Information
[spoilername="Information"]Name: Ichita Jinkotsu Kosei
Village: Kumogakure
Rank: AiT
Age: 20
Height: 5’11”
Weight: 157 lbs.
Hair Color: Black (Often dyed natural red)
Eye Color: Blue
Alignment: Neutral[/spoilername]
Description
[spoilername="Description"]Physical
Standing at just less than six feet, Kosei is a decently attractive teen with loose, shaggy hair falling just passed his ears. His brown eyes seem to pierce through whatever they look at with an uncaring, almost cold stare. When on ANBU duty, or any shinobi work for that matter, he’ll dress appropriately: ANBU vest and equipment, shorts that fall just passed his knees, and bandage wrappings on his legs and arms, to prevent any shrubbery or tree branches from cutting him while traveling quickly. When he dresses casually, he’ll keep most of this one, and add warm clothing, using turtlenecks and coats to combat the cold mountain weather of Kumo. He has a tanish-orange hat that he wears most of the time.
Mental
Kosei was never a particularly bad kid growing up, but he wasn’t exactly a good kid either. He got into trouble like every student did at least once in their early lives, but it was never for anything substantial. He’d forget to turn in his homework on time, forget to have his parents sign his Progress Report when they told him, and he’d be late to class. In other words, he was just an average kid. Growing up, he retained his personality. He never really grew to one side of the personality spectrum or the other; he remained fairly neutral. He’s calm, collected, and he doesn’t anger easily, though when the proper time comes he won’t refrain from doing whatever he deems necessary.
Personality
Calm - Kosei is generally calm, cool, and collected. He doesn't overreact, and he always seems to keep his composure.
Witty - Kosei has a good sense of humor that he takes advantage of at every opportunity. He will often crack stupid jokes that many people won't laugh at.
Cheerful - Kosei has an inner joyfulness that administrates his everyday life. You'll usually find him enjoying the little thing while the hustle and bustle of the city flows around him.[/spoilername]
History
[spoilername="History"]Kosei’s parents were both murdered when he was eight, so as you might guess, he grew up in a broken family, and—
Just kidding. I don’t wanna turn into a Sasuke. Anyways, *ahem*
Ichita Kosei was born into, as his name suggests, the Ichita clan, a fairly generic clan with no name for itself… or at least, no *good* name for itself. Though not all members fell under this category, those born into the Ichita clan usually turned out to be screw-ups, losers, or shinobi who were just overall bad an being a ninja. His father, Kei, was one such man, and, though he wasn’t good at fighting, he was good at talking and arguing. It was like he would never lose an argument, so, after some consideration, he turned his back on being a ninja and went into law. After a few years in law school, he became a lawer, where he saw great success. During one case, a few years into his business (at the age of 27), Kei met a certain girl, whose husband had just been murdered. He took the case, seeing as she was a beautiful woman of 25, as her defendant (she was being accused of the murder). After a few months of fighting, Kei finally won the case. They fell in love not long after, and they were wed within a year. The woman, Chiyoma, had an unusually large chakra pool in her body, one that was never explained other than by a one-in-a-thousand mutation during the first stages of conception. This mutation was hereditary, apparently, because their first son, Kosei, was also diagnosed with it. Lucky for him, he’d gotten most of his mother’s genes, since as he grew older, it seemed as though he might actually be a talented boy. Chakra manipulation came easily for him, and he had more—no, MUCH more chakra an average boy his age did. Though he was good with what he knew, his teachers saw one problem that almost ended his shinobi career before it even started: Kosei didn’t have an element to his jutsu. He could use some justu like other people, but if he tried to shoot fire from his mouth like an Uchiha, it would come out as pure chakra instead. It was just as effective, yes, but it was much more costly and reckless to do. To get passed this setback, he picked up puppetry from one of the academy teachers. The teacher became his mentor, and all of his elective classes were held with him, so that he could master the difficult art of puppeteering.
A local ANBU unit caught word of Kosei and his masterful control over chakra, as well as his puppeteering ability, and brought him into the ANBU group once he graduated from the academy. With his parents consent, the boy was trained to be an ANBU from that point forward. With time, he learned to sense other people’s chakra, thus labeling him as a Sensory type. That, combined with his puppetry, granted him an official entry into the ANBU corps, though he was stiall an AiT of course. His parents were proud. He was proud. He still IS proud. He hopes that someday he might become a captain, but he knows he has to take life in steps, and that some day, if Raiden is willing, it will happen.
-----------------------------------------------------------------------------------------------------------------
Recently, Kosei has lost access to his enormous chakra pool. In turn, he can't control puppets well, and has turned to knife fighting and stealth tactics. Also, he has taken a... different lifestyle. He refers to himself as a collector of rare items, a specialist in aquisitions of all kinds, or a master of sleight-of-hand. In other words, he's a thief, a master pickpocket, and a damn good lockpicker. With this new identity he's taken, he and his family have renounced their ties to the Ichita clan, and taken up the surname Jinkotsu. While Kosei's new lifestyle had a major impact on this, his family mostly did it to rid themselves of the Ichita's infamous name for being poor shinobi.
-----------------------------------------------------------------------------------------------------------------
Kosei's mastery of chakra manipulation has given him the tools necessary to dabble into unusual forms of ninjutsu, namely temporal jutsu. He has been able to make somewhat significant changes in time around him with his power: delaying things that happen, speeding things up-- even rewinding time, to a minute extent.[/spoilername]
Stats
[spoilername="Stats"]Stamina: 457 / 525
Agility: 427 / 525
Taijutsu: 441 / 525
Ninjutsu: 525 / 525
Genjutsu: 271 / 525
Chakra Control: 525 / 525
PL: 2,646[/spoilername]
Abilities
[spoilername="Abilities"]0. Sentinel
1. Healing Factor
2. Supercharge
3. Jutsu Mastery
4. Jutsu Creator
5. Hidden Power
6. Teamwork
7. Lightning - Chakra Style
8. Kinjutsu
9. Kinjutsu
10. Kinjutsu[/spoilername]
Temporal Strider
[spoilername="Temporal Strider"]
Important: There is no actual time travel involved in this CA. All effects of it are simply perceptual, and the users of it call it time warping to retain the mystique. Genuine time travel or distortion by people who have this CA will not be tolerated.
Delayed Action</U><i></i> - Dependent Special Move (2 points)
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Wait Reaction</U><i></i> - Independent Special Move (2 points)
Restriction- Requires Body Switch
Every so often, a Strider's knowledge gives them the ability to predict their opponent's next action and formulate an effective counter to it. If they are successful, they could gain a significant advantage.
Effect: Auto-dodge opponent's next attack. With the next 1.5 AP, may make one action against the opponent at +3 accuracy. Cannot be used more than three times per battle. If the user chooses not to make an attack, the 1.5 AP is wasted. Incurs a -2 dodge debuff for the rest of the round after being used.
Threads of Fate<i></i> - Dependent Special Move (2 points)
Restriction- Requires one binding jutsu
A Strider knows their incoming reactions better than anyone's, and can possess the ability to distort the perception of their opponent when they know what is coming. It is said that they move fate itself to temporarily alter their target's view of the world.
Effect: Warps the target's sight to make it look like the user is standing still before a binding jutsu is cast. Lasts for 2 AP before the bind is cast. During that time, the target has -3 dodge and -3 accuracy against the user, including versus the bind itself. Acts as a Visual Genjutsu. When tagged to the front of a bind, increases the cost by 1.5x.
Temporal Step<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.
Secondary Echo<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up.
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.
Walk the Aeons<i></i> - Boost (3 points)
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.
Renewal<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.
Temporal Strike<i></i> - Passive (1 point)
A well-aimed hit from a Strider has the capacity to knock their opponent just slightly out of time. Not accustomed to this shift in perception, the target tends to suffer from it.
Effect: All the user's Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. Does not effect other Temporal Striders.
Reversion<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The ultimate in control of time--the ability to turn back time, to make it so that the last few seconds never happened. Unfortunately, or perhaps fortunately, the Strider does not possess the capability to cleanse the memory of the time from anyone's minds, making this perhaps a bit of a risky tactic, as their opponents will have themselves replenished as well.
Rank 2: The effects of the last round are negated for all present within the battle. 90% of all damage inflicted by and to all in the battle is also negated, as well as 90% expended chakra. All other effects are reset to as they were at the beginning of the round. This only applies to effects within the battle, those entering are not affected.
Cost: 3.5 AP, 4500 CP
Notes:
- May only be used once per battle. Costs double the exhaust of a normal level 7 Ninjutsu. Cannot be used in the same round as Haste, Renewal, or Temporal Step. Does not change the reappearance of jutsu cast with Ripple Effect or Delayed Reaction, nor Delayed Shot if that jutsu has been used, unless they appeared within the negated round.[/fontsize][/spoilername]
Forbidden Arts
[spoilername="Forbidden Arts"]<U>Lunar Seal
Rank 1: Covers the user's body in runic glyphs, giving them -5% chakra cost. +10% Ninjutsu Damage. +2 Ninjutsu accuracy, +2 Ninjutsu Dodge.
Jinchuuriki - Lightning
Legends say that long ago, back in the early days of the shinobi world, their existed powerful Demons possessing the power to wreak havoc across the land. As a counter measure to fight these monsters, village's sealed these beasts into the bodies of Human Hosts. Whether these stories hold true or not, this forbidden practice, although frowned upon, is still practiced on a much lesser scale. There exist people who have had the energies of weaker demons and spirits sealed within their body, their body and mind becoming a vessel for the entity's power. The hosts have been known to take on certain characteristics of their inner demons, both mental and physical changes and traits which vary widely. Although one cannot deny the power the host gains from having a demon reside within them, able to draw upon it's power and gain unique affinity to the demon's affinity, their comes a price with all power. From the moment the demon is sealed within the Host, it becomes a battle for control, the demon seeking to grasp as much control as it can over the user...
Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank
Effects:
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinchuuriki skills do not require handseals.
- All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
- All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.
Note:
- Because of their Inner Demon's Chakra, when any Demon Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their demon's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the demon's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinchuuriki and their Bloodline/CA do not stack beyond +10.
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this demon can be made freely, this demon cannot be tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.[/fontsize][/quote]
Jutsu
[spoilername="Jutsu"]Lightning Jutsu
E-Rank
Storm Bolt (M)
Thunderfist (M)
D-Rank
Thunderclap (M)
Electrocution (M)
C-Rank
Volt Charge (M)
Zeus Flash (M)
Lightning Torrent (M)
B-Rank
Chidori (M)
Gigavolt Cannon (M)
Amp Field (M)
Lightning Beast (M)
A-Rank
Chidori Control (M)
Thunderdome (M)
Magnetic
C-Rank
Ionic Infusion (M)
Magnetic Control (M)
Magnetize (R1)
ANBU Jutsu
D-Rank
Mask Summon (M)
Critical Exposure (M)
C-Rank
Snapshot (M)
Active Camo (M)
B-Rank
Destroy Presence (M)
A-Rank
Body Bind (M)
Non-Elemental Ninjutsu
E-Rank
Body Switch (M)
C-Rank
Elemental Clone (M)
Barrier (M)
Slashing Taijutsu
E-Rank
Arcing Slash (R1)
Dynamic Slash (R1)
D-Rank
Cross Rip (R1)
Kinjutsu
C-Rank
Demon Cloak Alpha (M)
Demonic Burst (R1)
Demon Cloak Omega (R1)[/spoilername]
Items
[spoilername="Items"]Slot 1 > Scimitar of the Apocalypse
Slot 2 >Headset
Slot 3 > Black Lotus
Slot 4 >
Slot 5 >
Weapons
[spoilername="Information"]Name: Ichita Jinkotsu Kosei
Village: Kumogakure
Rank: AiT
Age: 20
Height: 5’11”
Weight: 157 lbs.
Hair Color: Black (Often dyed natural red)
Eye Color: Blue
Alignment: Neutral[/spoilername]
Description
[spoilername="Description"]Physical
Standing at just less than six feet, Kosei is a decently attractive teen with loose, shaggy hair falling just passed his ears. His brown eyes seem to pierce through whatever they look at with an uncaring, almost cold stare. When on ANBU duty, or any shinobi work for that matter, he’ll dress appropriately: ANBU vest and equipment, shorts that fall just passed his knees, and bandage wrappings on his legs and arms, to prevent any shrubbery or tree branches from cutting him while traveling quickly. When he dresses casually, he’ll keep most of this one, and add warm clothing, using turtlenecks and coats to combat the cold mountain weather of Kumo. He has a tanish-orange hat that he wears most of the time.
Mental
Kosei was never a particularly bad kid growing up, but he wasn’t exactly a good kid either. He got into trouble like every student did at least once in their early lives, but it was never for anything substantial. He’d forget to turn in his homework on time, forget to have his parents sign his Progress Report when they told him, and he’d be late to class. In other words, he was just an average kid. Growing up, he retained his personality. He never really grew to one side of the personality spectrum or the other; he remained fairly neutral. He’s calm, collected, and he doesn’t anger easily, though when the proper time comes he won’t refrain from doing whatever he deems necessary.
Personality
Calm - Kosei is generally calm, cool, and collected. He doesn't overreact, and he always seems to keep his composure.
Witty - Kosei has a good sense of humor that he takes advantage of at every opportunity. He will often crack stupid jokes that many people won't laugh at.
Cheerful - Kosei has an inner joyfulness that administrates his everyday life. You'll usually find him enjoying the little thing while the hustle and bustle of the city flows around him.[/spoilername]
History
[spoilername="History"]Kosei’s parents were both murdered when he was eight, so as you might guess, he grew up in a broken family, and—
Just kidding. I don’t wanna turn into a Sasuke. Anyways, *ahem*
Ichita Kosei was born into, as his name suggests, the Ichita clan, a fairly generic clan with no name for itself… or at least, no *good* name for itself. Though not all members fell under this category, those born into the Ichita clan usually turned out to be screw-ups, losers, or shinobi who were just overall bad an being a ninja. His father, Kei, was one such man, and, though he wasn’t good at fighting, he was good at talking and arguing. It was like he would never lose an argument, so, after some consideration, he turned his back on being a ninja and went into law. After a few years in law school, he became a lawer, where he saw great success. During one case, a few years into his business (at the age of 27), Kei met a certain girl, whose husband had just been murdered. He took the case, seeing as she was a beautiful woman of 25, as her defendant (she was being accused of the murder). After a few months of fighting, Kei finally won the case. They fell in love not long after, and they were wed within a year. The woman, Chiyoma, had an unusually large chakra pool in her body, one that was never explained other than by a one-in-a-thousand mutation during the first stages of conception. This mutation was hereditary, apparently, because their first son, Kosei, was also diagnosed with it. Lucky for him, he’d gotten most of his mother’s genes, since as he grew older, it seemed as though he might actually be a talented boy. Chakra manipulation came easily for him, and he had more—no, MUCH more chakra an average boy his age did. Though he was good with what he knew, his teachers saw one problem that almost ended his shinobi career before it even started: Kosei didn’t have an element to his jutsu. He could use some justu like other people, but if he tried to shoot fire from his mouth like an Uchiha, it would come out as pure chakra instead. It was just as effective, yes, but it was much more costly and reckless to do. To get passed this setback, he picked up puppetry from one of the academy teachers. The teacher became his mentor, and all of his elective classes were held with him, so that he could master the difficult art of puppeteering.
A local ANBU unit caught word of Kosei and his masterful control over chakra, as well as his puppeteering ability, and brought him into the ANBU group once he graduated from the academy. With his parents consent, the boy was trained to be an ANBU from that point forward. With time, he learned to sense other people’s chakra, thus labeling him as a Sensory type. That, combined with his puppetry, granted him an official entry into the ANBU corps, though he was stiall an AiT of course. His parents were proud. He was proud. He still IS proud. He hopes that someday he might become a captain, but he knows he has to take life in steps, and that some day, if Raiden is willing, it will happen.
-----------------------------------------------------------------------------------------------------------------
Recently, Kosei has lost access to his enormous chakra pool. In turn, he can't control puppets well, and has turned to knife fighting and stealth tactics. Also, he has taken a... different lifestyle. He refers to himself as a collector of rare items, a specialist in aquisitions of all kinds, or a master of sleight-of-hand. In other words, he's a thief, a master pickpocket, and a damn good lockpicker. With this new identity he's taken, he and his family have renounced their ties to the Ichita clan, and taken up the surname Jinkotsu. While Kosei's new lifestyle had a major impact on this, his family mostly did it to rid themselves of the Ichita's infamous name for being poor shinobi.
-----------------------------------------------------------------------------------------------------------------
Kosei's mastery of chakra manipulation has given him the tools necessary to dabble into unusual forms of ninjutsu, namely temporal jutsu. He has been able to make somewhat significant changes in time around him with his power: delaying things that happen, speeding things up-- even rewinding time, to a minute extent.[/spoilername]
Stats
[spoilername="Stats"]Stamina: 457 / 525
Agility: 427 / 525
Taijutsu: 441 / 525
Ninjutsu: 525 / 525
Genjutsu: 271 / 525
Chakra Control: 525 / 525
PL: 2,646[/spoilername]
Abilities
[spoilername="Abilities"]0. Sentinel
1. Healing Factor
2. Supercharge
3. Jutsu Mastery
4. Jutsu Creator
5. Hidden Power
6. Teamwork
7. Lightning - Chakra Style
8. Kinjutsu
9. Kinjutsu
10. Kinjutsu[/spoilername]
Temporal Strider
[spoilername="Temporal Strider"]
[fontsize="12"]Temporal Striders are born seemingly apart from the world at large, unaffected by the force of time itself and thus able to manipulate it. They are ancient and burning, walk in forever, and see the turn of the universe...so the legends say. While even they cannot affect the strict past or the fluid future, they can work the lower levels of time directly around them, and move in it as though it were space due to their greater understanding of it than most possess.
Important: There is no actual time travel involved in this CA. All effects of it are simply perceptual, and the users of it call it time warping to retain the mystique. Genuine time travel or distortion by people who have this CA will not be tolerated.
Delayed Action</U><i></i> - Dependent Special Move (2 points)
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Wait Reaction</U><i></i> - Independent Special Move (2 points)
Restriction- Requires Body Switch
Every so often, a Strider's knowledge gives them the ability to predict their opponent's next action and formulate an effective counter to it. If they are successful, they could gain a significant advantage.
Effect: Auto-dodge opponent's next attack. With the next 1.5 AP, may make one action against the opponent at +3 accuracy. Cannot be used more than three times per battle. If the user chooses not to make an attack, the 1.5 AP is wasted. Incurs a -2 dodge debuff for the rest of the round after being used.
Threads of Fate<i></i> - Dependent Special Move (2 points)
Restriction- Requires one binding jutsu
A Strider knows their incoming reactions better than anyone's, and can possess the ability to distort the perception of their opponent when they know what is coming. It is said that they move fate itself to temporarily alter their target's view of the world.
Effect: Warps the target's sight to make it look like the user is standing still before a binding jutsu is cast. Lasts for 2 AP before the bind is cast. During that time, the target has -3 dodge and -3 accuracy against the user, including versus the bind itself. Acts as a Visual Genjutsu. When tagged to the front of a bind, increases the cost by 1.5x.
Temporal Step<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.
Secondary Echo<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up.
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.
Walk the Aeons<i></i> - Boost (3 points)
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.
Renewal<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.
Temporal Strike<i></i> - Passive (1 point)
A well-aimed hit from a Strider has the capacity to knock their opponent just slightly out of time. Not accustomed to this shift in perception, the target tends to suffer from it.
Effect: All the user's Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. Does not effect other Temporal Striders.
Reversion<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The ultimate in control of time--the ability to turn back time, to make it so that the last few seconds never happened. Unfortunately, or perhaps fortunately, the Strider does not possess the capability to cleanse the memory of the time from anyone's minds, making this perhaps a bit of a risky tactic, as their opponents will have themselves replenished as well.
Rank 2: The effects of the last round are negated for all present within the battle. 90% of all damage inflicted by and to all in the battle is also negated, as well as 90% expended chakra. All other effects are reset to as they were at the beginning of the round. This only applies to effects within the battle, those entering are not affected.
Cost: 3.5 AP, 4500 CP
Notes:
- May only be used once per battle. Costs double the exhaust of a normal level 7 Ninjutsu. Cannot be used in the same round as Haste, Renewal, or Temporal Step. Does not change the reappearance of jutsu cast with Ripple Effect or Delayed Reaction, nor Delayed Shot if that jutsu has been used, unless they appeared within the negated round.[/fontsize][/spoilername]
Forbidden Arts
[spoilername="Forbidden Arts"]<U>Lunar Seal
Rank 1: Covers the user's body in runic glyphs, giving them -5% chakra cost. +10% Ninjutsu Damage. +2 Ninjutsu accuracy, +2 Ninjutsu Dodge.
Jinchuuriki - Lightning
Legends say that long ago, back in the early days of the shinobi world, their existed powerful Demons possessing the power to wreak havoc across the land. As a counter measure to fight these monsters, village's sealed these beasts into the bodies of Human Hosts. Whether these stories hold true or not, this forbidden practice, although frowned upon, is still practiced on a much lesser scale. There exist people who have had the energies of weaker demons and spirits sealed within their body, their body and mind becoming a vessel for the entity's power. The hosts have been known to take on certain characteristics of their inner demons, both mental and physical changes and traits which vary widely. Although one cannot deny the power the host gains from having a demon reside within them, able to draw upon it's power and gain unique affinity to the demon's affinity, their comes a price with all power. From the moment the demon is sealed within the Host, it becomes a battle for control, the demon seeking to grasp as much control as it can over the user...
Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank
Effects:
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinchuuriki skills do not require handseals.
- All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
- All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.
Note:
- Because of their Inner Demon's Chakra, when any Demon Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their demon's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the demon's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinchuuriki and their Bloodline/CA do not stack beyond +10.
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this demon can be made freely, this demon cannot be tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.[/fontsize][/quote]
[fontsize="12"]Demon Cloak Alpha - C-Rank Ninjutsu
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All Jinchuuriki possess great strength, though one would be mistaken if they assumed that their incredible power came without a cost. Though they may be excellent shinobi in their own right, the full potential of their skill is not their own, but a fusion of both themselves and their inner Demon. Through training, a shinobi can learn to draw power from the demon deep within, using it to fuel themselves and granting them energy. At first this can be a very risky move, for simply acknowledging the demon within grants it more power over the user. However, with concentration, the user can learn to draw forth a small amount of the demon's energy without losing themselves. Because this energy is small compared to the demon's full potential, the host retains nearly all control of themselves, and does not seem to display any physical change aside from a visible, glowing aura of chakra.
Information
Prerequisites
Jinchuuriki, C-Rank
Rank 1: While in this stage, gain +1 Acc/Dodge, +10% Chosen Element damage
Master Rank: While in this stage, gain +2 Acc/Dodge, +10% Chosen Element damage
Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. (Example: If one is using a rank 1 Demon Cloak Alpha and surrenders 1 Acc/Dodge, their Berserk Control is increased to a 90% chance as opposed to 85%.) This lasts until the Jinchuuriki's next action.
Note:
- Once activated, last's until the user chooses to deactivate.
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- Once activated, the user gains +3% Max CP at the start of every round.
- Base of 85% Berserk Control. Must be rolled (out of 100 where an 86-100 roll counts as a berserked attack) before each action to determine if the Jinchuuriki has gone berserk and a random target. Each Berserk attack lasts for only that one attack.
Cost: 500 CP to initiate -2% Max HP a round to maintain.[/fontsize]
[fontsize="12"]Demonic Burst - C-Rank Ninjutsu
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Perhaps the most noticeable aspect of a host drawing forth power from their Inner Demon is that their chakra becomes a visible aura of energy around them; growing in both speed and size as the user's draws forth more and more strength from their inner Demon. However, one would be a fool to attempt to judge this as a simple aura of energy, for this chakra is so powerful and explosive, that simply coming into contact with it is enough to seriously harm opponents. As if that weren't enough, the Jinchuuriki seems to be able to manipulate this Aura at will to lash out and strike at their targets in a hemispherical explosion often compared to a bomb.
Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered
Rank 1: 1350 damage to two targets
Master Rank: 1620 damage to three targets
<U>Effects:
- Demonic Burst has a 30% chance to unearth people from underground, 20% chance to reveal invisible targets, and 20% chance to dissipate Clones and Mirror Clones.
Special Action: - Demonic Burst can be used reflexively against projectile attacks, giving projectile attacks -3 accuracy with a 20% chance to deflect and hit a random target. The Demonic Burst deals half damage to up to 3 targets when using this special action.
Rank 1 Cost: 560 CP
Master Rank Cost: 680 CP[/fontsize]
[fontsize="12"]Demonic Howl - C-Rank Ninjutsu
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A powerful skill that truly shows the fearsome strength of a Jinchuuriki, this skill can only be performed after tapping into a certain depth of their demonic partner's energies. Easily performed, this technique is a simple roar infused with the Jinchuuriki's massive reserves of chakra, producing a powerful kinetic shockwave of sonic energy that can easily upturn the ground, trees, debris, and even knock victims right off their feet, all while causing significant damage from the sheer pressure and force of their roar.
Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered
Rank 1: Lowers every secondary by 1 to all in the topic until the end of the round. Deals 1% Max HP damage for 3 rounds.
Master Rank: Lowers every secondary by 2 to all in the topic until the end of the round. Deals 3% Max HP damage for 3 rounds.
Note:
- May not be stacked.
- Also targets allies in battle as well as foes, but not the Jinchuuriki.
- Does not effect those with Fearless.
- The effected targets must make a Nin-Save at the beginning of every round to include the round effected. If successful, they are freed from the % Max HP damage.
- May not be stacked more than once per target effected. May not stack with Poisonous Chakra.
Cost: 1400 CP to initiate[/fontsize]
[fontsize="12"]Destructive Shield - B-Rank Ninjutsu
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Upon obtaining the demon cloak, a Jinchuuriki is able to manipulate their out-flowing chakra to increase not only their offensive capabilities, but their defensive capabilities. The Jinchuuriki is able to erect a shield of chakra that can absorb damage and redirect the energy back at the last person to attack the shield. Be careful, however, doing too much may result in the destruction of the shield and the chakra to backfire.
Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered
Rank 1:The Jinchuuriki creates a shield that can absorb 2200 damage. This shield deals damage up to half it's shield strength upon destruction
Master Rank: The Jinchuuriki creates a shield that can absorb 3300 damage. This shield deals damage up to half it's shield strength upon destruction
Note:
- Must be in Demon Cloak Omega to use.
- The only way for the shield to be lowered is for the shield to be destroyed.
- The shield's HP does not regenerate, nor does recasting it refills it's HP. This jutsu cannot be stacked for multiple shields.
Rank 1 Cost: 880 CP to initiate, 420 CP per round maintain
Master Rank Cost: 1440 CP to initiate, 690 CP per round maintain[/fontsize]
[fontsize="12"]Demon Cloak Omega - B-Rank Ninjutsu
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The final form of a Jinchuuriki's power, drawing forth a dark and seemingly endless supply of chakra from their inner demon. In this stage, the user hardly resembles a human, instead appearing as their inner demon, though still human-size. The host has been lost deep within the energies of their demon, gaining almost incomparable strength, but possessing nearly no form of their own rationality. They see no difference between friend or foe, hardly remembering why they fight in the first place, and only desire the destruction of all those around them. In this phase, the host's body rapidly begins to disintegrate from the stress of the natural energy, visibly breaking apart and being replaced by a neon glow of corrosive chakra. They are an avatar of destruction, both to themselves and all others around them.
Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered
Rank 1: While in this stage, gain +3 Acc/Dodge, +10% Chosen Elemental Damage
Master Rank: While in this stage, gain +4 Acc/Dodge, +15% Chosen Elemental Damage
Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. Example: If one is using a rank 1 Demon Cloak Omega and surrenders 1 Acc/Dodge, their Berserk Control raises to a 65% chance as opposed to 60%. This lasts until the Jinchuuriki's next action.
Note:
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- If activated while the user is in Demon Cloak Alpha, this costs -1 AP and -25% normal CP cost.
- Once activated, lasts until the user chooses to deactivate with a 65% chance of failure and a 1 AP Cost. If the user fails to deactivate, they lose 5% Berserk Control which remains for the remainder of battle.
- Once activated, the user gains 5% Max CP at the start of every round.
- This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities.
- Basic melee attacks now attack up to 3 targets.
- Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserked attack) Must be rolled before each action to determine if the Jinchuuriki has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack.
Cost: 2000 CP, 3% Max HP per round.[/fontsize]
[fontsize="12"]Demon's Edict- A-Rank Ninjutsu
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A Jinchuuriki's strength isn't based off of just their offensive or defensive prowess, but being able to strike fear into their opponent's hearts, making them fearful to even attack the Jinchuuriki. The Jinchuuriki sits and waits for the right moment to lash out, extending their chakra out into a giant claw to grab the target, utilizing Menacing Blast at the bound target before the Jinchuuriki tosses the target violently towards the ground. With an attack like this, one must be wary to attack a Jinchuuriki.
Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered
Rank 1: Deals 4000 damage to a single target. The target has a 35% chance of being disarmed, and has a 15% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +1 Accuracy.
Master Rank: Deals 5000 damage to a single target. The target has a 45% chance of being disarmed, and has a 20% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +2 Accuracy.
Special Action: The Jinchuuriki may spend +.5 Ap to add one of these effects to the jutsu. Only one effect may be added.
- The user may increase the Jutsu by +20% Base damage, +1 Accuracy, and +1 Critical.
- The user may "Throw" the initial target at a secondary target, dealing damage and effects to both victims.
Rank 1 Cost: 2000 Cp to initiate
Master Rank Cost: 2500 Cp to initiate
Note:
- Must be in Demon Cloak Omega to use.
- This jutsu is modded directly after an attack made against the user by the target, starting from the time of the user's last action.
- The user may instantly follow up this jutsu with a Taijutsu; the chosen attack cannot combo any further and still must have all costs payed.
- Every time after the first that Demon's Edict has been used on the same character, there is a +5% damage increase with a -1 Accuracy penalty. This stacks up to +15% damage/-3 Accuracy, and does not apply to the damage cap.
- No other bonuses can be added on to this to break the damage limit, aside from the special action and repeated use.[/fontsize]
[fontsize="12"]Menacing Blast - A-Rank Ninjutsu
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A technique which takes on various forms and styles, this technique can only be attempted once the Host has reached a certain stage and gains access to enough of their Demon`s energy. This technique allows the Jinchuuriki to gather raw chakra either from their bodies or the air around them, and condense it into a a single compressed ball of energy. This ball of chakra can be consumed or sustained, causing a chain reaction of energy, where the explosion is fired from the mouth, or fired from the ball respectively.
Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered
Rank 1: 5000 damage to one opponent.
Master Rank: 5500 damage to one opponent
Special Action: - May 'Strafe' multiple targets. There is a -10% dmg penalty for every target after the first that the target strafes. During the strafe, the target may return to the target (if missed) for -20% damage.
Note:
- May only target up to 5 people to include 'restrafing'.
- You cannot restrafe to target an enemy that initially auto-dodged this jutsu.
Rank 1 Cost: 2800 CP to initiate
Master Rank Cost: 3300 CP to initiate[/fontsize]
[/spoilername][fontsize="12"]Poisonous Chakra - S-Rank Ninjutsu
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Due to the evil/malignant nature of a Jinchuuriki's chakra, contact with the aura can cause irreversible damage to a person's body. Touching the cursed chakra may feel like an intense flame is shooting through a person's body, when in reality, the curse of the demonic chakra acts like a poison.
Information
Prerequisites
Jinchuuriki, S-Rank, All Jinchuuriki abilities master rank
Master Rank: Deals 1% Max HP and 200 CP damage to the one coming in contact with the Poisonous Chakra. Once effected, for every 1 AP the target spends, they take the advertised damage. This only effects the poisoned for 1 round. This may effect multiple targets to include friendly targets.
Note:
- This jutsu effects the Jinchuuriki's: Demon Cloak, Melee, Jinchuuriki attacks, and chosen elemental attacks. While it effects the Demon Cloak, any unarmed attacks made towards the Jinchuuriki poisons the attacker.
- May not stack per round. May not "re-infect" the same target to reset timer. Once the poison has run it's course, may 're-infect' giving the target a +1 to their poison check for every time 're-infected'.
- Once attacked, must make a poison check. This is treated as a Heavy Poison with an additional +3 Difficulty.
- This jutsu is considered a hidden action. (In other words, not mentioned in the mod that one has applied poison to their chakra)
- Must be in Demon Cloak Omega to use.
- Considered Akuton/Evil.
- Takes effect at the beginning of the next round.
- This jutsu remains active on the Jinchuuriki until de-activated
- May not be stacked with other percentage HP/CP damaging techniques or effects.
Cost: 1000 CP/500 HP to initiate, 500 CP/1% Max HP to maintain[/fontsize]
Jutsu
[spoilername="Jutsu"]Lightning Jutsu
E-Rank
Storm Bolt (M)
Thunderfist (M)
D-Rank
Thunderclap (M)
Electrocution (M)
C-Rank
Volt Charge (M)
Zeus Flash (M)
Lightning Torrent (M)
B-Rank
Chidori (M)
Gigavolt Cannon (M)
Amp Field (M)
Lightning Beast (M)
A-Rank
Chidori Control (M)
Thunderdome (M)
Magnetic
C-Rank
Ionic Infusion (M)
Magnetic Control (M)
Magnetize (R1)
ANBU Jutsu
D-Rank
Mask Summon (M)
Critical Exposure (M)
C-Rank
Snapshot (M)
Active Camo (M)
B-Rank
Destroy Presence (M)
A-Rank
Body Bind (M)
Non-Elemental Ninjutsu
E-Rank
Body Switch (M)
C-Rank
Elemental Clone (M)
Barrier (M)
Slashing Taijutsu
E-Rank
Arcing Slash (R1)
Dynamic Slash (R1)
D-Rank
Cross Rip (R1)
Kinjutsu
C-Rank
Demon Cloak Alpha (M)
Demonic Burst (R1)
Demon Cloak Omega (R1)[/spoilername]
Items
[spoilername="Items"]Slot 1 > Scimitar of the Apocalypse
Slot 2 >Headset
Slot 3 > Black Lotus
Slot 4 >
Slot 5 >
Weapons
</i>![]()
Scimitar of the Apocalypse
Damage: 117
Accuracy: +2
Damage Type: Slashing
Augments:
[/spoilername]<i>
- Vampiric (10% of damage done is converted into HP
- Crippler (+5% Called Shot chance)
- Razor Strike (+5% Bleeding chance)