Kaen Shinku:
The Red King
HP: (65+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Class bonus features
High: Ninjutsu
Average: The Rest
Low: Melee, Ranged
OOC Rank: S (Capped)
Bloodline/Core Ability: Inuzuka/Reckless/Steadfast (Chimera)
Core Ability Choices:
[TABLE=100,null]
[TR]
[TH]
[/TR]
[TR]
[TD]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Wild Soul - Passive[lb][/lb]
Though many Inuzuka have calmed down over the generations to better fit the structured Shinobi life, there is still the fire within burning from a time where survival-of-the-fittest was in full force; where they were no less savage than the beasts they lived and fought with. Nothing brings forth this fierceness more than the thrill of battle.[lb2][/lb2]
Rank 1: The user gains +1 to a single [Secondary Stat] of their choice. While the user has any amount of Temporary HP, they deal +10% damage to a singe [Jutsu Subtype]. [lb][/lb]
Rank 2: The user gains +2 to a single [Secondary Stat] of their choice. While the user has any amount of Temporary HP, they deal +10% damage to a singe [Jutsu Subtype]. [lb][/lb]
Rank 3: The user gains +2 to a single [Secondary Stat] of their choice. While the user has any amount of Temporary HP, they deal +15% damage to a singe [Jutsu Subtype]. [lb2][/lb2]
Note:[lb][/lb]
- Both Secondary bonus and damage bonus are chosen at the time of obtaining Inuzuka, and must be noted in the user's Dojo thread.[lb][/lb]
- Temporary HP is reduced before the user's normal HP, but only when hit by an attack (it does not apply toward any DoT). [lb][/lb]Temporary HP can bypass your maximum hit points, but cannot stack (a higher amount overwrites the weaker amount). [lb][/lb]Temporary HP is lost at the end of the round.[lb2][/lb2]
Choosing +2 to Ninjutsu Accuracy and +15% Fire damage.[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Zodiac Blessing - Passive</U><i></i>[lb][/lb]
The Lone Wolf wields their body as a conduit for the departed souls of their pack. The end result is that they take on even further traits of their Spirit Animal, manifesting as an even deeper connection to their heritage.[lb2][/lb2]
All Ranks: While Feral Shift is active, the user gains an additional effect depending on the user's [Spirit Animal]. See spoiler below. [lb2][/lb2]
Choosing Elemental (Fire) as my Spirit Animal[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Savage Affinity - Passive[lb][/lb]
The blood flowing though the veins of the Inuzuka is both ancient and wild, and for that reason often hearkens to a much more savage era. Their very nature is said to push the boundaries between human and beast. [lb2][/lb2]
Rank 1: The user has a special Ability slot which may only be filled by a single General Contract Ability [link]. The user's chakra costs are raised by 20%. [lb][/lb]
Rank 2: The user's chakra costs are only raised by 10%. [lb][/lb]
Rank 3: The user's chakra costs are not raised.[lb2][/lb2]
Note:[lb][/lb]
- User may not select Hivemind, Mount or Gigantic.[lb][/lb]
- The chosen ability may be learned and unlearned following standard Ability training rules.[lb2][/lb2]
Choosing Sharp Sense as the GCA
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Beast's Embrace - Passive</U><i></i>[lb][/lb]
The Inuzuka may lack the bond with their particular spirit animal, but their blessing is none the weaker; any power they would have gained in numbers is instead concentrated solely onto themselves.[lb2][/lb2]
Rank 1: When fighting alone the user gains +2 Accuracy/DC, +2 Dodge. These bonuses are reduced by -1/-5% for each ally that the user has present in the battle.[lb][/lb]
Rank 2: When fighting alone the user gains +2 Accuracy/DC, +2 Dodge and deals an additional 5% damage. These bonuses are reduced by -1/-5% for each ally that the user has present in the battle.[lb][/lb]
Rank 3: When fighting alone the user gains +2 Accuracy/DC, +2 Dodge and deals an additional 10% damage. These bonuses are reduced by -1/-5% for each ally that the user has present in the battle.[lb2][/lb2]
Note(s):[lb][/lb]
- The user's personal summons count will not reduce this bonus, but any Creation jutsu will.[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Feral Shift - Physical Style[lb][/lb]
The base instincts of the Inuzka echoes through every aspect of their fighting style. They hone their attributes to the point where they begin to blur the line between human and beast, taking properties of their spirit animal. the Inuzuka are well known for their smell and hearing rivaling that wolves and hounds.[lb2][/lb2]
Rank 1: While active the user gains the benefit of the Passive Skill belonging to their [Spirit Animal] summoning contract. Additionally, the user loses 1% Max CP upon entering this style and at the start of each round this style is active; at the same time, the user gains Temporary HP equal to the lost chakra.[lb][/lb]
Rank 2: While active the user gains the benefit of the Passive Skill belonging to their [Spirit Animal] summoning contract. Additionally, the user loses 2% Max CP upon entering this style and at the start of each round this style is active; at the same time, the user gains Temporary HP equal to the lost chakra.[lb][/lb]
Rank 3: While active the user gains the benefit of the Passive Skill belonging to their [Spirit Animal] summoning contract. Additionally, the user loses 3% Max CP upon entering this style and at the start of each round this style is active; at the same time, the user gains Temporary HP equal to the lost chakra.[lb2][/lb2]
Note; [lb][/lb]
- Temporary HP is reduced before the user's normal HP, but only when hit by an attack (it does not apply toward any DoT). [lb][/lb]Temporary HP can bypass your maximum hit points, but cannot stack (a higher amount overwrites the weaker amount). [lb][/lb]Temporary HP is lost at the end of the round.[lb][/lb]
- If the user's [Spirit Animal] table has anything that requires the user to list something in their Dojo or upon creation, such as the Plant contract's [link] Daylight/Lowlight choice, the Snake contract's [link] specified poison, or the Lizard contract's [link] Salamander's Hunger element, then it is chosen upon entering Feral Shift for the first time in battle. Once chosen, it remains this way for the remainder of battle.[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Unbalancing Strike</U><i></i> - Dependent Special Move (2 points)[lb][/lb]
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.[lb][/lb]
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.[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Undying Warrior - Independent Special Move[lb][/lb]
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will. [lb][/lb]
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.[lb][/lb]
Cost: 1 AP to initiate[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Stand Fast - Independent Special Move[lb][/lb]
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.[lb][/lb]
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.
Cost: 1 AP to initiate[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Second Wind - Independent Special Move[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. [lb][/lb]
Cost: 1 AP to initiate[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Brink of Insanity - Jutsu (1 point, 1 point to rank up)[lb][/lb]
Restriction - A rank and up[lb][/lb]
By focusing all their power into one strike, the Reckless fighter can deal insane amounts of damage while at the same time tearing up their own body due to the ferocity of the attack, leaving them extremely defenseless. But if there are no enemies left, that doesn’t really matter.
Rank 1: The Reckless loses their sanity causing them to gain +50% Damage Buff on all melee taijutsu attacks. The user does not dodge attacks while this is active, but gains a -36% Chance to be Suppressed. All Melee taijutsu attacks gain +1 Crit and the user has a 44% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.[lb][/lb]
Rank 2: The Reckless loses their sanity causing them to gain +100% Damage Buff on all melee taijutsu attacks. Any dodge buffs the user has does not apply while this is active, but gains a -44% Chance to be Suppressed. All Melee taijutsu attacks gain +2 Crit and the user has a 36% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.[lb][/lb]
Rank 1 Cost: 1650CP, 825CP/Rnd[lb][/lb]
Rank 2 Cost: 2065CP, 1030CP/Rnd[lb][/lb]
Note 1:</I> While active, the user may only use offensive techniques. If the user uses non-offensive techniques while this is active their move will be converted into a Basic Strike(s) instead.[lb][/lb]
Note 2: While active, none of the user's other buffs towards Melee Taijutsu may apply.
[/TD]
[/TR]
[/TABLE]
Kinjutsu: Chimera
Implants
1. World Shatter (Seikon - Cobalt)
2. Void Mirage (Void Walker)
3. Particle Disruption (Seikon - Cobalt)
Curse Seals:
Shepard of Fire
Gen DC to High
4 Points - Start each round automatically in Stealth; but cannot re-enter stealth during a round or be mistaken for a clone.
2 Points - +1 Acc
Advanced Shop Battle Related Purchases:
Class Points
Ability Slot
RP Slot 2x
Additional Advanced Element(s) x5
Item Hoarder
Abilities:
0. Shinobi 101 - Unarmed Taijutsu uses Ninjutsu Accuracy
0. Sentinel
0. Arcane Knowledge
0. Genetic Implant
1. Cursed Seal
2. Alignment Focus - Cursed
3. Stalker
4. Jutsu Mastery
5. Human Anatomy
6. Hidden Power
7. Fearless
8. Jutsu Expansion
9. Defensive Technique
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu
Major Affinities:
1. Earth
2. Fire
3. Lightning
4. Water
5. Wind
6. Non-Elemental
7. Anbu
8. Shadow
9. Explosion
10. Plasma
11. Kinetic
12. Scorch
13. Sand
14. Lava
15. Vapor
16. Poison
Minor Affinities:
1.
2.
3.
4.
5.
6.
Advanced Elements:
1. Shadow
2. Explosion
3. Plasma
4. Kinetic
5. Scorch
6. Sand
7. Lava
8. Vapor
9. Poison
Weapons:
Mantle of Fire
Type: Unarmed - Handseals
Modifiers: -2 Acc, +10% Damage
Suna's Artifice
Type: Unarmed - Handseals
Modifiers: +2 Acc, -10% Damage
Suna's Wrath
Type: Unarmed - Suppression
Modifiers: -2 Acc, +10% Damage
Sasayaki
Type: Slashing - Bleeding
Modifiers: +2 Acc, -10% Damage
Inventory
1. Light Armor
2. Headset
3. Respirator
4. Pouch - Tools
Contracts:
[TABLE=100,null]
[TR]
[TH]
[/TR]
[TR]
[TD]
[/TD]
[/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
[TABLE=100,null]
[TR]
[TH]
[/TR]
[TR]
[TD]
[/TD]
[/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
The Red King
HP: (65+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Class bonus features
High: Ninjutsu
Average: The Rest
Low: Melee, Ranged
OOC Rank: S (Capped)
Bloodline/Core Ability: Inuzuka/Reckless/Steadfast (Chimera)
Core Ability Choices:
[TABLE=100,null]
[TR]
[TH]
Chimera Custom Bloodline
[/TH][/TR]
[TR]
[TD]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Wild Soul - Passive[lb][/lb]
Though many Inuzuka have calmed down over the generations to better fit the structured Shinobi life, there is still the fire within burning from a time where survival-of-the-fittest was in full force; where they were no less savage than the beasts they lived and fought with. Nothing brings forth this fierceness more than the thrill of battle.[lb2][/lb2]
Rank 1: The user gains +1 to a single [Secondary Stat] of their choice. While the user has any amount of Temporary HP, they deal +10% damage to a singe [Jutsu Subtype]. [lb][/lb]
Rank 2: The user gains +2 to a single [Secondary Stat] of their choice. While the user has any amount of Temporary HP, they deal +10% damage to a singe [Jutsu Subtype]. [lb][/lb]
Rank 3: The user gains +2 to a single [Secondary Stat] of their choice. While the user has any amount of Temporary HP, they deal +15% damage to a singe [Jutsu Subtype]. [lb2][/lb2]
Note:[lb][/lb]
- Both Secondary bonus and damage bonus are chosen at the time of obtaining Inuzuka, and must be noted in the user's Dojo thread.[lb][/lb]
- Temporary HP is reduced before the user's normal HP, but only when hit by an attack (it does not apply toward any DoT). [lb][/lb]Temporary HP can bypass your maximum hit points, but cannot stack (a higher amount overwrites the weaker amount). [lb][/lb]Temporary HP is lost at the end of the round.[lb2][/lb2]
Choosing +2 to Ninjutsu Accuracy and +15% Fire damage.[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Zodiac Blessing - Passive</U><i></i>[lb][/lb]
The Lone Wolf wields their body as a conduit for the departed souls of their pack. The end result is that they take on even further traits of their Spirit Animal, manifesting as an even deeper connection to their heritage.[lb2][/lb2]
All Ranks: While Feral Shift is active, the user gains an additional effect depending on the user's [Spirit Animal]. See spoiler below. [lb2][/lb2]
Choosing Elemental (Fire) as my Spirit Animal[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Savage Affinity - Passive[lb][/lb]
The blood flowing though the veins of the Inuzuka is both ancient and wild, and for that reason often hearkens to a much more savage era. Their very nature is said to push the boundaries between human and beast. [lb2][/lb2]
Rank 1: The user has a special Ability slot which may only be filled by a single General Contract Ability [link]. The user's chakra costs are raised by 20%. [lb][/lb]
Rank 2: The user's chakra costs are only raised by 10%. [lb][/lb]
Rank 3: The user's chakra costs are not raised.[lb2][/lb2]
Note:[lb][/lb]
- User may not select Hivemind, Mount or Gigantic.[lb][/lb]
- The chosen ability may be learned and unlearned following standard Ability training rules.[lb2][/lb2]
Choosing Sharp Sense as the GCA
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Beast's Embrace - Passive</U><i></i>[lb][/lb]
The Inuzuka may lack the bond with their particular spirit animal, but their blessing is none the weaker; any power they would have gained in numbers is instead concentrated solely onto themselves.[lb2][/lb2]
Rank 1: When fighting alone the user gains +2 Accuracy/DC, +2 Dodge. These bonuses are reduced by -1/-5% for each ally that the user has present in the battle.[lb][/lb]
Rank 2: When fighting alone the user gains +2 Accuracy/DC, +2 Dodge and deals an additional 5% damage. These bonuses are reduced by -1/-5% for each ally that the user has present in the battle.[lb][/lb]
Rank 3: When fighting alone the user gains +2 Accuracy/DC, +2 Dodge and deals an additional 10% damage. These bonuses are reduced by -1/-5% for each ally that the user has present in the battle.[lb2][/lb2]
Note(s):[lb][/lb]
- The user's personal summons count will not reduce this bonus, but any Creation jutsu will.[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Feral Shift - Physical Style[lb][/lb]
The base instincts of the Inuzka echoes through every aspect of their fighting style. They hone their attributes to the point where they begin to blur the line between human and beast, taking properties of their spirit animal. the Inuzuka are well known for their smell and hearing rivaling that wolves and hounds.[lb2][/lb2]
Rank 1: While active the user gains the benefit of the Passive Skill belonging to their [Spirit Animal] summoning contract. Additionally, the user loses 1% Max CP upon entering this style and at the start of each round this style is active; at the same time, the user gains Temporary HP equal to the lost chakra.[lb][/lb]
Rank 2: While active the user gains the benefit of the Passive Skill belonging to their [Spirit Animal] summoning contract. Additionally, the user loses 2% Max CP upon entering this style and at the start of each round this style is active; at the same time, the user gains Temporary HP equal to the lost chakra.[lb][/lb]
Rank 3: While active the user gains the benefit of the Passive Skill belonging to their [Spirit Animal] summoning contract. Additionally, the user loses 3% Max CP upon entering this style and at the start of each round this style is active; at the same time, the user gains Temporary HP equal to the lost chakra.[lb2][/lb2]
Note; [lb][/lb]
- Temporary HP is reduced before the user's normal HP, but only when hit by an attack (it does not apply toward any DoT). [lb][/lb]Temporary HP can bypass your maximum hit points, but cannot stack (a higher amount overwrites the weaker amount). [lb][/lb]Temporary HP is lost at the end of the round.[lb][/lb]
- If the user's [Spirit Animal] table has anything that requires the user to list something in their Dojo or upon creation, such as the Plant contract's [link] Daylight/Lowlight choice, the Snake contract's [link] specified poison, or the Lizard contract's [link] Salamander's Hunger element, then it is chosen upon entering Feral Shift for the first time in battle. Once chosen, it remains this way for the remainder of battle.[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Unbalancing Strike</U><i></i> - Dependent Special Move (2 points)[lb][/lb]
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.[lb][/lb]
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.[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Undying Warrior - Independent Special Move[lb][/lb]
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will. [lb][/lb]
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.[lb][/lb]
Cost: 1 AP to initiate[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Stand Fast - Independent Special Move[lb][/lb]
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.[lb][/lb]
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.
Cost: 1 AP to initiate[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Second Wind - Independent Special Move[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. [lb][/lb]
Cost: 1 AP to initiate[lb][/lb]
[lb][/lb]
---[lb][/lb]
[lb][/lb]
Brink of Insanity - Jutsu (1 point, 1 point to rank up)[lb][/lb]
Restriction - A rank and up[lb][/lb]
By focusing all their power into one strike, the Reckless fighter can deal insane amounts of damage while at the same time tearing up their own body due to the ferocity of the attack, leaving them extremely defenseless. But if there are no enemies left, that doesn’t really matter.
Rank 1: The Reckless loses their sanity causing them to gain +50% Damage Buff on all melee taijutsu attacks. The user does not dodge attacks while this is active, but gains a -36% Chance to be Suppressed. All Melee taijutsu attacks gain +1 Crit and the user has a 44% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.[lb][/lb]
Rank 2: The Reckless loses their sanity causing them to gain +100% Damage Buff on all melee taijutsu attacks. Any dodge buffs the user has does not apply while this is active, but gains a -44% Chance to be Suppressed. All Melee taijutsu attacks gain +2 Crit and the user has a 36% chance to strike a random target. The user has a 15% Damage Reduction to physical damage, but takes damage equal to 15% of the damage caused. Bind attempts at the user while this is active have a 20% chance to auto-fail. This may last up to two full rounds or until deactivated, but but requires two full rounds of cool down after use.[lb][/lb]
Rank 1 Cost: 1650CP, 825CP/Rnd[lb][/lb]
Rank 2 Cost: 2065CP, 1030CP/Rnd[lb][/lb]
Note 1:</I> While active, the user may only use offensive techniques. If the user uses non-offensive techniques while this is active their move will be converted into a Basic Strike(s) instead.[lb][/lb]
Note 2: While active, none of the user's other buffs towards Melee Taijutsu may apply.
[/TR]
[/TABLE]
Kinjutsu: Chimera
Implants
1. World Shatter (Seikon - Cobalt)
2. Void Mirage (Void Walker)
3. Particle Disruption (Seikon - Cobalt)
Curse Seals:
Shepard of Fire
Gen DC to High
4 Points - Start each round automatically in Stealth; but cannot re-enter stealth during a round or be mistaken for a clone.
2 Points - +1 AccAdvanced Shop Battle Related Purchases:
Class Points
Ability Slot
RP Slot 2x
Additional Advanced Element(s) x5
Item Hoarder
Abilities:
0. Shinobi 101 - Unarmed Taijutsu uses Ninjutsu Accuracy
0. Sentinel
0. Arcane Knowledge
0. Genetic Implant
1. Cursed Seal
2. Alignment Focus - Cursed
3. Stalker
4. Jutsu Mastery
5. Human Anatomy
6. Hidden Power
7. Fearless
8. Jutsu Expansion
9. Defensive Technique
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu
Major Affinities:
1. Earth
2. Fire
3. Lightning
4. Water
5. Wind
6. Non-Elemental
7. Anbu
8. Shadow
9. Explosion
10. Plasma
11. Kinetic
12. Scorch
13. Sand
14. Lava
15. Vapor
16. Poison
Minor Affinities:
1.
2.
3.
4.
5.
6.
Advanced Elements:
1. Shadow
2. Explosion
3. Plasma
4. Kinetic
5. Scorch
6. Sand
7. Lava
8. Vapor
9. Poison
Weapons:
Mantle of Fire
Type: Unarmed - Handseals
Modifiers: -2 Acc, +10% Damage
- Recovery
- Re-Energize
- Trick Weapon - Bludgeoning
Suna's Artifice
Type: Unarmed - Handseals
Modifiers: +2 Acc, -10% Damage
- Vanguard
- Mirage
- Swift
Suna's Wrath
Type: Unarmed - Suppression
Modifiers: -2 Acc, +10% Damage
- Great Weapon
- Mirage
- Razor Strike
Sasayaki
Type: Slashing - Bleeding
Modifiers: +2 Acc, -10% Damage
- Silencer
- Mirage
- Bloodrack
Inventory
1. Light Armor
2. Headset
3. Respirator
4. Pouch - Tools
Contracts:
[TABLE=100,null]
[TR]
[TH]
Monkey Summon - Daiken-Zaru
[/TH][/TR]
[TR]
[TD]
[TABLE=100,null]
[TR]
[TH]</B>
[TH]
[TH]
[TH]
[/TR]
[TR]
[TD]
[TD]
[TD]
[TD]
[/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
[TR]
[TH]</B>
Statistics
<i></i>[/TH][TH]
Custom Class
<i></i>[/TH][TH]
Abilities & Jutsu Sub-types
<i></i>[/TH][TH]
Weapon
<i></i>[/TH][/TR]
[TR]
[TD]
[/TD]
::Agility:: 450/450[lb][/lb]
::Taijutsu:: 450/450[lb][/lb]
::Ninjutsu:: 450/450[lb][/lb]
::Genjutsu:: 450/450[lb2][/lb2]
::Health Points:: 32,400[lb][/lb]
::Chakra Points:: 32,400[lb][/lb]
::Action Points:: 5
[TD]
[/TD]<U><I>Way of the Heavy Fist[lb][/lb]
(35 + Kaen's Lvl) x Kaen's Chakra Control[lb][/lb]
(35 + Kaen's Lvl) x Kaen's Chakra Control[lb][/lb]
Bonus: +2 Accuracy[lb][/lb]
High: Melee[lb][/lb]
Average: All others[lb][/lb]
Low: Genjutsu DC, Ninjutsu Accuracy[lb2][/lb2]
[TD]
[/TD]
1. Weapon Mastery - Unarmed[lb][/lb]
2. Chakra Style - Lightning[lb][/lb]
3. Cursed Seal[lb][/lb]
[lb2][/lb2]~ +1 Accuracy[lb][/lb]
~ Move Ranged Acc into High[lb][/lb]
~ +1 Ap. Partial hits against the user are treated as full hits.
<U>Sub-types[lb][/lb]
1. Unarmed[lb][/lb]
2. Buffing[lb][/lb]
3. Crystal
[TD]
[/TD]
Fists of Devastation[lb][/lb]
Unarmed - Can cause Supression[lb][/lb]
Acc +2, Dmg -10%[lb][/lb]
Augments:[lb][/lb]
Wired[lb][/lb]
Dual Weapon[lb][/lb]
Anchor Boost[lb][/lb]
[/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
[TABLE=100,null]
[TR]
[TH]E Rank[/TH]
[TH]D Rank[/TH]
[TH]C Rank[/TH]
[TH]B Rank[/TH]
[TH]A Rank[/TH]
[/TR]
[TR]
[TD]
Charge [M][lb][/lb]
Grip [M][lb][/lb]
Fleeted [M][lb][/lb]
Janken [M][lb][/lb][/TD]
[TD]
Shadow Play [M][lb][/lb]
4-Hit Combo [M][lb][/lb]
Spinning Wind [M][lb][/lb]
Nut Buster [M][lb][/lb][/TD]
[TD]
Shadow Dance [M][lb][/lb]
Barrage [M][lb][/lb]
Step-In Flash [M][lb][/lb]
Roaring Combination [M][lb][/lb][/TD]
[TD]
Cover [M][lb][/lb]
Primary Lotus [M][lb][/lb]
Shadow Step Strike [M][lb][/lb]
Multi-Hit Combo [M][lb][/lb][/TD]
[TD]
Devastating Aura [M][lb][/lb]
Eagle Drop [M][lb][/lb]
Dance of the Waxing Moon [M][lb][/lb]
Fist of Virtue [M][lb][/lb]
Fist of Sin [M][lb][/lb]
Diamond Cutter [M][lb][/lb][/TD]
[/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
[TR]
[TH]E Rank[/TH]
[TH]D Rank[/TH]
[TH]C Rank[/TH]
[TH]B Rank[/TH]
[TH]A Rank[/TH]
[/TR]
[TR]
[TD]
Charge [M][lb][/lb]
Grip [M][lb][/lb]
Fleeted [M][lb][/lb]
Janken [M][lb][/lb][/TD][TD]
Shadow Play [M][lb][/lb]
4-Hit Combo [M][lb][/lb]
Spinning Wind [M][lb][/lb]
Nut Buster [M][lb][/lb][/TD][TD]
Shadow Dance [M][lb][/lb]
Barrage [M][lb][/lb]
Step-In Flash [M][lb][/lb]
Roaring Combination [M][lb][/lb][/TD][TD]
Cover [M][lb][/lb]
Primary Lotus [M][lb][/lb]
Shadow Step Strike [M][lb][/lb]
Multi-Hit Combo [M][lb][/lb][/TD][TD]
Devastating Aura [M][lb][/lb]
Eagle Drop [M][lb][/lb]
Dance of the Waxing Moon [M][lb][/lb]
Fist of Virtue [M][lb][/lb]
Fist of Sin [M][lb][/lb]
Diamond Cutter [M][lb][/lb][/TD][/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
[/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
[TABLE=100,null]
[TR]
[TH]
Tsuku Summon - Sprinkles [Cursed Alignment]
[/TH][/TR]
[TR]
[TD]
[TABLE=100,null]
[TR]
[TH]
[TH]
[TH]
[TH]
[/TR]
[TR]
[TD]
[TD]
[TD]
[TD]
[/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
[TR]
[TH]
Statistics
<i></i>[/TH][TH]
Custom Class
<i></i>[/TH][TH]
Abilities & Jutsu Sub-types
<i></i>[/TH][TH]
Weapon
<i></i>[/TH][/TR]
[TR]
[TD]
[/TD]
::Agility:: 450/450[lb][/lb]
::Taijutsu:: 450/450[lb][/lb]
::Ninjutsu:: 450/450[lb][/lb]
::Genjutsu:: 450/450[lb2][/lb2]
::Health Points:: 29,400[lb][/lb]
::Chakra Points:: 35,400[lb][/lb]
::Action Points:: 5
[TD]
[/TD]<U><B>The Flame's Mantle[lb][/lb]
(30 + Kaen's Lvl) x Kaen's Chakra Control[lb][/lb]
(40 + Kaen's Lvl) x Kaen's Chakra Control[lb][/lb]
Bonus: +4 points to HP and CP modifiers[lb][/lb]
High: Ninjutsu Accuracy[lb][/lb]
Average: All others[lb][/lb]
Low: Genjutsu DC, Melee Accuracy, Ranged[lb2][/lb2]
[TD]
[/TD]
1. Ancient Wisdom[lb][/lb]
2. Concentration[lb][/lb]
3. Healing Factor[lb][/lb]
[lb2][/lb2]
Sub-types[lb][/lb]
1. Medical[lb][/lb]
2. Paper[lb][/lb]
3. Buffing
[TD]
[/TD]
[/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
[TABLE=100,null]
[TR]
[TH]E Rank[/TH]
[TH]D Rank[/TH]
[TH]C Rank[/TH]
[TH]B Rank[/TH]
[TH]A Rank[/TH]
[/TR]
[TR]
[TD]
Charge [M][lb][/lb]
Grip [M][lb][/lb]
Fleeted [M][lb][/lb]
Block [M][lb][/lb][/TD]
[TD]
Shadow Play [M][lb][/lb]
Muscle Control [M][lb][/lb]
Mystical Hand [M][lb][/lb]
Coagulation [M][lb][/lb][/TD]
[TD]
Shadow Dance [M][lb][/lb]
Chakra Absorption [M][lb][/lb]
Burst of Confetti [M][lb][/lb]
Skeletal Fortification [M][lb][/lb][/TD]
[TD]
Streaming Cloak [M][lb][/lb]
Loose Leaf Wall [M][lb][/lb]
Tranquilize [M][lb][/lb]
Medical Ward [M][lb][/lb][/TD]
[TD]
Insatiable Hunger [M][lb][/lb]
Awakening [M][lb][/lb]
Shredding Torrent [M][lb][/lb]
Maelstrom Document [M][lb][/lb]
Angelic Blessing [M][lb][/lb]
Regeneration [M][lb][/lb][/TD]
[/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
[TR]
[TH]E Rank[/TH]
[TH]D Rank[/TH]
[TH]C Rank[/TH]
[TH]B Rank[/TH]
[TH]A Rank[/TH]
[/TR]
[TR]
[TD]
Charge [M][lb][/lb]
Grip [M][lb][/lb]
Fleeted [M][lb][/lb]
Block [M][lb][/lb][/TD][TD]
Shadow Play [M][lb][/lb]
Muscle Control [M][lb][/lb]
Mystical Hand [M][lb][/lb]
Coagulation [M][lb][/lb][/TD][TD]
Shadow Dance [M][lb][/lb]
Chakra Absorption [M][lb][/lb]
Burst of Confetti [M][lb][/lb]
Skeletal Fortification [M][lb][/lb][/TD][TD]
Streaming Cloak [M][lb][/lb]
Loose Leaf Wall [M][lb][/lb]
Tranquilize [M][lb][/lb]
Medical Ward [M][lb][/lb][/TD][TD]
Insatiable Hunger [M][lb][/lb]
Awakening [M][lb][/lb]
Shredding Torrent [M][lb][/lb]
Maelstrom Document [M][lb][/lb]
Angelic Blessing [M][lb][/lb]
Regeneration [M][lb][/lb][/TD][/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
[/TR]
[/TABLE]
[thead]
[/thead]
[tbody]
[/tbody]
Last edited by a moderator: