Spoiler
084 PL - Distorting Wake (Rank 1), Unreal Celerity (Rank 1)
168 PL - Wait Reaction (Rank 1)
252 PL - Synchronized Multipresence (Rank 1)
336 PL - Wait Reaction (Rank 2)
420 PL - Distorting Wake (Rank 2), Reality Distortion (Rank 1)
504 PL - Unreal Celerity (Rank 2)
588 PL - Wait Reaction (Rank 3), Synchronized Multipresence (Rank 2)
672 PL - Distorting Wake (Rank 3), Reality Distortion (Rank 2)
756 PL - Synchronized Multipresence (Rank 3)
840 PL - Unreal Celerity (Rank 3), Reality Distortion (Rank 3)
924 PL - Reality Shift (Rank 1), World Shatter (Rank 1)
1008 PL - Ripple Shield (Rank 1)
1092 PL - World Shatter (Rank 2)
1176 PL - Reality Shift (Rank 2), Ripple Shield (Rank 2)
1260 PL - Particle Disruption (Rank 1)
1344 PL - Reality Shift (Rank 3), World Shatter (Rank 3)
1428 PL - Particle Disruption (Rank 2),
1512 PL - Boundary Field (Rank 1)
1596 PL - Particle Disruption (Rank 3)
1680 PL - Ripple Shield (Rank 3), Boundary Field (Rank 2)
1764 PL - Boundary Field (Rank 3)
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Distorting Wake - Passive
Rank 3: +3 Dodge
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Unreal Celerity - Passive
Rank 3: The Seikon can choose up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2 Accuracy/Genjutsu DC.
Notes:
- Actions effected by
Unreal Celerity must be whole actions, and must be used at the beginning of the round.
('Whole actions' simply means that you cannot prioritize part
of the AP of an action, e.g. you cannot move up a 3 AP jutsu by 2 AP).
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.
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Wait Reaction - Dependent Special Move
Rank 3: The user may combo an
Activated Auto-dodge with an attack. The attack gains +3 Accuracy and may not be auto-dodged.
Cost: Cost of the
Activated Auto-dodge being used + 20% CP
Notes:
- Attacks made with
Wait Reaction take precedence over comboed attacks the user auto-dodged the first part of, and always occur before the rest of that combo.
- Requires a twenty second cooldown between uses.
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Synchronized Multipresence - Flexible Style
Rank 3: The user's first attack each round is automatically considered a
Sneak Attack.
Chakra Style: Rank 3 of this style, the user no longer suffers the -2 Dodge penalty for using
Body Switch, they gain +1 Dodge for the duration of the round instead. They also gain an additional
Activated Auto-dodge per round.
(Does not stack with similar effects.)
Physical Style: Wait Reaction has its cooldown time reduced by 5 seconds at Rank 1 of this style, 7 seconds at Rank 2, and 10 seconds at Rank 3.
Special Action: While this Style is active, the user may use
Body Switch without additional items or clones. They Body Switch with "After-Images" instead. All
Body Switch rules still apply.
Cost: .5 AP to enter, .5 AP to drop out
Notes:
- This is a
Flexible Style, meaning the user chooses whether it is a Physical Style or a Chakra Style upon entering it, which it will remain for the rest of that battle
(even if deactivated and reactivated). The effects and CP cost increase depend on which type is selected.
- While active as a
Chakra Style, the user pays +5% CP costs. While active as a
Physical Style, the user pays +15% CP costs.
- While in use as a
Chakra Style, effects apply to modifications of
Body Switch such as
Quicksilver Step and
Wait Reaction as well.
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
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Reality Distortion - Buffing Taijutsu
Rank 3: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +10%
Damage Reduction against Ninjutsu and Taijutsu, but all of their own attacks cost +10% CP to use.
Costs:
Rank 3: 630 CP, 1.75 AP
Notes:
- The user cannot cast Genjutsu while this is active.
- Requires ten seconds of cooldown after ending before it can be used again.
- If the user takes more than 10%/15%/20% of their Max HP in damage while it is active, the effects of
Reality Distortion immediately end.
- Genjutsu on the user resume their effects after
Reality Distortion ends, regardless of how it ends.
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Reality Shift - Passive
Rank 3: Every 5 seconds, the user may choose to automatically enter/exit any
Arena effect with no check required. This cannot cost the user more than 1 AP, regardless of effects that would force them
(or anyone crossing) to take more AP than that. The user may alternately use this to automatically break out of any bind.
Note:
- If there is no listed AP cost for entering/exiting the
Arena or breaking out of the bind affecting the user, the cost will default to 1 AP at all ranks.
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Ripple Shield - Passive
Rank 3: The user gains the ability
Implacable for free, without it taking an
Ability Slot.
Implacable now negates the first two Bleeding, Suppression, Called Shot, or Secondary Effects inflicted upon them during each round. The AP cost of
Implacable's
Special Action is reduced to .5, with a usage limit of three times per round
(unless the user is wearing Heavy Armor, in which case it is unlimited).
Notes:
- The user does not need to be wearing
Light Armor or
Heavy Armor to have this skill apply.
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World Shatter - Non-Elemental Ninjutsu
Rank 3: The user is able to modify the
Terrain Modifiers of the battle by any amount in either direction for both Terrain and Visibility.
Special Action - Fragmentation: If there is another jutsu active on the field when this is cast that alters
Terrain Modifiers in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield
(even if they have it at a higher rank).
Rank 3 Cost: 910 CP, 2.5 AP
Notes:
- The effects of
World Shatter do not wear off and last the whole battle; essentially, the 'default' conditions of the topic are altered by this jutsu.
- Only one active jutsu may be destroyed per use of
Fragmentation.
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Particle Disruption - Non- Elemental Ninjutsu
Rank 3: For the next 10 seconds, Offensive Ninjutsu the user casts gains +3 accuracy, and negates all barriers and
Damage Reduction, destroying them and dealing normal damage to the target.
Cost: 2.5 AP, 730 Cp,
Notes:
- At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
- This technique requires a 10 second cooldown after use
- Only maintained/activated Damage Reduction is destroyed; passive Damage Reduction is only negated until after the next attack hits the target. (Rank 3 only)
- If the target(s) struck lack barriers and Damage Reduction, the affected Ninjutsu instead deals +10% damage.
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Boundary Field - Non-Elemental Ninjutsu
Rank 3: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled.
(Does not apply to Seikon.) Opponents must pass a
Ninjutsu Check at -2 against the user in order to successfully use a combo or any other
Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a
Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
Rank 3 Cost: 2750 CP, 3 AP to initiate; 1380 CP/round to maintain.
Notes:
- This is considered a
Terrain jutsu.
- May be maintained for up to three rounds.
- At all ranks, other combatants must pass a
Ninjutsu Check against the user at -2 in order to cast an
Arena jutsu, or their own
Terrain jutsu. If the opponent successfully casts their own
Terrain jutsu, this one is dispelled.
- After deactivation, regardless of how, requires ten seconds before it may be activated again.