Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Kazamatsuri Sho - The Tempest

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[fontsize="12"]- Personal Information -
- Relationship Table -
- Battle Statistics -
- Jutsu Techniques -
- Path One-
- Path Two-
- Path Three-
- Path Four -
- Path Five -[/fontsize]​
 
Re: Kazamatsuri Sho [W.I.P.]

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[spoilername="Personality"][fontsize="12"]Textbook Logic</B> - This particular individual would like to think of himself as level headed, one who is far more textbook logic orientated as opposed to pure gut instinct. While many consider this a Nara stereotype, Sho would be quick to argue against such a thing as he often is found lost within literature, constantly learning more of this world and secretly searching for a purpose in this world once more.

Flirtatious - From a young age, Sho developed an extreme taste for flirtatious actions. The mere thought of causing the crimson liquid within the human body to flood the surface of flesh was enough to cause satisfaction; though he assumes many feel as if this a prideful action. Unfortunately these particular actions have landed him in a boiling kettle upon many occasions, but who couldn't have guessed such a thing? Perhaps one day this could prove to be useful!

Frigid Soul<B> - Despite his flirtatious antics, within his soul lurks a darkness. To be a former ANBU captain required the strength of a murderer. One who wouldn't hesitate to perform what was necessary for the survival of the overall objective. To be able to press aside any sort of human thought required one to toss aside their humanity, embracing the foul lurking phantom within.[/fontsize][/spoilername]

[spoilername="Likes and Dislikes"]
[fontsize="12"]Likes
  • Literature.
  • Gazing at the sky/day dreaming.
  • Spacious area's.
  • Quiet time.
  • Mild Climates, not too chilled nor heated.

Dislikes
  • Condensed spaces.
  • Rambling and excessive dialogue.
  • Uncivilized individuals.
  • Obstructions to his personal freedoms.
  • Humidity.
[/fontsize]​
[/spoilername]

[spoilername="History"]
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|| Spoken Text || Spoken Text || Spoken Text || Spoken Text || Spoken Text ||

[fontsize="12"]The winds along the violent waters had longed ceased, the ominous echoes of silence grasping upon his very heart. This was no longer the world he once knew; instead it was that of a very different realm where the beasts roared and flared with blood thirst. Those who aided the Nara to travel via ship were extremely hesitant to draw close to the location, leaving him to drift upon a petite vessel; aiming to drift as close to his former home as possible before encountering problems.

From his rear, looming in his silhouette was that of a few figures, “Sho-nii, you shouldn’t stare so hard, the world won’t change from a single glance.” a voice would call outwards, the creatures in the distance rearing their hideous fangs against the foreign intruder of the once promising lands. “Our family has not been silenced, they are still there, Sho-nii!” another voice would ping outwards in the form of a thousand fowl chirping endlessly. Heavenly and nothing short of the sweetest vanilla wafer.

Without a word, the Nara would pivot upon his heel, Sho’s sky blue orbs landing upon his loyal companions, they were his way of accurately communicating with the world about him. Tenderly his left palm would caress against the coral hair of his beloved other portion, “You learned that from someone important to you, didn’t you, Keiko-chan?” he inquires before ceasing his digits from trailing through her tendrils, “Taku-nii!” she responds swiftly, a look of pride as his gaze settles to the left where the initial voice began. “Kakaeru, I’m glad I choose to mold you after such a loyal man. It’s as if I have him here with me as well.” The shell would merely nod his head, not bothering to communicate further for there truly had never been a need.

" . . . . "

Sho’s expression would transform itself into that of a widening smirk, his hand outstretching towards that of his Kenshin, "Now now, don’t be jealous. You’ll always be my close-" a swift jab would issue upon his lower left rib, “S-second closest.” He corrects himself as a very pleased Keiko would giggle before grasping upon his arm. In his mind, Sho’s, Kenshin would always be a Taro-like figure. His family would live on, though he still believed they lingered within this world . . . somewhere.

The only question truly remained was how did the shinobi still find himself walking in this world? Quite simple and unfortunately far from a miracle. Sho had merely been out of the village prior to the ordeal and came home to destruction, though he had never once been village bound as many shinobi had, his habits of roaming had gotten the former ANBU Captain into a wide array of troubles; at one point he had become demoted and hatred gathered around him once more as if an odd movie sequel of a former life still clung to his flesh.

“Henzo . . .” his voice calling outwards to the last standing figure who would respond with a scowl, "No."

“My apologies, you wish to go by Kei.” The path would give another response, this time in the form of a nod and that of an approval. “Let’s see what this world can now offer us, those who wander this realm in search of purpose once more. Fate has left us with little, but we can once more grasp upon what we deem as filling.” He turns mid-sentence, the winds spiraling around the group to conceal their scent from the fowl creatures lurking in the former village.

A frozen realm filled with venom and that in which oozed poison. This was no longer an abode and it was far past due time to locate Mu.[/fontsize][/spoilername]
 
Re: Kazamatsuri Sho [W.I.P.]

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[fontsize="12"]Dislike:<i></i> -
Acquaintance:<i></i> Yukata Souji, Yumoto Tamashii (Superior), Zenichi, Kudoichi Kazeshi, Murakami Reizo, Kawazoe Youko, Shoukyou Aika, Ueda Nue (Killed), Kazehi Ryu (Former Kage of Tschuigakure).
Friend(s):<i></i> Sasa, Kari (Keiko's friend)
Good Friend(s):<i></i> -
Close Friend(s):<i></i> Minamoto Taro (Family), Minamoto Takumi (Family)
Family:<i></i> Kazamatsuri Aoi (Mother)
Full Blown Love:<i></i> Hiroshi Mu[/fontsize]​
 
Re: Kazamatsuri Sho [W.I.P.]

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[fontsize="12"]Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600
Capped Points: 163

Power level: 3600
Stat Average: 600
AP: 10

Elemental Affinity Majors: Lightning, Water, Wind, Fire
Elemental Affinity Minors: Earth, Non-Elemental
Advanced Elements: Gravity, Ink, Kinesis, Vapor, Shadow (Nara Path), Sound (Hashigaki Path)

Contract: Feline (Approval)</COLOR><i></i>
Curse Seals: Heaven Seal R3, <COLOR color="darkgreen">Hell Seal R3<i></i>​
<i>[/fontsize]</i>
 
Re: Kazamatsuri Sho [W.I.P.]

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[spoilername="Ninjutsu Base Elements + Kinjutsu"]
Non-Elemental
Transformation R2 - E Rank
Body Switch R2 - E Rank
Cancel R2 - D Rank
Spirit Lantern R2 - D Rank
Contract Summoning R2 - D Rank
One Elemental Sealing R2 - C Rank
Barrier R2 - C Rank
Leech Seal R2 - B Rank
Rasengan R2 - B Rank
Perfected Rasengan R2 - A Rank
Curse Sealing R1 - A Rank

Wind
Wind Slash R2 - E Rank
Pressure Burst R2 - E Rank
Whirlwind Spin R2 - D Rank
Air Bullet R2 - D Rank
Shredding Touch R2 - D Rank
Wind Scythe R2 - C Rank
Tempest R2 - C Rank
Gale Force R2 - C Rank
Wind Release R2 - C Rank
Great Wind Scythe R2 - B Rank
Wind Scar R2 - B Rank
Vacuum Sphere R2 - B Rank
Cyclone Movement R2 - B Rank
Tatsumaki R2 - A Rank
Hurricane R2 - A Rank
Ambiance of the Forbidden R2 - A Rank
Zephyr's Grace R2 - A Rank

Water
Pressurized Mist R2 - E Rank
Water Gin R2 - E Rank
Water Whip R2 - D Rank
Aqua Fang R2 - D Rank
Rinse Off R2 - D Rank
Grand Waterfall R2 - C Rank
Impaling Hydro Jet R2 - C Rank
Water Prison R2 - C Rank
Rain Dance R2 - C Rank
Torrential Vortex R2 - B Rank
Hydro Tidal Shockwave R2 - B Rank
Water Shark Bomb R2 - B Rank
Mystic Pond R2 - B Rank
Grand Hydra Excavation R2 - A Rank
Water Dragon Bullet R2 - A Rank
Scorn of Aquarius R2 - A Rank
Supreme Aqua Realm R2 - A Rank

Lightning<i></i>
Electroshock R2 - D Rank
Electrocution R2 - D Rank
Zues Flash R2 - C Rank
Lightning Torrent R2 - C Rank
Volt Charge R2 - C Rank
Chidori R2 - B Rank
Amp Field R2 - B Rank
Chidori Control R2 - A Rank
Thunderdome R2 - A Rank
Raijins Vengeance R2 - A Rank

Fire<i></i>
Inferal Ember R2 - E Rank
Thermal Maw R2 - E Rank
Fireball R2 - D Rank
Immolation Armor R2 - D Rank
Combustive Seal R2 - D Rank
Dragon Fire R2 - C Rank
Searing Eruption R2 - C Rank
Scalding Ash Cloud R2 - C Rank
Heat Wave R2 - C Rank
Infernal Hellfire R2 - B Rank
Firestorm R2 - B Rank
Spontaneous Combustion R2 - B Rank
Ring of Fire R2 - B Rank
Dragon Flame Bomb R2 - A Rank
Sol Fire Tempest R2 - A Rank
Abysmal Harbinger R2 - A Rank
Flame Shield R2 - A Rank

ANBU
Mask Summon R2 - D Rank
Critical Exposure R2 - D Rank
Active Camo R2 - C Rank
Snapshot R2 - C Rank
Chakra Sense R2 - C Rank
Destroy Presence R2 - B Rank
Intangible Passage R2 - B Rank
Body Bind R2 - A Rank
Flock of Shadows R2 - A Rank

Kinjutsu</U><i></i>
Rinnegan
Six Paths of Judgment - Special Ability
Summoning: Path to God Mastered - C Rank
Summoning: Demonic Statue of the Outer Path Mastered - A Rank
[/spoilername]

[spoilername="Ninjutsu Advanced Elements"]
Gravity<i></i>
Anti-Gravity R2 - C Rank
Gravitiational Pull R2 - C Rank
Clutch of the Giant R2 - B Rank
Forced Polarity R2 - B Rank
Shinra Tensei R2 - A Rank
Chibaku Tensei R2 - A Rank

Ink
Ink Prison R2 - C Rank
Blank Canvas R2 - C Rank
Dynamic Art R2 - B Rank
Ink Clone R2 - B Rank
Masered Artistry R2 - A Rank
Colorful Canvas R2 - A Rank
Everlasting Stain R2 - A Rank

Shadow
Midnight Strike R2 - C Rank
Specter Shade R2 - C Rank
Underworld Prison R2 - B Rank
Ebony Nightmare R2 - B Rank
Shadow Summoning R2 - A Rank

Vapor
Hidden Mist R2 - C Rank
Blinding Fog R2 - C Rank
Bloody Mist R2 - C Rank
White Mist R2 - B Rank
Rolling Fog R2 - B Rank
Vapor Punch R2 - B Rank
Suffocating Fog R2 - A Rank
Black Mist R2 - A Rank
Steam Snare R2 - A Rank

Kinesis<i></i>
Force Blast R2 - C Rank
Psionic Assault R2 - C Rank
Kinetic Infusion R2 - C Rank
Psi-Shock R2 - B Rank
Mind Lock R2 - B Rank
Reflection R2 - B Rank
Psionic Rend R2 - A Rank
Redirection R2 - A Rank

Sound<i></i>
Hyper Clap R2 – C Rank
Sonic Pulse R2 – C Rank
Distorted Aura R2 – B Rank
Harmonization R2 – B Rank
Hypersonic Reverberation R2 – A Rank
Final Chime R2 – A Rank
[/spoilername]

[spoilername="Genjutsu"]
Audial
Wasteful R2 - E Rank Audial
Trembling Music R2 - D Rank Audial
Deaf R2 - C Rank Audial
Piercing Cry R2 - C Rank Audial
Centralized R2 - B Rank Audial
Prolong R2 - B Rank Audial
Bass Drop R2 - B Rank Audial
Blank Slate R1 - A Rank Audial

Kinetic
Mist of Deceit R1 - C Rank Kinetic
Crippled R2 - C Rank Kinetic
Petrification R2 - B Rank Kinetic
Lingering Spark R2 - B Rank Kinetic
Delayed Agony R2 - A Rank Kinetic

Visual<i></i>
False Surroundings R2 - E Rank Visual
Basic Clone R2 - D Rank Visual
Verse of Darkness R2 - C Rank Visual
Perception Filter R2 - B Rank Visual
Advanced Clone R2 - B Rank Visual
Body Double R2 - A Rank Visual
Night Rank 1 - A Rank Visual

<U>Will
Hacov of the Doomed Mind R1 - B Rank Will
Betrayal R2 - B Rank Will
Corruption of Earthly Pain R2 - A Rank Will
Mental Kombat R2 - A Rank Will
Chaos of Mental Plain R1 - A Rank Will
[/spoilername]

[spoilername="Taijutsu"][/spoilername]
 
Re: Kazamatsuri Sho [W.I.P.]

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[fontsize="12"]
High on Clouds
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Kinjutsu Option, +1 Accuracy
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Difficulty, Melee Accuracy
Low: Puppet Accuracy, Ranged Accuracy

Abilities:
0) Strategist (Nara)
00) Shinobi 101 - Will Genjutsu via Ninjutsu Accuracy
000) Anbu – Sentinel
01) Initiative
02) Jutsu Mastery
03) Concentrated Focus
04) Sixth Sense
05) Quickdraw
06) Will Power
07) Stalker
08)
* Contract Mastery
09) Kinjutsu
10) Kinjutsu
11) Kinjutsu
12: Kinjutsu
[/fontsize]<i>​
</i>
[fontsize="9"]* Contract Approval[/fontsize]​

[fontsize="12"]Equipment:
Slot 1: Headset
Slot 2: Kawarimi Target
Slot 3: Kawarimi Target
Slot 4: Ninja Wire x4
Slot 5: Belt Pouch</COLOR>
<i>
</i></FONTSIZE>​

<COLOR color="teal">Bloodline: Nara[/fontsize]​
<FONTSIZE fontsize="12">[fontsize="12"]A rather odd, yet unique clan native to the Fire country, those of the Nara clan are gifted with two unique mental traits that surpass all other shinobi; their uncanny Intelligence that can easily be higher and sharper than Multiple shinobi combined...and their incredible laziness when it comes down to putting forth any amount of work or energy. The Nara are undeniably some of the sharpest geniuses in the world, their minds thinking both swiftly and possessing the ability to think multiple lines of thoughts simultaneously and have each arrive to conclusions faster than normal shinobi can process one thought. Yet, their laziness seems to be a birthright just as much as their intelligence, and the Nara have absolutely no motivation other than napping under the clouds all day. their abilities aren't simply limited to being Mental; Each possesses the ability to use a special type of jutsu that involves manipulating the shadows of themselves and their environment to a variety of effects.

Note: All Nara Techniques are considered Shadow Element.

084 PL - Slippery Mind (Rank One)
168 PL - Nara Strategy (Rank One), Shadow Bend (Rank One)
252 PL - Shadow Possession (Rank One), Â Slippery Mind (Rank Two)
336 PL - Displacement Shade (Rank One), Shadow Tactics (Rank One)
420 PL - Shadow Possession (Rank Two)
504 PL - Shadow Neck Bind (Rank One)
588 PL - Shadow Constriction (Rank One), Slippery Mind (Rank Three)
672 PL - Shadow Tactics (Rank Two)
756 PL - Shadow Bend (Rank Two)
840 PL - Displacement Shade (Rank Two), Shadow Possession (Rank Three)
924 PL - Shadow Neckbind (Rank Two), Nara Strategy (Rank Two)
1008 PL - Shadow Constriction (Rank Two)
1092 PL - Displacement Shade (Rank Three)
1176 PL - Shadow Bend (Rank Three), Shadow Threads (Rank One)
1260 PL - Shadow Constriction (Rank Three), Negative Space (Rank One)
1344 PL - Shadow Tactics (Rank Three), Shadow Threads (Rank Two)
1428 PL - Shadow Neckbind (Rank Three), Nara Strategy (Rank Three)
1512 PL - Shadow Threads (Rank Three)
1596 PL - Shadow Dimension (Rank One)
1680 PL - Negative Space (Rank Two)
1764 PL - Shadow Dimension (Rank Two)

---

Slippery Mind - Passive
Nara clansmen are naturally smart and quick on their feet, formulating multiple courses of actions for nearly any scenario imaginable in mere seconds...and nearly subconsciously as well. a Nara can easily disassemble even the smallest of actons and understand the true intents and stratagies of those fighting them, even be able to deduce and guess at their target's lines of thoughts with precise accuracy by simply studying their movements and actions for a few seconds. No matter how well thought out, there is almost no way to fool a Nara through even complex courses of actions.

Rank 1: +1 Gen Save and Awareness.
Rank 2: +1.5 Gen Save and Awareness.
Rank 3: +2 Gen Save and Awareness.

Notes:
- At all ranks, all penalties from genjutsu are reduced by 1 debuff or 5%.

---

Shadow Tactics - Passive</I></U><i></i>
The Nara have a unique affinity to shadows and shade of all types, and by simply remaining within the cover of shadows, they are able to manipulate them to assist themselves naturally, the Nara becoming, stronger, so long as they remain within the cover of darkness, no matter how weak.

Rank 1: +5% Damage while in shade. While maintaining a bind or resting, they gain +1% HP/CP per round.
Rank 2: +5% Damage, +.5 Accuracy while in shade. While maintaining a bind or resting, they gain +2% HP/CP per round
Rank 3: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.

---

Shadow Bend - Passive
The Nara clan are known for its intricate skills involving the manipulation of shadows. This ability allows the Nara to fabricate techniques from the voids of darkness to strike their targets in a myriad of ways.

Rank 1: May convert Fire and Water Jutsu into Shadow by paying an additional 20% Chakra Cost.
Rank 2: May convert Fire and Water Jutsu into Shadow by paying an additional 10% Chakra Cost.
Rank 3: May convert Fire and Water Jutsu into Shadow at no extra cost.

Notes:
- All Shadow jutsu receive +5% Damage per rank.
- The Nara automatically has access to the Shadow element.
- All techniques used with this are treated as Shadow element.

---

<U>Nara Strategy - <I>Passive<i></i>
Almost as if the gods created the title "Tensai" only for those of Nara blood, the clan tightly guards secret levels of strategy that is said to be without peer, although the amount of study it requires to reach this level of mastery might be what burns them out and turns them so commonly lazy. This skill does not require nor stack with regular Strategy.

Rank 1: The Nara is treated as if having the Strategy Ability
Rank 2: Strategy now has +1 prepared slot available.
Rank 3: Strategy now has +2 prepared slots available.

Notes:
- Strategy does not count towards their ability Limit.

---

Shadow Possession- Shadow Binding Technique
A unique jutsu in which the Nara are capable of manipulating their own shadows size and shape in an attempt to bind themselves to their target by connecting their shadows. The shadow moves slow, and is easily avoided by the attentive, often requiring the Nara to make a quick diversion to use this successfully. However, once successful, any physical action the user performs is perfectly imitated the the victim.

Rank 1: Binds a single target at -6 Accuracy
Rank 2: Binds up to two targets at -5 Accuracy.
Rank 3: Binds up to three targets at -4 Accuracy.

Costs: 1 AP. 400 Cp per target, 100 Cp/Rnd per target.

Notes:
- This technique suffers -1 Accuracy for each target after the first.
- The bound victim cannot move. They may however use Ninjutsu or Genjutsu that do not require handseals.
- The victim may pay 1 AP for a 15% Chance to Escape the bind.
- If the user attacks the victim then this bind is broken (with the victim receiving -3 Dodge to the attack). If the victim takes damage then this bind is dispelled.
- If the user takes more than 10% of their Max HP as damage from one attack then, this bind is dispelled.
- The user may use Shadow Neck Bind at 0 AP Timing while maintaining this bind. Shadow Neck Bind does not break this bind.

---

Shadow Neck Bind - Shadow Strangulation Jutsu<i></i>
While an opponent is caught inside the user's Shadow Possession jutsu, the Nara clansmen may expend extra chakra to have their own shadow reach up and interact to the bound opponent in any way the Nara see's fit or imagines. However, the Nara clansmen may not move while performing this technique, leaving them vulnerable when facing multiple opponents.

Rank 1: Strangles a bound enemy with shadows, dealing 1490 Dmg/Rnd.
Rank 2: Strangles a bound enemy with shadows, dealing 1860 Dmg/Rnd.
Rank 3: Strangles a bound enemy with shadows, dealing 2230 Dmg/Rnd.

Costs:
Rank 1 Cost: 2 AP, 450 Cp to Initiate per target, 225 Cp/Rnd per target.
Rank 2 Cost: 2 AP, 560 Cp to Initiate per target, 280 Cp/Rnd per target.
Rank 3 Cost: 2 AP, 680 Cp to Initiate per target, 340 Cp/Rnd per target.

Notes:
- Lasts up to three rounds, then must be Reused.
- When in use, the user suffers -3 Dodge.
- Can only be used on a target effected by Shadow Possession.
- Each rank of this jutsu gives the victim a +20%/15%/10% chance of breaking free from Shadow Possession per rank of this jutsu used.
- Damage cannot be increased or reduced.
- This may only effect a target once a round.

---

Shadow Constriction - Shadow Restraining Technique<i></i>
A technique which uses the Nara clansmen's chakra to cause shadows in the form of hands to extend from shady ground, grabbing the opponent. This kind of shadow binding can be escaped through force, and resisted easily, though is much quicker and difficult to avoid compared to Shadow Possession.

Rank 1: Creates 3 hands of shadows that attempt to grab a target each at -2 Accuracy.
Rank 2: Creates 4 hands of shadows that attempt to grab a target each at -1.5 Accuracy.
Rank 3: Creates 4 hands of shadows that attempt to grab a target each at -1 Accuracy.

Cost: 2 AP, 600 Cp to initiate, 150 Chakra/Round to maintain

Notes:
- If the opponent is caught by 1 or more hands they receive a -1.5 to their dodge, plus -.5 for every hand after the first.
- At the time of casting the user must remain stationary, giving them a -3 dodge to the next technique aimed at them. Once it has been cast the user may move as normal.

---

Displacement Shade - Activated Passive<i></i>
The Nara clansmen have become proficient enough with their special affinity to shadows, that through careful manipulation of the their chakra, they can emulate the effect of their own techniques through their shades and strike literally from the shadows. It is rumored that at the Nara can even the possess the shadows of the enemy and turn them against them. However, as these are handseal based, shadow techniques of the clan as well as non-handseal jutsu cannot be given the same effect.

Rank 1: The Nara can delay a Ninjutsu up to one round, to be used from their shadow at a later point.
Rank 2: The Nara can delay a Ninjutsu up to two rounds, to be used from their shadow at a later point.
Rank 3: The Nara can delay a Ninjutsu up to three rounds, to be used from their shadow at a later point.

Special Action: The Nara can use the jutsu from any shadows in sight, including that of the enemy instead of their own shadow. Doing so this way doubles the additional Cp cost, but has a 20% chance of being treated as a sneak attack per round delayed.

Cost: +20% Ap and +15% Cp per round Delayed. The amount of time delayed is chosen when using this technique.

Notes:
- a Jutsu must be delayed by 1 round, minimum.
- This is modded as if it costs no Ap.
- Can only be used twice per round
- Can only be used with Ninjutsu, and cannot be used with the Jutsu Creator ability.
- Delayed Ninjutsu gain +1 Accuracy per round Delayed.

---

Shadow Threads - Shadow Jutsu<i></i>
Unlike the slower, more subtle Shadow Binding Technique, the Shadow threads send the user's shadow out in a tangle of searching tendrils that spring off of the ground like dark threads and can either be used to spear or ensnare the enemy. The user can have the threads do a combination of these, some spearing and some catching, making this a very versatile technique.

Rank 1: Creates 6 threads that spear the enemy, each dealing 295 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 2: Creates 7 threads that spear the enemy, each dealing 315 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them inflicting a -1 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 3: Creates 8 threads that spear the enemy, each dealing 330 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -1.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.

Costs:
Rank 1 Cost: 2.5 AP, 640 Cp to Initiate, 50 Cp/Rnd per thread.
Rank 2 Cost: 2.5 AP, 800 Cp to Initiate, 55 Cp/Rnd per thread.
Rank 3 Cost: 2.5 AP, 960 Cp to Initiate, 60 Cp/Rnd per thread.

Notes:
- This can be split against multiple targets.
- This jutsu gains all buffs applying to Ninjutsu.
- The user cannot use any jutsu other than Shadow Threads or move while maintaining the snare, losing -4 Dodge.
- Tn addition to the secondary penalty, each thread restrains the victim's actions, giving them a 4% chance to fail an action for each thread.
- This jutsu is dispelled if the user takes damage equal to 15% their Max Hp in a round.

---

Negative Space - Shadow Genjutsu<i></i>
A Genjutsu that originated as a prank, its effects in combat are said to be similar to that of the Shadow Dance... Assuming you ever got to see the Nara after they appear behind your back. The Nara appears to vanish in the eye's of the target, their body seeming to be engulfed by shadows and masking all sounds, leaving behind only the image of their own shadow with gleaming eyes staring up at the target in a threatening fashion.

Rank 1: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +2 Stealth bonus to a stealth check.
Rank 2: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +3 Stealth bonus to a stealth check.

Cost: 2.5 AP, 840 Cp to initiate, 280 Cp/Rnd.

Notes:
- Functions as a Will/Visual/Audial Genjutsu.
- May only be used on one target at a time.
- Requires a Genjutsu DC check at the start of each round.
- Should the victim succeed in a stealth check, they gain +2 Gen Save to the next round's Genjutsu check.

---

Shadow Dimension - Shadow Void Jutsu<i></i>
The ultimate technique of the Nara clan. This jutsu draws forth all shadows in the area to the user, then begin to form a black dome that rapidly expands to cover the area. This dome creates a haven for the Nara, and a hellish realm of shadows for any deemed as the Nara's enemy. Completely Isolated from the outside world, this nearly impenetrable void essentially seals off those within from any allies they may have had, instead trapping them in a world of malicious shades which obey the Nara's wishes.

Rank 1: Creates a void of the darkest shadows that traps a single target with the Nara. While within this realm, the Nara gains the ability to sense the target through shadows, gaining +1 Accuracy and the shadows harm the user's enemy dealing 1500 Damage at the start of each round. The Nara and the target of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +3 against all attempts at entering/exiting this dome.
Rank 2: Creates a void of the darkest shadows that trap any amount of targets with the Nara. While within this realm, the Nara gains the ability to sense the targets through shadows, gaining +2 Accuracy and the shadows harm the user's enemies dealing 2000 Damage at the start of each round. The Nara and the targets of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +5 against all attempts at entering/exiting this dome.

Costs:
Rank 1: 3 AP, 2200 chakra to initiate, 1050 Cp/Rnd to maintain.
Rank 2: 3 AP, 2750 chakra to initiate, 1300 CP/Rnd to maintain.

Notes:
- This jutsu ends immediately once the user is knocked out.
- Shadow damage uses Ninjutsu Accuracy, and can be increased by Ninjutsu Buffs.
- Attempting to exit or enter the shadow dome requires a ninjutsu Check against the user.[/fontsize]
 
Re: Kazamatsuri Sho [W.I.P.]

.
kenshinpathbanner.png

[fontsize="12"]
High on Clouds
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Kinjutsu Option, +1 Stealth
High: Melee Accuracy
Average: Evasion, Ninjutsu Accuracy, Ranged Accuracy
Low: Puppet Accuracy, Genjutsu Difficulty

Abilities:
0) Shinobi 101 - Visual Genjutsu via Taijutsu Accuracy
00) Anbu – Sentinel
01) Sixth Sense
02) Will Power
03) Stalker
04) Quickdraw
05) Strategist
06) Acrobatics
07) Sensor
08) Duelist
09) Kinjutsu
10) Kinjutsu
11) Kinjutsu


Equipment:
Slot 1: Headset
Slot 2: Kawarimi Target
Slot 3: Kawarimi Target
Slot 4: Ninja Wire x4
Slot 5: Belt Pouch</COLOR>
<COLOR color="darkgreen">
Weapon Holster: Sticky Hand

r0HmVZi.png
Forged from the depths of Kirigakure, a substance of such suction it became labeled as an element of its own. Many innocent children find themselves enjoying sticking the item against housing and a wonderful stroke to the face; however the true purpose of this item of destruction known as the Sticky Hand has yet to be achieved!

Weapon Name: Sticky Hand
Damage Type: Unarmed
Accuracy: +2 Accuracy
Damage Modifier: -10% Damage
Special: May use Handseals while armed with an Unarmed Weapon.
Augment #1: Toxify
Augment #2: Trick Weapon
Augment #3: Silencer

Core Ability: Opportunist[/fontsize]
[fontsize="12"]Opportunists are those who take advantage of every mistake their opponents make - and every good situation they find themselves in. Opportunists care little about honor and have no delusions about war - they fight to survive, and will resort to any means necessary to ensure they are the last ones standing.

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.

Enhanced Counter<i></i> - Modification (2 points)
Restriction- C Rank and up, requires Deflection
While many skilled ninja can deflect attacks, only an Opportunist sees the opening that an enemy leaves and can take advantage of it. A ninja with this skill can catch and throw back projectiles at a surprising speed.
Effect: The Deflection ability now applies to Jutsu up to level 6, gains an additional +5% chance of activating, and no longer has an Accuracy penalty when using the special action. Additionally, If the special action is used upon an attack using Ranged accuracy successfully, the user is able to deflect it towards a different target at -3 Accuracy and 70% damage.

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.

Crippling Strike<i></i> - Dependent Special Move (3 points)
Don't turn your back on an Opportunist. They'll only take advantage of it and hit you hard. Very hard. They don't care about fighting fair, and this technique is one of their most surprising to be caught in.
Effect: While in Stealth, the user may allow a Taijutsu to bypass Damage Reduction and Barriers. If performed against a clone, this has a 60% chance at dispelling the clone. This may only be done once per round.

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.

Feint<i></i> - Dependent Special Move (2 points)
Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.

Combat Roll<i></i> - Independent Special Move (3 points)
A true Opportunist can turn a life-threatening situation into a potential win with a simple movement. The risk involved is only part of the fun--and, of course, the deception.
Effect: The user gains +3 Dodge to the next attack aimed at them. Should they dodge, they may immediately strike the attacker at +1 Accuracy and +10% Damage. If they Are hit, they take +15% Damage and a partial hit is treated as full. Multi-hitting jutsu must inflict at least more the 50% of its maximum damage.

Quick Step<i></i> - Boost (1 point) x3
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 x3

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.[/fontsize]
 
Re: Kazamatsuri Sho [W.I.P.]

.
pathkeikobanner.png

[fontsize="12"]
High on Clouds
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Kinjutsu Option, +1 Genjutsu Difficulty
High: Genjutsu Difficulty
Average: Evasion, Melee Accuracy, Ninjutsu Accuracy
Low: Puppet Accuracy, Ranged Accuracy

Abilities:
0) Shinobi 101 - Fire base element via Genjutsu Difficulty
00) Anbu – Sentinel
01) Sixth Sense
02) Will Power
03) Stalker
04) Illusionist
05) Jutsu Mastery
06) Initiative
07) Elemental Illusion
08) Mind Crush
09) Kinjutsu
10) Kinjutsu
11) Kinjutsu


Equipment:
Slot 1: Headset
Slot 2: Kawarimi Target
Slot 3: Kawarimi Target
Slot 4: Flashbomb x3
Slot 5: Belt Pouch
<i>
</i>​

Bloodline: Hashigaki[/fontsize]
[fontsize="12"]A unique clan the focus on sound, The Hashigaki are a people born blind, or if not fully tend to have bad Eyesight, though ironically they have some of the most beautiful eyes throughout the land. Not only gifted with stunning eye's, they also have an enthralling voice, capable lulling the senses of others. Through the members of this bloodline have long since adapted to blindness, and over time have grown a powerful bond with the sound and vibrations of the world round them.

084 PL - Sonar (Rank 1), Enthralling Voice (Rank 1)
168 PL - Sound Crystallization (Rank 1)
252 PL - Sonic Scream (Rank 1)
336 PL - Fuuruuken Stance (Rank 1)
420 PL - Sonar (Rank 2)
504 PL - Sonic Scream (Rank 2)
588 PL - Enthralling Voice (Rank 2), Requiem of Death (Rank 1)
672 PL - Sound Crystallization (Rank 2), Deafen (Rank 1)
756 PL - Sonar (Rank 3), Fuuruuken Stance (Rank 2)
840 PL - Sonic Scream (Rank 3), Deafen (Rank 2)
924 PL - Requiem of Death (Rank 2)
1008 PL - Sound Crystallization (Rank 3), Deafen (Rank 3)
1092 PL - Enthralling Voice (Rank 3), Requiem of Death (Rank 3)
1176 PL - Fuuruuken Stance (Rank 3)
1260 PL - Ghost Dancer (Rank 1)
1344 PL - Fevre De Pitch (Rank 1)
1428 PL - Ghost Dancer (Rank 2)
1512 PL - Nocturne of Shadow (Rank 1)
1596 PL - Ghost Dancer (Rank 3), Fevre De Pitch (Rank 2)
1680 PL - Fevre De Pitch (Rank 3), Nocturne of Shadow (Rank 2)
1764 PL - Nocturne of Shadow (Rank 3)

--

Sonar - Passive</U><i></i>
The most notable ability of the Hashigaki, the clan has an uncanny sense of hearing. With this ability, the user is able to not only able to fight on par without vision, But actually be immune the downsides of losing vision...However their sharp sense of hearing also makes them more susceptible to sound effects.

Rank 1: Born Blind, the Hashigaki are not affected by Sight-based Debuffs or Visual Genjutsu. However, their reliance on Hearing causes all non-Genjutsu sound related debuffs to be increased by +2 Debuff. They are also able to be affected by a second Audial Genjutsu, although it cannot be the same Genjutsu they are already being affected by.
Rank 2: Born Blind, the Hashigaki are not affected by Sight-based Debuffs or Visual Genjutsu. However, their reliance on Hearing causes all non-Genjutsu sound related debuffs to be increased by +1.5 Debuff. They are also able to be affected by a second Audial Genjutsu, although it cannot be the same Genjutsu they are already being affected by.
Rank 3: Born Blind, the Hashigaki are not affected by Sight-based Debuffs or Visual Genjutsu. However, their reliance on Hearing causes all non-Genjutsu sound related debuffs to be increased by +1 Debuff. They are also able to be affected by a second Audial Genjutsu, although it cannot be the same Genjutsu they are already being affected by.

Notes:
- At all ranks, the Hashigaki have -1 Genjutsu save against Audial Genjutsu.
- Their Genjutsu immunity only applies to Purely-Visual Genjutsu, as multi-sensual Genjutsu affect more than one sense.
- Similarly, their weakness to Genjutsu only applies to purely-Audial Genjutsu, and not to multi-sensual Illusions.

--

Enthralling Voice - Activated Passive<i></i>
As if making up for their lack of sight, the Hashigaki are gifted with a soothing voice, masters of vocals of all types. Not only are they able to mimic and sound they hear through their voice, but they are able to imbue chakra into their speech, effecting the senses of others through their voice.

Rank 1: Genjutsu can be Sung to effect multiple targets at -2 DC per additional target. If used against a single target, the Genjutsu has +1 DC
Rank 2: Genjutsu can be Sung to effect multiple targets at -1.5 DC per additional target. If used against a single target, the Genjutsu has +1.5 DC
Rank 3: Genjutsu can be Sung to effect multiple targets at -1 DC per additional target. If used against a single target, the Genjutsu has +2 DC

Notes:
- Genjutsu being Sung require no Handseals or Eye Contact.
- All DC Buffs/Penalties also apply to maintain checks.

--

Sound Crystallization - Passive
The Hashigaki have the unique ability to manipulate vibrations in the air, crystallizing it into a solid form, a pristine crystal. Upon being shattered, these crystals emit the sonic energy, at the Hashigaki's chosen target.

Rank 1: May convert Wind and Non-Elemental Jutsu into Sound by paying an additional 10% Chakra Cost.
Rank 2: May convert Wind and Non-Elemental Jutsu into Sound at no additional cost.
Rank 3: May convert Wind and Non-Elemental Jutsu into Sound at no additional cost and all Sound Jutsu cost -5% Chakra.

Notes:
- All Sound Jutsu receive +5% Damage per rank.
- The Hashigaki automatically has access to the Sound element.
- All techniques used with this are treated as Sound element.
- At Rank 3, only Sound Element Techniques (Non-converted) receive the -5% Chakra Cost bonus

---

<U>Furuuken Stance - Fighting Style<i></i>
Furuuken, meaning "Vibrating Fist", is a style of Blind fighting making use of the Hashigaki's affinity to sound. User's of this stance channel chakra to their palms, causing them to vibrate at a high speed. This vibration causes a resonance through the air by vibrating the air around their melee attacks to a point where physical contact is not needed to hit their targets, though of course their technique would be all the more effective in full contact.

Rank 1: If an unarmed attack partially hits, the damage it deals is increased by +10%. If it Fully hits, it gains +5% Damage, and inflict a -.5 dodge.
Rank 2: If an unarmed attack partially hits, the damage it deals is increased by +20%. If it Fully hits, it gains +5% Damage, and inflict a -1 dodge.
Rank 3: If an unarmed attack partially hits, the damage it deals is increased by +30%. If it Fully hits, it gains +5% Damage, and inflict a -1.5 dodge.

Costs:
Rank 1: 100 Chakra per round
Rank 2: 200 Chakra per round
Rank 3: 300 Chakra per round

Notes:
- Debuffs stack up to -3, and last two rounds.
- The partial hit damage bonus is applied to the partial hit's damage percentage, and may not surpass 100% (A full hit's damage).

--

Sonic Scream - Sound Ninjutsu<i></i>
Though the Hashigaki are gifted with a serene voice, they may not always feel like using their vocals to sound soothing. Using this technique, the Hashigaki screams loudly, their chakra resonating the air around them to the point of pushing light weight debris and material away.

Rank 1: 540 Damage, -2 Accuracy to light Ranged Projectiles used this Round. -1 To Heavy Projectiles.
Rank 2: 900 Damage, -2.5 Accuracy to light Ranged Projectiles used this Round. -1.5 To Heavy Projectiles.
Rank 3: 1,550 Damage, -3 Accuracy to light Ranged Projectiles used this Round. -2 To Heavy Projectiles.

Costs:
Rank 1: 1.5 Ap; 180 CP
Rank 2: 1.5 Ap; 300 CP
Rank 3: 2 Ap; 520 CP

Notes:
- Does not stack

--

Deafen - Sound Ninjutsu<i></i>
The sense of hearing is linked with a person's balance, and the Hashigaki are able to exploit this weakness. Vibrating the air in their palms, the Hashigaki cover up the target's ears and overload the ears sensory with a vibration of chakra at ultra-high frequencies. The result is leaving the opponent unable to hear, with their balance strongly distorted.

Rank 1: -1 Accuracy and Dodge for 3 rounds
Rank 2: -2 Accuracy and Dodge for 3 rounds
Rank 3: -3 Accuracy and Dodge for 3 rounds

Costs:
Rank 1: 2 Ap; 400 Chakra
Rank 2: 2 Ap; 600 Chakra
Rank 3: 2 Ap; 800 Chakra

Notes:
- Does not stack
- Uses melee accuracy
- Those effected by this technique cannot be effected by Sound-based Genjutsu such as Songs.
- Sound Based Debuffs are only half as effective while someone is effected by this.

--

Requiem of Death - Song Genjutsu<i></i>
A depressing melody sung by the Hashigaki, this genjutsu decreases the willpower and determination of those around them, creating a gloomy atmosphere that cripples all aspects of those around them.

Rank 1: Sings a melody that reduces the will of all in the battle, giving them -2 to all secondary stats. Cumulative secondary buffs are reduced by -1.
Rank 2: Sings a melody that reduces the will of all in the battle, giving them -2.5 to all secondary stats. Cumulative secondary buffs are reduced by -1.5.
Rank 3: Sings a melody that reduces the will of all in the battle, giving them -3 to all secondary stats. Cumulative secondary buffs are reduced by -2.

Cost: 2 ap; 1,100 Cp, 530 CP/rnd

Notes:
- This is a Audial/Will genjutsu.
- Cannot be used in conjunction with Fevre De Pitch or Nocturne of Shadow.
- Effects all within the battle.

--

Ghost Dancer - Sound Ninjutsu<i></i>
A rather unique skill to the Hashigaki, this jutsu allows them to create a ghostly apparition through the use of chakra and their own life force. The Hashigaki creates condensed vibrations within the air which creates the appearance of a faded wraith, and when infused with chakra and their own life force, give's the user control over their created specter until the portion of their own soul fades.

Rank 1: Summons a Spirit that has 1,930 Hp with secondaries equal to -4 of the user's and have 2 Ap. Basic strikes deal 540 damage, costing 1 Ap each.
Rank 2: Summons a Spirit that has 2,195 Hp with secondaries equal to -3 of the user's and have 2 Ap. Basic strikes deal 675 damage, costing 1 Ap each.
Rank 3: Summons a Spirit that has 2,635 Hp with secondaries equal to -3 of the user's and have 3 Ap. Basic strikes deal 540, costing 1 Ap each.

Rank 1 Cost: 2AP and 500 Cp to initiate, 250 Cp/Rnd.
Rank 2 Cost: 2 AP and 625 Cp to initiate, 310 Cp/Rnd.
Rank 3 Cost: 2 AP 750 Cp to initiate, 376 Cp/Rnd.

Notes:
- Attacks can use the spirits Ninjutsu, Melee or ranged Accuracy.
- Damage inflicted by the Spirit reduces the victim's chakra by 50% of the attack's damage.
- Damage and Hp may be buffed by Ninjutsu and Wind Buffs.
- This is considered a Creation Jutsu.

--

Fevre De Pitch - Song Genjutsu<i></i>
An invigorating song jutsu that can only be sung with the advanced vocals of the Hashigaki, this chakra infused tune creates a soothing melody that increases the perception of themselves and their allies to the environment around them, keeping their awareness sharp and focused.

Rank 1:
-The Hashigaki receives +1 Accuracy/Dodge due to an increased sonar
-Allies receive +1 dodge, and +1 Gen Save.
-The Hashigaki and nearby allies recover 3% Max Hp per round
Rank 2:
-The Hashigaki receives +1.5 Accuracy/Dodge due to an increased sonar
-Allies receive +1.5 dodge, and +1.5 Gen Save.
-The Hashigaki and nearby allies recover 4% Max Hp per round
Rank 3:
-The Hashigaki receives +2 Accuracy/Dodge due to an increased sonar
-Allies receive +2 dodge, and +2 Gen Save.
-The Hashigaki and nearby allies recover 5% Max Hp per round

Cost: 3 AP, 2,500 CP, 1000 CP/rnd

Notes:
- This is a Audial/Will Genjutsu.
- Cannot be used in conjunction with Requiem of Death or Nocturne of Shadow.

--

Nocturne of Shadow - Song Genjutsu<i></i>
The darkest song of all, the Hashigaki possess the ability to sing a song fueled with their anger and negative emotions that resonate through their vocals, and creates a powerful melody that can completely effect all the senses of their victims for a limited time. However, during the duration of this technique, the Hashigaki possess the ability to hide all senses from the target, wiping away their sight, their hearing, their sense of touch, and even smells and tastes no longer register to the victims. With no senses to rely on, how can one expect to fight...or even realize when they are dead?

Rank 1: Victims take on a -2 accuracy/-2 dodge debuff. Victim cannot view opponent, and therefore every jutsu that the victim uses has a 10% chance of auto-missing.
Rank 2: Victims take on a -3 accuracy/-3 dodge debuff. Victims cannot view any Actions or results during this round other than their own, and therefore every jutsu the victims uses has a 15% chance of auto-missing.
Rank 3: Victims take on a -4 accuracy/-4 dodge debuff. Victims cannot view any Actions or results taken during this round other than their own, nor can they see the HP, CP, or Status of anyone else. Victims has a 20% chance of auto-missing.

Costs: 4 AP; 3,000 CP +1,000 CP for each target besides the first, 1000 CP/rnd +500 CP per additional target.

Notes:
- Lasts up to 3 rounds.
- This is a Will/Audial/kinetic/Visual Genjutsu.
- Mod information Such as HP, and successful actions will be sent by PM to those unaffected.
- Cannot be used in conjunction with Requiem of Death or Fevre De Pitch
- Can only be used once per battle successfully.[/fontsize]
 
Re: Kazamatsuri Sho [W.I.P.]

.
pathkeibanner.png

[fontsize="12"]
High on Clouds
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Kinjutsu Option, +10% Water Damage
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Difficulty, Melee Accuracy
Low: Puppet Accuracy, Ranged Accuracy

Abilities:
0) Shinobi 101 – Visual Genjutsu via Ninjutsu Accuracy
00) Anbu – Sentinel
01) Sixth Sense
02) Willpower
03) Jutsu Mastery
04) Quickdraw
05) Healing Factor
06) Hyperactive
07) Elemental Aura
08) Elementalist
09) Kinjutsu
10) Kinjutsu
11) Kinjutsu


Equipment:
Slot 1: Headset
Slot 2: Kawarimi Target
Slot 3: Kawarimi Target
Slot 4: Ninja Wire x4
Slot 5: Belt Pouch</COLOR>
<i>
</i>​

Core Ability: Water Adept[/fontsize]
[fontsize="12"]Inner Reservoir - Passive (2 points)
Master Water Manipulation - Passive (3 points)
Liquid Efficiency - Boost (1 point) x3
Fluid Motion - Passive (2 Points)
Water Blessing - Passive (3 Points)
Liquid State - Water Ninjutsu (1 point, 1 to rank up) x2
Tidal Wave - Dependent Special Move (3 points)
Aqua Charge - Dependent Special Move (2 Points)

A shinobi with Water Adept is incredibly attuned with the elements of Water. They can perform acts like no normal shinobi, and harness water as both a destructive and restorative power.

<COLOR color="teal">Inner Reservoir<i></i> - Passive (2 points)
Ninjas with a water adept often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.
Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only water jutsu can be cast from this chakra pool.

Master Water Manipulation<i></i> - Passive (3 points)
Restriction- C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage

Pressurize<i></i> - Dependent Special Move (3 points)
Water is a curious thing; depending on the volume and pressure it can be a pleasant shower or a viscous Tsunami. This skill allows water users to boost the strength of their techniques by condensing the pressure tremendously; with an impact strong enough to pierce through even boulders.
Effect: The user may allow a single Water-based Jutsu to go through barriers to damage targets on the other side normally as well as damaging the barriers. If the user criticals with this jutsu, the barrier receives 3x damage. A specific target may only have this used against them once every other round.

Liquid Efficiency<i></i> - Boost (1 point) x3
Restriction- Can only be purchased a maximum of 3 times.
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 5% less chakra, including maintain costs.

Purification<i></i> - Independent Special Move (2 points)
The human body is mostly water, and with their connection to it, a shinobi with water adept has more control over their inner functions than most. With this comes the ability to purify their bodies of poisons and other toxins, sweating it out among other things. A similar control over water can be used to purify most liquids of toxins, chemicals, alcohol, drugs, or contaminating particles and bacteria outside of battle.
Effect: Allows target to reroll poison resistance with a +2 to resist. Also sobers up drunk users. Costs 1.5 AP; can only be used once every 4 rounds. Can be used outside of battle to purify other liquids.

Healing Waters<i></i> - Dependent Special Move (2 points)
Restriction- C Rank and up
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, water adepts can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: Water jutsu may be used to heal instead of hurt. Area-effect water jutsu will heal anyone within the area of effect, friend or foe regardless. The affected jutsu costs +20% CP. Is only effected by Water buffs. Can only be used once per round.

Fluid Motion<i></i> - Passive (2 Points)
Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents.
Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.

Tidal Wave<i></i> - Dependent Special Move (3 points)
Water always wins, in the end. It might not be the most showy of elements, but given enough time or volume water will eventually win out. Water adepts prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: Once per round, the user can convert a single-target water jutsu to an AoE attack with a 30x30 foot range. This attack costs +20% chakra, deals +10% damage due to the particular violence of the cast, and automatically targets two separate targets.

Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.

Water Blessing<i></i> - Passive (3 Points)
The cool liquid employed in healing is such a soothing substance to them that some Water Affinitists actually heal from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.
Effect: User recovers 3% Max HP every round they cast a water jutsu.

Aqua Charge <i></i> - Dependent Special Move (2 Points)
Restriction- Must have Inner Reservoir
A water user's jutsu can be charged up in order for them to unleash a tidal wave on their opponents. This is a specialty peculiar to water users who have an innate pool of the element's mystical chakra housed within them
Effect: By increasing the chakra cost for a water jutsu by +10%, they can increase the damage by +5% and accuracy by +.5. This move only works on offensive jutsu and may stack up to three times on a single jutsu. Jutsu used with this skill require the additional CP used to be from Inner Reservoir.

Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up) x2
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.
Cost: 2400CP and 3AP, 800CP/round to maintain
Notes:</I><I> This counts as a Chakra Armor.[/fontsize]
 
Re: Kazamatsuri Sho [W.I.P.]

.
kakerupathbanner.png

[fontsize="12"]
High on Clouds
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Kinjutsu Option, +1 Accuracy
High: Melee Accuracy
Average: Evasion, Ninjutsu Accuracy, Ranged Accuracy
Low: Puppet Accuracy, Genjutsu Difficulty

Abilities:
0) Shinobi 101 - Visual Genjutsu via Taijutsu Accuracy
00) Anbu – Sentinel
01) Sixth Sense
02) Will Power
03) Stalker
04) Strategist
05) Duelist
06) Initiative
07) Called Shot
08) Acrobatics
09) Kinjutsu
10) Kinjutsu
11) Kinjutsu


Equipment:
Slot 1: Headset
Slot 2: Kawarimi Target
Slot 3: Kawarimi Target
Slot 4: Ninja Wire x4
Slot 5: Belt Pouch</COLOR>
<COLOR color="darkgreen">
Weapon Holster: Hyuuga Boppers

hyuugaboppers2.png


Forged from the plastics of Kirigakure, these gloves are rumored to have been the demise of many an innocent child's jawline and far more fun than a pillow fight.

Weapon Name: Hyuuga Boppers
Damage Type: Unarmed
Accuracy: +2 Accuracy
Damage Modifier: -10% Damage
Special: May use Handseals while armed with an Unarmed Weapon.
Augment #1: Trick Weapon
Augment #2: Toxify
Augment #3: Crippler

Bloodline: Hyuuga[/fontsize]
[fontsize="12"]The Hyuuga are an ancient clan from the fire country dating back to even before the time of Konohagakure. A clan of fierce Taijutsu practitioners known far and wide for their unique style of fighting, the Gentle Fist. The clan's Taijutsu prowess is acknowledged throughout the ninja world, and the Hyuuga are acknowledged as Geniuses in the Ninja arts. However, more popular than their Taijutsu skills are their most unique and noticeable trait; the Byakugan, commonly referred to as "The All-seeing Eye". With their Byakugan and Jyuuken techniques, few clans possess the physical grace of the Hyuuga.

084 PL - Byakugan Rank 1, Gentle Fist Rank 1
168 PL - 360 Degree Vision Rank 1
252 PL - Jyuuken Stance Rank 1
336 PL - Gentle Step Twin Lion Fist Rank 1
420 PL - Byakugan Rank 2
504 PL - Jyuuken Stance Rank 2
588 PL - Eight Trigrams Tenketsu Strikes Rank 1, Gentle Fist Rank 2
672 PL - 360 Degree Vision Rank 2, Kaiten Rank 1
756 PL - Byakugan Rank 3, Gentle Step Twin Lion Fist Rank 2
840 PL - Jyuuken Stance Rank 3, Kaiten Rank 2
924 PL - Eight Trigrams Tenketsu Strikes Rank 2
1008 PL - 360 Degree Vision Rank 3, Kaiten Rank 3
1092 PL - Gentle Fist Rank 3, Eight Trigrams Tenketsu Strikes Rank 3
1176 PL - Gentle Step Twin Lion Fist Rank 3
1260 PL - Air Palm Rank 1
1344 PL - Jyuuketsu Combo Rank 1
1428 PL - Air Palm Rank 2
1512 PL - Eight Gates Assault Rank 1
1596 PL - Air Palm Rank 3, Jyuuketsu Combo Rank 2
1680 PL - Jyuuketsu Combo Rank 3, Eight Gates Assault Rank 2
1764 PL - Eight Gates Assault Rank 3

--

Byakugan - Activated Passive<i></i>
The most basic, yet also the key to the rest of the bloodline, the Byakugan is the famous Doujutsu of the Hyuuga clan. This ability is only able to be used by the Hyuuga due to the number of chakra lines in their eyes region. Pouring chakra into these chakra lines enhances their visions, allowing them to see for hundreds, sometimes thousands of meters around, and grants them the ability to see all forms of chakra, and the chakra system of those around them.

Rank 1: +1 Accuracy/Dodge, 500 meter visual range.
Rank 2: +2 Accuracy/Dodge, 1000 meter visual range.
Rank 3: +3 Accuracy/Dodge, 2000 meter visual range.

Costs:
Rank 1: 1AP; 300 chakra to initiate, 140/round to maintain
Rank 2: 1AP; 600 chakra to initiate, 290/round to maintain
Rank 3: 1AP; 900 chakra to initiate, 430/round to maintain

--

Gentle Fist - Passive<i></i>
The taijutsu style used by the Hyuuga is an odd one, and through their training they have incorporated their skill into all sorts of Taijutsu, the Hyuuga learning to not so much use brute strength, but instead rely on the softest touch, accuracy over power. Though one should be wary, the strength of their attacks does not come from their pokes and jabs, but the strength comes in the form of chakra blasts. Â Due to this the Hyuuga minimize the expenditure on any and all taijutsu, both physical and chakra based.

Rank 1: -5% Chakra cost on Unarmed Taijutsu
Rank 2: -10% Chakra cost on Unarmed Taijutsu
Rank 3: -15% Chakra cost on Unarmed Taijutsu

--

360 Degree Vision - Passive<i></i>
The Byakugan grants the user vision to such a large area and grants them clarity those outside of the clan can hardly imagine. Because of their Extraordinary Eye's, they are constantly watching all around them, and capable of seeing anything coming from literally a mile away. Because of this, the Hyuuga are able to avoid attacks far more efficiently than others, and have been said to be untouchable in melee combat, the true geniuses of Taijutsu.

Rank 1: 6% Auto dodge to all attacks.
Rank 2: 8% Auto dodge to all attacks.
Rank 3: 10% Auto dodge to all attacks.

--

Jyuuken Stance - Hyuuga Special Style<i></i>
The centerpiece of the Hyuuga fighting style. The Jyuuken stance opens the chakra points, allowing the Hyuuga to funnel their chakra infused taps through their hands and feet, creating the power that their style physically lacks. It is this lethal combination formed by their speed and accuracy that makes the Hyuuga the feared and renowned bloodline that it is, living up to the legend of them defeating the most skilled opponents with the slightest of touches.

Rank 1: The user's unarmed attacks only deal 80% Damage, but they gain +1 Accuracy and +1 Critical, and have a 40% chance to cause internal bleeding. Unarmed Called Shots gain a +4% Chance of success.
Rank 2: The user's unarmed attacks only deal 85% Damage, but they gain +1.5 Accuracy and +1 Critical, and have a 55% chance to cause internal bleeding. Unarmed Called Shots gain a +6% Chance of success.
Rank 3: The user's unarmed attacks only deal 90% Damage, but they gain +2 Accuracy and +1 Critical, and have a 70% chance to cause internal bleeding. Unarmed Called Shots gain a +8% Chance of success.

Notes:
- This style can only be used while unarmed.
- All CP costs are increased by 10% while active
- The initial chance to cause Internal Bleeding is only to see if the attack has the chance to cause bleeding. The normal Bleeding chance must still be successful to cause bleeding.
- Internal Bleeding has the same effects as normal Bleeding, though take's twice as long to heal. (ie: The user must heal each rank twice before reducing their Bleed Level)

--

Gentle Step Twin Lion Fist - Secret Clan Taijutsu<i></i>
A Technique able to be performed only by the Hyuuga, the Hyuuga performs this technique by gathering chakra into their fists. The Hyuuga then gracefully spins towards their target to strike them in their chest, sending a burst of chakra into them in the shape of Spectral lion heads around their fists. The sudden jolt of chakra impacting upon the Target's center line is often enough to stun their reflexes and cause most opponents to flinch.

Rank 1: The Hyuuga spins, striking their opponent and dealing 620 Damage at +2 Accuracy. This has a 40% chance to cause -1 Accuracy/Dodge.
Rank 2: The Hyuuga spins, striking their opponent and dealing 910 Damage at +2 Accuracy. This has a 55% chance to cause -1 Accuracy/Dodge.
Rank 3: The Hyuuga spins, striking their opponent and dealing 1,110 Damage at +3 Accuracy. This has a 70% chance to cause -1 Accuracy/Dodge.

Costs:
Rank 1: 210 Cp, 1.25 Ap
Rank 2: 300 Cp, 1.75 Ap
Rank 3: 385 Cp, 1.75 Ap

Notes:
- Secondary debuff's last two rounds, and stack up to -2 Accuracy and Dodge.

--

Eight Trigrams Tenketsu Strikes - Chakra Circulatory Assault<i></i>
The most famous technique of the Hyuuga and their signature skill, these strikes are Somewhat of an offensive/defensive move that sends an electromagnetic blast of chakra outwards to damage and push back enemies. With each strike, the Hyuuga targets tiny chakra points in the target's body, and with each precise strike seals more and more of the victim's chakra. The Hyuuga are able to tap these tiny targets with such precision that the target may not even now what hit them should they not be on the top of their game, and end up with their chakra sealed.


Rank 1: The user Strikes four times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Rank 2: The user Strikes six times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Rank 3: The user Strikes eight times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.

Cost: 1.5 AP, 80 Chakra * number of attack per attack (so 160 for the second strike 240 for the third so on and so on)

Notes:
- Partial hits are treated as full hits.
- The user cannot attack points which have already been sealed.
- Chakra damage reduces the victim's Max Cp for the remainder of the battle.
- If the attack misses, that level of the attack must be performed again to move on to the next. The user starts from the point where they missed previously.
- Each attack represents the tenketsu palm strikes, the first being 2, then 4, 8, 16, 32, 64, 128, 256. 8 attacks, each doubling the previous ones damages.

--

Kaiten - Eight Trigrams Palm Rotation<i></i>
The ultimate defense of the Hyuuga clan, the Kaiten is a technique in which the Hyuuga spins around at high speed denying any opponent to trace the blind spot in their defence. This technique shows the true control the Hyuuga have over their chakra, and with each rotation, the Hyuuga releases chakra from all points in their body, creating a repulsive barrier. This jutsu takes a high toll on the user however and though it's highly regarded for its defensive abilities the Hyuuga hold back on its use.

Rank 1: User autoblocks 40% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +1 Accuracy. The user receives a -3 dodge debuff for a full round after use.
Rank 2: User autoblocks 55% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +1.5 Accuracy. The user receives a -2 dodge debuff for a full round after use.
Rank 3: User autoblocks 65% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +2 Accuracy. The user receives a -1 dodge debuff for a full round after use.

Costs:
Rank 1: 750Cp, 325Cp/rnd, 2.25 AP
Rank 2: 750Cp, 325Cp/rnd, 2.25 AP
Rank 3: 750Cp, 325Cp/rnd, 2.25 AP

Notes:
- Autoblocked attacks do hot receive a chance to strike the user with any secondary effects.
- This technique may be used reflexively.
- This technique may be maintained. While this technique is maintained the user cannot move or attack.
- Each round maintained the user may attempt to strike up to 2 targets with Basic Strikes.

--

Air Palm - Eight Trigrams Ranged Taijutsu<i></i>
Another technique showing the Hyuuga's adept chakra control, this technique is used by the advanced Hyuuga, Taking their control of chakra to the next level. Using their hand speed and control of their chakra pores, The Hyuuga are able to release a large quantity of chakra quickly from the pores in their hands and then in a movement just as graceful as their Jyuuken stances, shoot it towards their opponent.

Rank 1: Releases a burst of chakra that deals 1,350 Damage at +2 Accuracy that pushes the target 14 feet away.
Rank 2: Releases a burst of chakra that deals 1,650 Damage at +3 Accuracy that pushes the target 17 feet away.
Rank 3: Releases a burst of chakra that deals 1,950 Damage at +4 Accuracy that pushes the target 20 feet away.

Costs:
Rank 1: 490 Cp; 2.25 Ap
Rank 2: 600 Cp; 2.25 Ap
Rank 3: 710 Cp; 2.25 Ap

--

Jyuuketsu Combo - Hyuuga Unarmed Combo<i></i>
One of the most skilled techniques in the Hyuuga's arsenal, this is a fluid combination technique that enables the Hyuuga to strike using the speed of the Tenketsu strikes, and combining it with the attacking power of the Jyuuken. The outcome is lethal, and if it does not bring the opponent down normally, it surely will leave them in aches and pains...and without energy.

Rank 1: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 330 Damage at -2 Accuracy.
Rank 2: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 390 Damage at -1 Accuracy.
Rank 3: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 450 Damage.

Costs:
Rank 1: 600 Cp; 2.25 Ap
Rank 2: 710 Cp; 2.25 Ap
Rank 3: 820 Cp; 2.25 Ap

Notes:
- Target takes Cp Damage equal to Half the damage done by this technique. This Cp reduces the max Cp of the victim and cannot be recovered.
--

Eight Gates Assault - Chakra Circulatory Shock Technique<i></i>
Perhaps one of the deadliest techniques available to the Hyuuga, this technique fully utilizes their knowledge of the chakra system to utterly destroy the target from the inside out. Through skilled Jyuuken use, the Hyuuga are able to manipulate and strike the many tenketsu within the body. This skill involves the Hyuuga directly striking large bundles of tenketsu valves which regulate the flow of chakra; The Eight Gates. Striking these valves with their Jyuuken, the Hyuuga releases a burst of chakra which forcibly shocks the victim's Chakra system into releasing their flow of chakra within their body. Normally this would not do much more harm than an average tenketsu strike...But when used on a target that has had their Tenketsu Sealed, this sudden flow of chakra creates a dangerous backfire that harms the user from the inside.

Rank 1: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 2,475 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 15% of the total damage dealt.
Rank 2: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 3,795 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 20% of the total damage dealt.
Rank 3: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 4,620 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 25% of the total damage dealt.

Costs:
Rank 1: 900 Cp; 2.25 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Rank 3: 2,310 Cp; 2.75 Ap

Notes:
- This can only be performed on a target that has been successfully struck by all 8 Tenketsu Strikes.
- Can only be used once per opponent Successfully.
- Damage from this technique cannot be Reduced.
- A Partial Hit is treated as a Full Hit.[/fontsize]
 
Re: Kazamatsuri Sho [W.I.P.]

[fontsize="12"]Reserved for url to Dojo, Training (with training history), and completed missions with url.

Link #0.1 Path Updating
Link #0.2 Character Voucher
Link #0.3</B><i></i> Announcement - Transition Information (Partial)
<B>Link #1: Ability Training Dojo
Link #2: Weekly Training Thread
Link #3: Custom Class +2 Points Purchase
Link #4: Path #1 Additional Ability Purchase
Link #5: Additional Two Roleplay Slots Purchase
Link #6: Hell Seal and Heaven Seal Approval/Purchase[/fontsize]
 
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