Name: Juzo
Alias: Malice
Age: 31
Appearance:
Personality:
History:
Stats:
Stamina: 600
Agility:600
Ninjutsu:600
Taijutsu:600
Genjutsu:600
Chakra Control:600
CSP: 147
Passives:
Alias: Malice
Age: 31
Appearance:
Physically he is fairly average at 5'10" and around 185lbs. As a shinobi, even a medic, his physique is pretty much required to be in top form. His hair is blue, a surgical procedure he developed, and his eyes are a vivid orange, as they are artifical. He has a strong jaw and pale skin. Pictuer included:
Personality:
Juzo is an orderly person with clearly defined goals and motivations. He has diligently worked for the Medical Branch for nearly 20 years and in that time he has proven time and time again of his worth in both practical healing and advanced research. The mans specialty being the study of demons. And it is not out of some kinship that he does this, no, it is out of pure malice. Regardless of this he is a hardworker and has the education to back up what he says and does.
He believes heavily in both structure and discipline. But at the same time he considers himself beyond reprimand. At times it has struck him at ends with his peers but in the end it matters little. The Medical branch relies heavily on results as, arguably, all Shinobi Branches do, so it has never been much of an issue.
The man can be temperamental but he has taken great care not to let this habit go observed. To clarify, he is not someone who will fly off the handle at simple remarks but he will hold grudges for a long time.
He believes heavily in both structure and discipline. But at the same time he considers himself beyond reprimand. At times it has struck him at ends with his peers but in the end it matters little. The Medical branch relies heavily on results as, arguably, all Shinobi Branches do, so it has never been much of an issue.
The man can be temperamental but he has taken great care not to let this habit go observed. To clarify, he is not someone who will fly off the handle at simple remarks but he will hold grudges for a long time.
History:
Like most Shinobi he was enrolled at around 8 years old and found himself graduating at around 11 years old. At the time he was an exceptional student with an inclination towards seclusion. After being forced to be a part of a Genin team, and subsequently losing both partners, he found himself even more lost. The friendships he had forged had become his life and watching them die caused him to further believe he had had it correct originally. Seclusion became an escape in itself. Being drafted into the Medical Division meant it was possible for him to entirely avoid living people. In the beginning he worked with the dead. Autopsies, research and weapons development afforded him an another escape but it wasn't enough.
It was as if he was trying to escape his own memories. But as anyone can tell you, in the end, they always catch up. This is what stopped him from earning a promotion at age 21. The man had a small, and very public, breakdown. While it wasn't a sensational story, as all that happened is that he froze up during a surgery and simply sat down, but it was enough to throw a shadow of doubt over his skills.
Fast forward three months and Juzo, also known as Malice by his peers at this point, and he finds his goal in life. A reason to ignore the feelings that had caused him so much pain. And this was not like before where he ran, he simply no longer saw any of it as an issue. He had ascended, really. But, some, considered this new goal unhealthy and/or morally atrocious. And that was the thorough study of demons. So little, Medically, was known about them that it was a field wide open to new Medic's. And Juzo's branch of research proved to be quite fruitful as he went to extents many would have considered wrong. But the potential for weaponization on all of it was enough to protect him. After all, a military force isn't going to punish its scientist for finding better weapons, is it?
The opportunist Juzo quickly established himself within the community as somewhat of an expert. Using his skills learned from working on the dead, combined with his new research, and he was able to begin making modifications to his own body that would prove useful. He was able to increase his perception through artificial eyes and his stealth abilities through a careful re-calibration of his reflexes.
Aside from those specific mentions, he has very little contact with others. Not so much out of an aversion but because he sees it as pointless. People, in his opinion, serve a particular reason. For many of them, it is to die in defense of their homeland. Which is to say he will deal with anyone he needs to, as long as there is suitable reason for him to do so.
It was as if he was trying to escape his own memories. But as anyone can tell you, in the end, they always catch up. This is what stopped him from earning a promotion at age 21. The man had a small, and very public, breakdown. While it wasn't a sensational story, as all that happened is that he froze up during a surgery and simply sat down, but it was enough to throw a shadow of doubt over his skills.
Fast forward three months and Juzo, also known as Malice by his peers at this point, and he finds his goal in life. A reason to ignore the feelings that had caused him so much pain. And this was not like before where he ran, he simply no longer saw any of it as an issue. He had ascended, really. But, some, considered this new goal unhealthy and/or morally atrocious. And that was the thorough study of demons. So little, Medically, was known about them that it was a field wide open to new Medic's. And Juzo's branch of research proved to be quite fruitful as he went to extents many would have considered wrong. But the potential for weaponization on all of it was enough to protect him. After all, a military force isn't going to punish its scientist for finding better weapons, is it?
The opportunist Juzo quickly established himself within the community as somewhat of an expert. Using his skills learned from working on the dead, combined with his new research, and he was able to begin making modifications to his own body that would prove useful. He was able to increase his perception through artificial eyes and his stealth abilities through a careful re-calibration of his reflexes.
Aside from those specific mentions, he has very little contact with others. Not so much out of an aversion but because he sees it as pointless. People, in his opinion, serve a particular reason. For many of them, it is to die in defense of their homeland. Which is to say he will deal with anyone he needs to, as long as there is suitable reason for him to do so.
Stats:
Stamina: 600
Agility:600
Ninjutsu:600
Taijutsu:600
Genjutsu:600
Chakra Control:600
CSP: 147
Passives:
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Secondary Bonus's
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+1 Accuracy (Custom Class - 'Docta! Docta!')
+2 Taijutsu Accuracy (Weapon)
+3 accuracy (CA: Opportunist - 'Quick Step')
-10% Taijutsu Damage (Weapon)
The users Basic Strikes deal x1.5 Damage (Weapon - Augment)
+4 Stealth and Awareness (Custom Class - 'Docta! Docta!')
+2 to Genjutsu Save and awareness rolls (CA: Opportunist - 'Slippery Mind')
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Sneak Attack Bonus's
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-All the user's attacks have a 10% chance of being a Sneak Attack. (CA: Opportunist - 'Sneak Attack')
-All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit. (CA: Opportunist - 'Sneak Attack')
-The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. (CA: Opportunist - 'Shadow Step')
-Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.(CA: Opportunist - 'Shadow Step')
-Once every other round, the user may perform a Sneak Attack without being dropped out of stealth. (Ability - Stalker)
-When making a stealth check, Terrain and Visibility modifiers are treated one level higher in the users favor. (Ability - stalker)
- The user gains +1 Critical Range to all attacks. (Ability - Human Anatomy)
- All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs. (Ability - Human Anatomy)
- 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. (Ability - Bloody Mess)
- 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. (Ability - Bloody Mess)
- 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. (Ability - Bloody Mess)
- The user may cast a Genjutsu without being dropped out of Stealth once per round. (Ability - Illusionist)
- If used against a player with the Clarity ability, there is a 50% chance of negating Clarity during a rounds check. (Ability - Illusionist)
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Dodge/Evasion Bonus's
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-All Bind-escape chances are increased by +5%. (Ability - Release Restraint)
-Additionally, escape attempts cost -0.5 AP than usual. (Ability - Release Restraint)
-Once per round, the user's first escape attempt costs no AP. (Ability - Release Restraint)
-The user is capable of performing one additional Activated Auto-Dodge per round. (Ability - Acrobatics)
- Partial hits upon the user are treated as misses. This does not overwrite effects which state partial hits are treated as full hits. (Ability - Deflection)
- Attacks which initially miss the user have a 10% chance of being deflected to a different target (does not stack with the previous note). (Ability - Deflection)
- Deflected attacks that target another victim are chosen at random and use the attacker's accuracy type with the user's accuracy secondary. (Ability - Deflection)
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HP and Unarmed Bonus's
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-May use Handseals while armed with an Unarmed Weapon. (Passive Unarmed Bonus)
-The user may choose a single unarmed weapon to be considered passively equipped. (Ability - Weapon Mastery)
-The chosen weapon cannot be disarmed, but may be "swapped" with another unarmed weapon normally. (Ability - Weapon Mastery)
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Called Shot Bonus's
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- All Called Shots only inflict half the usual accuracy Penalties. (Ability - Called Shots)
- +5% Called Shot chance. (Ability - Called Shots)
- User can inflict Broken rank debuffs. (Ability - Called Shots)
+5% Called Shot Chance on taijutsu (Weapon - Augment)
-When making called shots while in Stealth mode, The user suffers no accuracy penalty. (CA: Opportunist - 'Sniper')
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Missed Attack Bonus's
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-Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit. (CA: Opportunist - 'Counterattack')
-Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round. (CA: Opportunist - 'Counter Disarm')
-For an additional .5 AP, once every other round, the user can instantly warp after their previous successful Taijutsu attack , allowing them to make a another attack as an instant follow-up. This attack has a 30% chance to count as a sneak attack. Can only be done immediately after the attack was used, and cannot be used with basic strikes. (Weapon - Augment)
-The user suffers no Called Shot/Disarm Accuracy penalties when attempting to Disarm someone. (Ability - Technical Pacifist)
-Additionally, if the user dodges a weapon attack, they have a 15% chance of making a disarm attempt. This may only activate upon a specific target twice per round. (Ability - Technical Pacifist)
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Strategist / Medic Bonus's
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- Grants the user 5 Prep slots. Prep slots are not extra inventory slots, but allow for up to 5 special effects. (Ability - Strategist)
- May prep a weapon to have 1 free basic strike that is counted as a Sneak Attack. If used while in stealth the user has a 25% chance to remain in Stealth. May be used multiple times on a single weapon costing a Prep slot each time. (Ability - Strategist)
- May prep a weapon to be poisoned by an injury type Poison. (Ability - Strategist)
- May attach items to other items (see the items themselves for details) for 0 AP and can be prepared prior to battle. (Ability - Strategist)
- The user requires -1 round to enter a battle that contains someone from their village below 50% Max Hp. The user must still be called as usual, however. (Ability - Paramedic)
- Once per round, the user may pay an additional +30% of the chakra cost to increase the HP healed with a medical jutsu by 1.5x. This may only be used on an ally below 50% Max Hp. (Ability - Paramedic)
Secondary Bonus's
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+1 Accuracy (Custom Class - 'Docta! Docta!')
+2 Taijutsu Accuracy (Weapon)
+3 accuracy (CA: Opportunist - 'Quick Step')
-10% Taijutsu Damage (Weapon)
The users Basic Strikes deal x1.5 Damage (Weapon - Augment)
+4 Stealth and Awareness (Custom Class - 'Docta! Docta!')
+2 to Genjutsu Save and awareness rolls (CA: Opportunist - 'Slippery Mind')
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Sneak Attack Bonus's
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-All the user's attacks have a 10% chance of being a Sneak Attack. (CA: Opportunist - 'Sneak Attack')
-All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit. (CA: Opportunist - 'Sneak Attack')
-The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. (CA: Opportunist - 'Shadow Step')
-Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.(CA: Opportunist - 'Shadow Step')
-Once every other round, the user may perform a Sneak Attack without being dropped out of stealth. (Ability - Stalker)
-When making a stealth check, Terrain and Visibility modifiers are treated one level higher in the users favor. (Ability - stalker)
- The user gains +1 Critical Range to all attacks. (Ability - Human Anatomy)
- All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs. (Ability - Human Anatomy)
- 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. (Ability - Bloody Mess)
- 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. (Ability - Bloody Mess)
- 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. (Ability - Bloody Mess)
- The user may cast a Genjutsu without being dropped out of Stealth once per round. (Ability - Illusionist)
- If used against a player with the Clarity ability, there is a 50% chance of negating Clarity during a rounds check. (Ability - Illusionist)
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Dodge/Evasion Bonus's
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-All Bind-escape chances are increased by +5%. (Ability - Release Restraint)
-Additionally, escape attempts cost -0.5 AP than usual. (Ability - Release Restraint)
-Once per round, the user's first escape attempt costs no AP. (Ability - Release Restraint)
-The user is capable of performing one additional Activated Auto-Dodge per round. (Ability - Acrobatics)
- Partial hits upon the user are treated as misses. This does not overwrite effects which state partial hits are treated as full hits. (Ability - Deflection)
- Attacks which initially miss the user have a 10% chance of being deflected to a different target (does not stack with the previous note). (Ability - Deflection)
- Deflected attacks that target another victim are chosen at random and use the attacker's accuracy type with the user's accuracy secondary. (Ability - Deflection)
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HP and Unarmed Bonus's
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-May use Handseals while armed with an Unarmed Weapon. (Passive Unarmed Bonus)
-The user may choose a single unarmed weapon to be considered passively equipped. (Ability - Weapon Mastery)
-The chosen weapon cannot be disarmed, but may be "swapped" with another unarmed weapon normally. (Ability - Weapon Mastery)
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Called Shot Bonus's
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- All Called Shots only inflict half the usual accuracy Penalties. (Ability - Called Shots)
- +5% Called Shot chance. (Ability - Called Shots)
- User can inflict Broken rank debuffs. (Ability - Called Shots)
+5% Called Shot Chance on taijutsu (Weapon - Augment)
-When making called shots while in Stealth mode, The user suffers no accuracy penalty. (CA: Opportunist - 'Sniper')
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Missed Attack Bonus's
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-Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit. (CA: Opportunist - 'Counterattack')
-Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round. (CA: Opportunist - 'Counter Disarm')
-For an additional .5 AP, once every other round, the user can instantly warp after their previous successful Taijutsu attack , allowing them to make a another attack as an instant follow-up. This attack has a 30% chance to count as a sneak attack. Can only be done immediately after the attack was used, and cannot be used with basic strikes. (Weapon - Augment)
-The user suffers no Called Shot/Disarm Accuracy penalties when attempting to Disarm someone. (Ability - Technical Pacifist)
-Additionally, if the user dodges a weapon attack, they have a 15% chance of making a disarm attempt. This may only activate upon a specific target twice per round. (Ability - Technical Pacifist)
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Strategist / Medic Bonus's
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- Grants the user 5 Prep slots. Prep slots are not extra inventory slots, but allow for up to 5 special effects. (Ability - Strategist)
- May prep a weapon to have 1 free basic strike that is counted as a Sneak Attack. If used while in stealth the user has a 25% chance to remain in Stealth. May be used multiple times on a single weapon costing a Prep slot each time. (Ability - Strategist)
- May prep a weapon to be poisoned by an injury type Poison. (Ability - Strategist)
- May attach items to other items (see the items themselves for details) for 0 AP and can be prepared prior to battle. (Ability - Strategist)
- The user requires -1 round to enter a battle that contains someone from their village below 50% Max Hp. The user must still be called as usual, however. (Ability - Paramedic)
- Once per round, the user may pay an additional +30% of the chakra cost to increase the HP healed with a medical jutsu by 1.5x. This may only be used on an ally below 50% Max Hp. (Ability - Paramedic)