Name: Zero
Age: 17
Gender: Male
Stats:
HP: (60 + lvl)*Stamina=48000
CP: (35 + lvl)*Chakra Control=33000
PL:3600
LV:20
AP:12
Agi:600/600
Sta:600/600
Nin:600/600
Tai:600/600
Gen:600/600
CC:600/600
Capped Shop Points: 17
Character History:
Spoiler:
Growing up, Zero has been raised in a family of Jashinists. He himself attended the sacrifices from a very early age, not understanding why exactly the people were being killed to sacrifice a God. However, at his current age he himself understands why his family are worshipers due to his near death experience in the streets one cold night with a total stranger. He can never forget that night as it has changed his view on life and Lord Jashin. He has learned to learn to live life to the fullest because you never know when it will be taken from you and that you are being watched at all times.
Earlier in his life, his father went on a mass murdering spree to try to kill everyone in their family to please Lord Jashin but luckily a few of the family got away. They are scattered throughout now but hopefully everyone will reunite eventually and live life like they did before. Growing up though, he was a quiet antisocial kid devoted to himself and trained by his family. Never attending the academy, all his shinobi skills were taught from the home and he specializes in taijutsu, bow jutsu and projectiles. He is highly interested in blood and smears his weapons in blood before a fight as to please Lord Jashin.
Jutsu:
Ninjutsu:
Spoiler:
E-Rank:
Transformation Mastered
Body Switch Mastered
Basic Summoning Mastered
Rank D:
Combination Transformation Mastered
Rank C:
Water Prison Mastered
Elemental Clone Mastered
Stunt Double Mastered
Rank B:
None
Rank A:
None
Genjutsu:
Spoiler:
LV 1:
Lethargy Mastered
Impaired Focus Mastered
Recognition Mastered
Mosquito Phantom Mastered
Stun Mastered
Migraine Mastered
Drone Mastered
Hymn Of Nature Mastered
Mimic Mastered
Chameleon Mastered
Blur Mastered
Color Blind Mastered
LV 2:
Clone Mastered
LV 3:
Amnesia Rank 1
LV 4:
Scream Rank 1
Phoenix`s Embrace Rank 1
LV 5:
Temple Of Nirvana Master Rank
Verse of Darkness Mastered
Cripple Rank 1
Fear Rank 1
Betrayal Mastered
Body Double Mastered
LV 6:
Paranoia Mastered
Time Freeze Mastered
Tree Binding Mastered
Advanced Clone Mastered
Headache Mastered
Vision of Hell Mastered
Heightened Senses Mastered
Spectral Noise Mastered
Intense Concentration Mastered
Ground Zero Mastered
Call Of Nirvana Mastered
Voice Of The Phantom Mastered
Screaming Pain Mastered
Darkness Within Mastered
Slowed Perception Mastered
Victorious Dreams Mastered
Death Viewing Mastered
LV 7:
Charismatic Breakdown Mastered
Call Of Enma Mastered
Serenade Of Sorrow Mastered
Malevolent Shadows Mastered
Diamond Dust Mastered
Invulnerability Mastered
Heavenly Inspiration Mastered
Invisibility Mastered
Trauma Mastered
Mist Of Deceit Mastered
Curse Of The Leper Mastered
Ephemeral Mastered
LV 8:
Utopia Mastered
Mind Shatter Mastered
Reflective Hallucination Mastered
Taijutsu:
Spoiler:
Ranged:
LV 1:
Core Shot Mastered
Extra Volley Mastered
Curve Shot Mastered
LV 2:
Power Shot Mastered
LV 3:
Quickshot Shot Mastered
Bounce Shot Mastered
LV 4:
Critical Shot Mastered
Snipe Mastered
LV 5:
Flurry Mastered
Scattered Shot Mastered
LV 6:
Pierce Shot Mastered
Blunt Arrow Mastered
LV 7:
Hailstorm Mastered
Arrow Pin Mastered
LV 8:
Destruction Power Shot Mastered
Projectiles:
LV 1:
None
LV 2:
LV 3:
LV 4:
Enhanced Toss Mastered
Ko Tama Mastered
Aether Grip Mastered
LV 5:
Disappearing Volley Mastered
Pre-Emptive Throw Mastered
Shrapnel Shower Mastered
Burst Strike Mastered
LV 6:
Coiled Viper Mastered
Red Pin Mastered
Image Break Mastered
Aero-Burst Mastered
LV 7:
Lock-On Mastered
Steel Dragon Mastered
Razor Blast Mastered
Uplifting Payment Mastered
LV 8:
Metal Coat Mastered
Exploding Steel Mastered
Shining Rain Mastered
Overdrive Crash Mastered
Buffers:
LV 1:
LV 2:
LV 3:
LV 4:
LV 5:
Aura Mastered
LV 6:
LV 7:
Anabolic Frenzy Mastered
Endure Mastered
LV 8:
Limit Break Mastered
Devasting Aura Mastered
Myriad Aura Mastered
Kinjutsu(Not Approved Yet):
Spoiler:
CA Table:
Spoiler:
Great Fortitude - Passive
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.
Awesome Power - Modification
Restriction- C Rank and up, Requires Hidden Power
A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.
Second Wind - Independent Special Move
Restriction- C Rank and up
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.
Effect: The user regains 20% max HP, and cancels all Bleeding and Exhaustion effects. This is usable only once per combat.
Human Shield - Independent Special Move
Restriction- Requires Body Switch
A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.
Indomitable Spirit - Passive
Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.
Undying Warrior - Independent Special Move
Restriction- B Rank and up
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.
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, and are unaffected by exhaustion. 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.
Resilience - Boostx3
Restriction- Can be purchased up to three times
Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
Effect: +2 HP modifier.
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, and are unaffected by exhaustion. 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.
Reciprocate - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they’ve suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs Cp equal to 50% of the damage Dealt
Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buff buffed. Uses melee accuracy.
Complete Table of Abilities
Abilities:
Spoiler:
Character Class:
Spoiler:
Blood Worshipper:
HP: (60 + lvl)*Stamina
CP: (35 + lvl)*Chakra Control
Class Bonus: Kinjutsu
High: Ranged Accuracy, Ninjutsu Accuracy
Medium: Evasion, Genjutsu Save
Low: Melee Accuracy, Genjutsu DC
With CA Modifications:
Blood Worshipper:
HP: (66 + lvl)*Stamina
CP: (35 + lvl)*Chakra Control
Class Bonus: Kinjutsu
High: Ranged Accuracy, Ninjutsu Accuracy
Medium: Evasion, Genjutsu Save
Low: Melee Accuracy, Genjutsu DC
Equipment:
Spoiler:
Slot 1: Belt Pouch:
Belt Pouch 1: Blood Pill x2
Belt Pouch 2: Blood Pill x2
Slot 2: Belt Pouch:
Belt Pouch 1: Kawarimi Target
Belt Pouch 2: Smoke Bomb x3
Slot 3: Belt Pouch:
Belt Pouch 1: Soldier Pill x2
Belt Pouch 2: Soldier Pill x2
Slot 4: Belt Pouch:
Belt Pouch 1: Health Pill x2
Belt Pouch 2: Health Pill x2
Slot 5: Belt Pouch:
Belt Pouch 1: Flash Bomb x2
Belt Pouch 2: Stun Grenade x2
Sheath 1: Shooting Star Bow
Augments:
1. Soul Reap
2. Crippler
Quiver 1:Arrows
Augment:
Vampiric
Quiver 2:Arrows
Augment:
Acid Infusion
Quiver 3:Arrows
Augment:
Snap Off
Projectile Holster 1
eath Wheel
Augment:
Crippler
Projectile Holster 2:Exploding Shuriken
Augment:
Poison Inject:Serpents Blood
Sheath 2: Throwing Glaive
Augment:
Heated Steel
Sheath 3: Hiraikotsu
Augment:
Sticky Barb