dreamt of becoming the best warrior slug there ever was, and even faced all trials just to become a disciple of one of the grandmasters, Master Roso. It was during when he was quickly earning a name for himself in Sakuna’s Forest that he was challenged by his peers to complete a deadly retrieval of an ore from the salt mines. Fortunately, he met Jien in this task and was saved numerous times from certain death. In the end, he would accompany Jien in his journey as he also finds it in himself to aspire and train to become the best warrior slug in his clan.
Search: found at the History section of the OCR here -> https://ninpocho.com/viewtopic.php?f=366&t=56606
Other info:
<B>CUSTOM CLASS: Slug Warrior Pride
HP: (30+User’s Lvl) x User’s Chakra Control
CP: (30+User’s Lvl) x User’s Chakra Control
CLASS BONUS: +1 [NIN] Accuracy and Genjutsu DC; +1 Cp Mod
High: Nin Acc, Gen DC
Average: Evasion, Gen Save
Low: Melee Acc, Range Accu
<U>General Abilities:
Predatory Precision - General Contract Ability
With uncanny swiftness, the beast strikes. In many cases by the time a victim is able to notice an attack, it is too late.
Effect:
- All techniques used by this contract are modded as if costing as -.5 Ap, to a minimum of .5 Ap.
Dread Aura - General Contract Ability
There 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.
Sharp Sense - General Contract Ability
Many beasts are known for their sharp senses, whether it be sight, smell, hearing, or some other unique capability. Regardless of the method, this skill represents their enhanced ability to perceive their surroundings.
Effect:
-+2 Awareness.
- +2 Dodge vs targets they are aware of.
Special Contract Abilities:
Sensory Input - Slug Contract Passive
A slug or snail has a surprisingly intense array of senses, particularly its sense of touch. They are even capable of rather quick movement when their feelers are touched. This should serve to underline the point that slugs are not necessarily slow--they are merely careful.
Effect:
- The user gains a +1 bonus to their Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy and Genjutsu DC.
- User may choose to forego the +1 bonus to one of their four Accuracy Types to instead gain a +1 bonus to either Dodge or Genjutsu Save. This may be done up to twice and does not have a cost.
Slime Trail - Slug Contract Independent Special Move
Anyone who's seen a slug crawling along a path or up a surface has seen the silvery mucus trail they leave behind. Those less fortunate might have slipped on one before. A clever slug contract creature can arrange this somewhat more...deliberately.
Effect: When activated for 1 AP, anyone who comes into melee range of the user (whether it is them attacking the user, or the user attacking them) has a 20% chance to slip and lose 1 AP; this can happen twice a round. This does not require a successful hit to activate.
Acid Armor - Slug Contract Senjutsu
The coating of slime that slugs constantly emanate has an awful lot of uses. Contract slugs have usages open to them that normal garden snails can't really imitate--such as hardening the coating to a protective armor when it becomes necessary.
Effect: The user gains +20% damage reduction against all non-Illusionary damage. Jutsu of a single subtype, chosen at activation, will have an extra +10% damage blocked, and each time the user is hit by one in a round they will gain +5% damage and +1 accuracy to this jutsu's subtype.
Cost: 2.5 AP, 2750 CP, 1380 Cp/Rnd
Note:
- Jutsu subtype is chosen when the contract creature is designed; buffs to that subtype in excess of +30% raise the damage reduction by 5%.
- This is a Chakra Armor.
- Damage and accuracy buffs only apply within the round and cannot stack more than three times in one round.
Weapon:
Name: Tyki Special Armor
Type: Unarmed - Handseals
Description: An enhanced scale-armor that fits perfectly around Tyki’s body, made from his special slime technique that has crystallised and been tempered over the years in order to provide sturdy yet lightweight material for him to use to help strengthen himself.
Accuracy/Damage Modifier: +0/+0
Base Damage: S-rank (150)
Aguments: Vengeance, Vanguard, Re-energize
Jutsu Subtypes: Audial Gen, Kin Gen, Plasma Jutsu
4 E-ranks
Deception (M)
Favoritism (M)
Wasteful (M)
Stun (M)
4 D-ranks
Trembling Music (M)
Pained Expressions (M)
Appreciation of Music (M)
Drunken Stupor (M)
4 C-ranks
Sometimes Shouting Works (M)
Piercing Cry (M)
Crippled (M)
Deadly Burn (M)
4 B-ranks
Bass Drop (M)
Prolong (M)
Lingering Sparks (M)
Solar Winds (M)
6 A-ranks
Radial Shock (M)
Auto-tune (M)
Hemorrhagic Fever (M)
Atmospheric Pressure (M)
Nebula Shine (M)
Supernova (M)- STEADFAST