Juzo a.k.a. Malice
Docta! Docta!
HP: (55+15lvl) x 600 = 42,000
CP: (40+15lvl) x 600 = 33,000
Class Bonus: +4 Stealth and Awareness, +1 Accuracy
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy, Genjutsu DC
Low: Ranged Accuracy,
OOC Rank: S
Core Ability: Opportunist
Core Ability Choices:
Sneak Attack<i></i> - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.
Shadow Step<i></i> - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. 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.
Counterattack<i></i> - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: 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.
Sniper<i></i> - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.
Slippery Mind<i></i> - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.
Quick Step<i></i> - Boost (1 point) x3 TIMES
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy
Counter Disarm<i></i> - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: 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.
Flash Counter<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Cost: 2,500 Cp; 2.5 Ap
Notes:
- This may be used Reactionary.
- This may only be used once a round.
Kinjutsu: n/a
Curse Seals: n/a
Advanced Shop Battle Related Purchases:
+1 Ability Slot (75 CSP) and +2 Custom Class Bonus Points (75 CSP). -150 CSP total.
Class Change: -21CSP. Link -> http://www.ninpocho.com/viewtopic.php?p=59655#p59655
Contract of Choice Card
Abilities:
0. Paramedic
0. Shinobi 101: Ninjutsu - Shadow
1. Release Restraint
2. Bloody Mess
3. Technical Pacifist
4. Acrobatics
5. Stalker
6. Illusionist
7. Human Anatomy
8. Weapon Mastery: Unarmed
9. Called Shot
10. Deflection
11. Strategist
Major Affinities:
1. Earth
2. Fire
3.
4.
5.
6.
Minor Affinities:
1. Non-Elemental
2.
3.
4.
5.
6.
Advanced Elements:
1. Lava (Major)
2. Metal (Minor)
3.
4.
Weapons:
Weapon Name: Malice's Hands
Weapon Type: Unarmed
Damage Type: Unarmed
Acc/Dam Mods: +2 Accuracy, -10% Damage
Special:
1. May use Handseals while armed with an Unarmed Weapon.
Augments
- Overpowering
- Warp Seal
- Crippler
Effects:
-5% Called Shot Chance. - Crippler
-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. - Warp Seal
-The users Basic Strikes deal x1.5 Damage. - Overpowering
Contracts: n/a
Docta! Docta!
HP: (55+15lvl) x 600 = 42,000
CP: (40+15lvl) x 600 = 33,000
Class Bonus: +4 Stealth and Awareness, +1 Accuracy
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy, Genjutsu DC
Low: Ranged Accuracy,
OOC Rank: S
Core Ability: Opportunist
Core Ability Choices:
Sneak Attack<i></i> - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.
Shadow Step<i></i> - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. 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.
Counterattack<i></i> - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: 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.
Sniper<i></i> - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.
Slippery Mind<i></i> - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.
Quick Step<i></i> - Boost (1 point) x3 TIMES
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy
Counter Disarm<i></i> - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: 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.
Flash Counter<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Cost: 2,500 Cp; 2.5 Ap
Notes:
- This may be used Reactionary.
- This may only be used once a round.
Kinjutsu: n/a
Curse Seals: n/a
Advanced Shop Battle Related Purchases:
+1 Ability Slot (75 CSP) and +2 Custom Class Bonus Points (75 CSP). -150 CSP total.
Class Change: -21CSP. Link -> http://www.ninpocho.com/viewtopic.php?p=59655#p59655
Contract of Choice Card
Abilities:
0. Paramedic
0. Shinobi 101: Ninjutsu - Shadow
1. Release Restraint
2. Bloody Mess
3. Technical Pacifist
4. Acrobatics
5. Stalker
6. Illusionist
7. Human Anatomy
8. Weapon Mastery: Unarmed
9. Called Shot
10. Deflection
11. Strategist
Major Affinities:
1. Earth
2. Fire
3.
4.
5.
6.
Minor Affinities:
1. Non-Elemental
2.
3.
4.
5.
6.
Advanced Elements:
1. Lava (Major)
2. Metal (Minor)
3.
4.
Weapons:
Weapon Name: Malice's Hands
Weapon Type: Unarmed
Damage Type: Unarmed
Acc/Dam Mods: +2 Accuracy, -10% Damage
Special:
1. May use Handseals while armed with an Unarmed Weapon.
Augments
- Overpowering
- Warp Seal
- Crippler
Effects:
-5% Called Shot Chance. - Crippler
-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. - Warp Seal
-The users Basic Strikes deal x1.5 Damage. - Overpowering
Contracts: n/a