Quickdraw;
Quick Reaction;
Fire Chakra Style;
.;
Strategist;
Combo Mastery;
Poison Mastery - Poisons last a round longer and cannot be purified until the second round it's in use. Poisons also gain a +2 Poison DC. Poison Checks made with a successful Sneak Attack(s) must make a successful Awareness Check first before a Poison Check can be rolled;
Deadeye;
Bloody Mess - The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit. When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round. When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack;
Human Anatomy - +1 Critical Range to all attacks. All critical hits deal 2.25x Damage;
Called Shot - Called Shots only take half the usual accuracy Penalties. +5% Called Shot chance. User can inflict Broken rank debuffs;
Elemental Aura - Chakra Armor cost .5 Ap less than usual, and gain +1 to overall round limitation. While Chakra Armor is active, any Secondary Effect chances of the same element used by or against the user are treated +/- 10% in the user's favor. This only applies to the effect's chance of activating, not the actual effect itself; CA Charge: +15% lightning buff; CA Static: +10% chance to inflict -1ap to next through melee contact; CA Shocking Current: +30% chance to inflict -1 dodge through lightning jutsu; CA Lightning Absorbtion: Tier E and D Lightning jutsu heal Shoma, Teir C and B jutsu are lessened to 85% / 90%; Class: +10% fire buff;
Demonic Aura: -10% damage and -2 gen resist; Stance: Melee contact with the user will result in extra damage being done to the attacker, dealing 400 damage, can be buffed up to 30%; Path of Raiden: When using the elemental affinity move "Channeling", weapon strikes deals 150 Lightning damage per hit as well as it's normal damage. Strikes with this weapon count as lightning damage while this technique is active. All strikes with this weapon give the target a 4% chance of paralysis when performing actions, causing -1 AP usable for the next round, for three rounds. When Chakra Extension is active, all hits deal an additional +10% on partial hits. When weapon strikes miss by 1, lightning damage equal to 30% of the weapon's base damage is dealt to the opponent; Hell Seal: +20% Illusionary Damage, +4 Genjutsu DC. Genjutsu Buffs/debuff's are increased by 1, and percentages are raised/lowered by 10%. In addition the user takes an additional 5% damage from Ninjutsu and Taijutsu sources.
Active camo (280/round). Anti-Gravity: 12% chance of negating any AP reducing effects. (252/round). Polarity Shift: The user has 1 free 'Escape' attempt to escape attempts from Ninjutsu binds and debuffs per round (297/round).
Hurricane: Shoma is alone within the hurricane (1510/round). Rock Golem (250/round)[/b]. Antlion Sinkhole (460/round)
Bleed IV Hidden Action (205/round). color=olive]+10% bleed damage, cannot bleed below rank I[/color] (sprained heart)
+0.1 AP to jutsus requiring handseals. (sprained hands)