Link to the accepted bio ~ Here ~
Name: Kuroyama, Airo
In Character Rank: Academy Student
OOC Rank: D
Age: 11
Gender: Female.
Stats:
Jutsu:
Bloodline: Tsuchimikado
Name: Kuroyama, Airo
In Character Rank: Academy Student
OOC Rank: D
Age: 11
Gender: Female.
Physical Description:Airo has a pale complexion, thin frame and amber eyes that are a sight to be seen. She is about 4’10”, pretty tall for her age. Her pale, thin body is only complimented further by her midnight black hair that drapes down to her mid-back. She pins an Iris Flower into the top of her hair, just above her right ear, it’s something she’s done since birth. She tends to wear dark, cool colors like blue, purple, black and greys. Ai has a scar just to the left of her chin, it’s not huge, but still noticeable. Her scar is a feature on her face that she hates along with her ears, she thinks they’re too big and extend too much from her head. Her cute, baby-ish face shape is something people often compliment or speak of, it kind of annoys her, but deep down, she enjoys the attention.
Personality:Airo’s personality is kind, shy and shrewd. She is genuinely kind, she loves to help others who she believes need it and tends to keep an upbeat attitude in most situations. Her sympathy can land her and her peers into sticky situations. She can be too kind, but when it comes to important decisions, she tends to think with the mind of her father, shrewd and business like, very logic based; it’s almost like a split personality, but not quite there. Airo is very good with adults, but when it comes to children her own age, she’s as shy as a field mouse. She doesn’t get contemporary culture that evolves with the times, that maybe due to her very traditional parents, but she may overcome this part of her being as she grows. She has some insecurities, but none of them have come to light in her interactions with people as of now, but she’s crippling afraid someone will mention her scar, thinks she’s mean or call her “her father”. Though, she does enjoy toying with people, and a fierce competition is riveting to her.
History:</B></I><i></i>Airo is the only child of a traveling merchant and a baker. Her father, Kuroyama Hishoto was a renowned merchant throughout the shinobi world; her mother was a humble baker working out of the Lightning Country capital, Raiden No Me. “Ai” as she’s come to call herself, was born in Raiden No Me during the spring season, and her father brought an Iris flower to her mother in the hospital; her mother saw both the flower and Airo herself as a gift, thus gaining her the nickname “The Iris Flower of Kumogakure”. There is hardly ever a time that Ai is caught without a Iris in her hair, it’s sort of like her signature.
Airo’s early years were spent in the sweet smelling halls of her mother’s bakery while her father was away on business. She would sit at the far end of the bakery counter in a high chair, watching the endless stream of customers making their way into her mother’s shop for baked goods. She quickly became accustomed to people a lot older than her, but never really got with her own age peers, this led to a big trust issue until she was about 9. She never attended typical school for language, math and science, she was taught by her mother. When she was 8, her father decided it was high time to learn the family business, so, in all her father’s eternal wisdom, took her on the road with him. Ai was just happy to spend some time with him, but the shinobi world is dangerous.
While traveling, Ai and her father had to cross through some sketchy territory to reach the Earth Country. They were attacked on the road, and Ai gained a scar and her father lost an arm before a band of Kumogakure ninja showed up to resolve the situation; and as Ai sat there, tears running down her face, she knew she wanted to be a Shinobi. So, the day she got back she went to enroll, with her now crippled father’s blessing. She originally failed, but she kept training, she traveled with her father again, while keeping a regular training regimen. She finished out her trade journey with her father just in time for the entrance exam. She rushed to the academy notes still in hand, Ai trying to cram as much ninja knowledge into her 10 year old head as possible. Ai passed with flying colors, well, floating colors, she got a B. She now must start a new leg of her journey, becoming a Shinobi.
Stats:
Agility: 70 / 100
Stamina: 70 /100
Taijutsu: 70 /100
Ninjutsu : 70 /100
Genjutsu: 67/100
Chakra Control : 55/100
PL: 402
BLC: 67%
Stamina: 70 /100
Taijutsu: 70 /100
Ninjutsu : 70 /100
Genjutsu: 67/100
Chakra Control : 55/100
PL: 402
BLC: 67%
Jutsu:
Ninjutsu
Gravel Shift - Mastered - E-rank
Transformation - Mastered - E-rank
Body Switch - Mastered - E-rank
Taijutsu
Slash - Mastered - E-rank
Arcing Slash - Mastered - E-rank
Dynamic Slash - Mastered - E-rank
Overhead Slash - Mastered - E-rank
Gravel Shift - Mastered - E-rank
Transformation - Mastered - E-rank
Body Switch - Mastered - E-rank
Taijutsu
Slash - Mastered - E-rank
Arcing Slash - Mastered - E-rank
Dynamic Slash - Mastered - E-rank
Overhead Slash - Mastered - E-rank
Bloodline: Tsuchimikado
[fontsize="12"]The legendary spirit fighters combine their knowledge of the 5 elementals (Earth, Fire, Water, Wood, Metal) to fend off evil and angelic spirits that wreak havoc on the shinobi world. The Tsuchimikado specialize in the metal elemental, utilizing it to its full potential so they can harness their chakra to destroy the evil in the world.
<B>Note: All Tsuchimikado techniques and buffs are classified as Light.
014% Control - One with the Universe (Rank 1)/Steel Curtain (Rank 1)
028% Control - Sanryoukyougan (Rank 1)
042% Control - Iron Will (Rank 1)
056% Control - Kaneton Tags: Alloyed Fangs (Rank 1)
070% Control - One with the Universe (Rank 2)
084% Control - Iron Will (Rank 2)
098% Control - Steel Curtain (Rank 2)/Tsuihouton Tag: Exorcism (Rank 1)
112% Control - Sanryoukyougan (Rank 2)/Kaneton Tag: Iron Coffin (Rank 1)
126% Control - One with the Universe (Rank 3)/Kaneton Tag: Alloyed Fangs (Rank 2)
140% Control - Iron Will (Rank 3)/Kaneton Tag: Iron Coffin (Rank 2)
154% Control - Tsuihouton Tag: Exorcism (Rank 2)
168% Control - Sanryoukyougan (Rank 3)/Kaneton Tag: Iron Coffin (Rank 3)
182% Control - Steel Curtain (Rank 3)/Tsuihouton Tag: Exorcism (Rank 3)
196% Control - Kaneton Tag: Â Alloyed Fangs (Rank 3)
210% Control - Titanium Body (Rank 1)
224% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 1)
238% Control - Titanium Body (Rank 2)
252% Control - Judgment Gate (Rank 1)
266% Control - Titanium Body (Rank 3)/Tenmeiton Tag: Yin-Yang Barrier (Rank 2)
280% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 3)/Judgment Gate (Rank 2)
294% Control - Judgment Gate (Rank 3)
---
One with the Universe - Passive</U><i></i>
A Tsuchimikado Clansman were born with a natural awareness of the physical and spiritual world, allowing them to conjure spells at a better price for their chakra.
Rank 1: Ninjutsu and Genjutsu have a 5% CP reduction.
Rank 2: Ninjutsu and Genjutsu have a 10% CP reduction
Rank 3: Ninjutsu and Genjutsu have a 15% CP reduction
---
Steel Curtain - Passive<i></i>
Granted the power to manipulate metal, the Tsuchimikado clan have developed a minor immunity to the effects of metal to include shurikens and the blade of a sword.
Rank 1: The user takes -5% Damage from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage.
Rank 2: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage
Rank 3: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +5% Damage.
Notes:
- This is considered damage reductions.
- Additional Damage does not exceed the cap limits.
- IE: At Rank 1, a Ninjutsu with a +20% Buff is treated as a +30% Buff.
---
Sanryoukyougan (Prism Eyes) - Activated Passive<i></i>
Crystal eyes are inherited by the Onmyouji, granting them abilities against Spirits and Evil that far surpasses a normal human being. Along with granting them protection from illusions, the Sanryoukyougan also makes attacks and defense against Spiritual and Evil types easier, as well as show their weak point.
Rank 1: +1 Gen Save/Gen DC. Bypasses up to 5% Damage reduction from Spiritual or Evil targets.
Rank 2: +1 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 10% Damage reduction from Spiritual or Evil targets.
Rank 3: +2 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 15% Damage reduction from Spiritual or Evil targets.
Costs:
Rank 1: 0.5 AP; 300 Cp to initiate, 140 Cp/Rnd to maintain
Rank 2: 0.5 AP; 600 Cp to initiate, 260 Cp/Rnd to maintain
Rank 3: 0.5 AP; 1,000 Cp to initiate, 400 Cp/Rnd to maintain
Notes:
- Must be activated
---
Iron Will - Passive
The Tsuchimikado are a people with a unique affinity to an uncommon and rare element; Metal. Their affinity allows them condense the minerals within the ground into a hardened, metallic form with increased strength and power, and is often cast through the use of special Onmyoudo Tags created from their chakra that can be used in place of handseals.
Rank 1: May convert Earth and Non-Elemental Jutsu into Metal by paying an additional 20% Chakra Cost.
Rank 2: May convert Earth and Non-Elemental Jutsu into Metal by paying an additional 10% Chakra Cost.
Rank 3: May convert Earth and Non-Elemental Jutsu into Metal at no extra cost.
Notes:
- Metal Jutsu gain +5% Damage per rank.
- The Tsuchimikado automatically has access to the Metal element.
- All techniques used with this are treated as Metal element.
---
<U>Kaneton Tag: Alloyed Fangs - Metal Ninjutsu<i></i>
Utilizing the the Onmyoudo Tags that they create, a series of metal fangs appear from the ground. The fangs' serrated edges tear instead of cleave the target. The Alloyed Fangs remain on the field. It is rumored that the Alloyed Fangs may be utilized while someone is entrapped in a metallic prison.
Rank 1: 5 metal spikes deal 120 damage each.
Rank 2: 5 metal spikes deal 280 damage each.
Rank 3: 5 metal spikes deal 440 damage each.
Costs:
Rank 1: 1.5 AP; 200 CP
Rank 2: 2 AP; 470 CP
Rank 3: 2 AP; 740 CP
Notes:
- If used in conjunction with Iron Coffin, This bypasses the Coffin's Hp, but destroys the Coffin in the process.
---
Tsuihouton Tag: Exorcism - Metal Ninjutsu<i></i>
Throughout history, the Tsuchimikado Clan were utilized to ward away evil beings and vengeful spirits. During their occupation and travels, the Clan learned how to banish evil beings and spiritual apparitions through the use of exorcism and special sealing tags.
Rank 1: Sealing tag deals 1040 initial damage, and 600 damage per round. 10% chance to revert to original form per round.
Rank 2: Sealing tag deals 1300 initial damage, and 740 damage per round. 15% chance to revert to original form per round.
Rank 3: Sealing tag deals 1560 initial damage, and 900 damage per round. 20% chance to revert to original form per round.
Special Action: Exorcism can be used reactionary to counter a Spiritual or Evil Jutsu, Negating damage. This requires a Ninjutsu check between the attacker and the user with a -3 penalty to the user. This lowers by .5 per rank of this jutsu after the first.
Costs:
Rank 1: 2 AP; 420 CP, 200 CP/rnd to maintain
Rank 2: 2 AP; 520 CP, 250 CP/rnd to maintain
Rank 3: 2 AP; 630 CP, 300 CP/rnd to maintain
Notes:
- Does not Stack
- Lasts up to three rounds, requiring a Gen Check each round.
- If the target is Spiritual/Evil in anyway, the user deals +10% Damage and has +1 to all checks of this technique, not including negating jutsu.
- Original Form cancels all activated buff's effecting the target.
---
Kaneton Tag: Iron Coffin - Metal Binding Ninjutsu<i></i>
During their travels, the Tsuchimikado had to find a way to ensnare spirits and evil beings, thus the creation of the Iron Coffin. A large metal box surrounds the target after the tag(s) have made contact with the target, bringing airborn targets back down to earth. After the target has been contained, that is when the Onmyouji takes the advantage of sealing the spirit.
Rank 1: Binds one target in a metal prison at -4 Acc. Once bound, the target may use their next 2 AP in action. All other AP afterwards is nulled until next round. Coffin has 2700 HP, regenerating 675 Hp per round.
Rank 2: Binds one target in a metal prison at -3 Acc. Once bound, the target may use their next 1 AP in action. All other AP afterwards is nulled until next round. Coffin has 3300 HP, regenerating 825 Hp per round.
Rank 3: Binds one target in a metal prison at -2 Acc. Once bound, the target may not make further action until next round. Coffin has 4500 Hp, regenerating 1125 Hp per round.
Costs:
Rank 1: 2 AP; 900 CP to initiate, 300 CP/rnd to maintain
Rank 2: 2 AP; 1100 CP to initiate, 550 CP/rnd to maintain
Rank 3: 2.5 AP; 1500 CP to initiate, 700 CP/rnd to maintain
Notes:
- The target bound may make actions freely after the initial round of binding.
- The only way out of the binding is to destroy the binding from either the inside or the outside.
- While bound, Lightning jutsus casted upon coffin deal +5% damage, this does not apply to damage done to the Coffin.
- While bound, Fire jutsus casted upon coffin deal +10% damage both to the victim and the coffin.
- While bound, Exorcism deals +10% damage with +10% chance to revert. This bonus does not apply to damage done to the coffin.
---
Titanium Body - Metal Ninjutsu<i></i>
Able to manipulate the metals within their body, the Onmyouji are able to blend the metals together to cause their body to harden into titanium alloy. Every part of the Onmyouji's body becomes a shiny chrome color and their skin becomes harder than steel. With strength and resistance comes sluggish and inaccurate movement. This form is only used in dire circumstances.
Rank 1: -5% physical damage taken, +5% melee damage dealt, ignores up to 9 feet of knock back per attack.
Rank 2: -10% physical damage taken, +10% melee damage dealt, Ignores up to 12 feet of knockback per action.
Rank 3: -15% physical damage taken, +15% melee damage dealt, ignores up to 15 feet of knockback per action.
Costs:
Rank 1: 2 AP; 600 CP to initiate, 250 CP/rnd to maintain
Rank 2: 2.5 AP; 900 CP to initiate, 400 CP/rnd to maintain
Rank 3: 2.5 AP; 1200 CP to initiate, 550 CP/rnd to maintain
Notes::
- While active, the user suffers a -2 penalty to both Accuracy and Dodge.
- Water jutsu used against the user inflict -1 Dodge for the remainder of the round. Does not stack.
- +15% Lightning/Fire Damage taken.
- After taking damage from Lightning or Fire, deals extra +10% damage of that element for next Unarmed physical action.
- -20% Damage taken from Gravity jutsu. Gravity-based effects are halved.
- This counts as a Chakra Armor.
---
Tenmeiton Tag: Yin-Yang Barrier - Barrier Ninjutsu<i></i>
Many times, the Onmyouji encounters spirits that overwhelm them, thus the necessity for a defense against them came to be. The barrier appears to be a circular pentagram upon the ground, bearing a strange white glow. Due to necessity, three barriers were created in order to help the Onmyouji. By utilizing tags, the Onmyouji creates a barrier around them and their allies to protect them against the three types of attacks. Each barrier blocks a certain type from getting inside the barrier and getting out.
Rank 1: 5x5 area. Barrier has 3500 HP (Regenerates 25% Max HP per round) which blocks against Taijutsu, blocking movement in and out of the barrier, to include underground travel.
Rank 2: 7x7 area. Barrier may block 8 levels worth of Genjutsu (Regenerating 2 levels per round) before dissipating. Â Genjutsu being used from inside the barrier are also blocked/damages barrier.
Rank 3: 10x10 area. Barrier has 6000 HP (Regenerates 25% Max HP per round) which blocks Ninjutsu. Â Ninjutsu being used from inside the barrier are also blocked/damages barrier.
Costs:
Rank 1: 2.5 AP; 1400 CP to initiate, 670 CP/rnd to maintain
Rank 2: 2.5 AP; 2200 CP to initiate, 1040 CP/rnd to maintain
Rank 3: 3 AP; 3000 CP to initiate, 1440 CP/rnd to maintain
Notes:
- Barrier Strength cannot be buffed.
- The type of barrier remains secret, not shown in the battle.
- Rank 2 Barrier has 5% chance to reflect Genjutsu back to caster at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 2 Barrier has 5% chance to deal double effect on user at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to reflect Ninjutsu back at the caster at -2 Caster's Nin Acc. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to deal double damage on user at -2 Caster's Nin Acc. This applies to both sides of the barrier.
---
Tenmeiton: Judgment Gate - Special Ninjutsu<i></i>
Opening an enormous gate bearing double doors that slowly open up, the Judgment gate appears in three forms. The Molten Rock Gate appears to be quickly rushing lava that envelopes the target only to dry and bind the target. The second is the Final Arc Gate, where an enormous ship is drawn to the target upon a deluge of water, crashing into the target. The final gate is the Pandora's Gate. Pandora's gate is a complete enigma as nobody knows what to expect when the doors of Pandora's Gate are opened.
Rank 1 - <I>Molten Rock Gate: Summons a wave of lava that deals 3200 Lava Damage. Next round, Molten Rock hardens, becoming a binding causing -2 acc/dodge for 2 rounds
Rank 2 - Final Arc Gate: Summons a ship upon a wave of water, the ship crashes into the victim dealing 3230 Wood damage, while the wave further deals 1610 Water Damage. Should both hit, victim takes -3% HP per round for 3 rounds.
Rank 3 - Pandora's Gate:: Random effect.
Costs:
Rank 1: 3 AP; 1650 CP
Rank 2: 3 AP; 2420 CP
Rank 3: 2 AP; 1800 Cp
Notes::
- Debuffs do not stack.
- Molten Rock's debuff ONLY works when hit by it.
- Final Arc's debuff ONLY works when hit by it.
- Pandora's Gate must be rolled between 1 and 40 to determine it's effect. The effect has a 100% chance of success, but cannot be buffed.[/fontsize]
<B>Note: All Tsuchimikado techniques and buffs are classified as Light.
014% Control - One with the Universe (Rank 1)/Steel Curtain (Rank 1)
028% Control - Sanryoukyougan (Rank 1)
042% Control - Iron Will (Rank 1)
056% Control - Kaneton Tags: Alloyed Fangs (Rank 1)
070% Control - One with the Universe (Rank 2)
084% Control - Iron Will (Rank 2)
098% Control - Steel Curtain (Rank 2)/Tsuihouton Tag: Exorcism (Rank 1)
112% Control - Sanryoukyougan (Rank 2)/Kaneton Tag: Iron Coffin (Rank 1)
126% Control - One with the Universe (Rank 3)/Kaneton Tag: Alloyed Fangs (Rank 2)
140% Control - Iron Will (Rank 3)/Kaneton Tag: Iron Coffin (Rank 2)
154% Control - Tsuihouton Tag: Exorcism (Rank 2)
168% Control - Sanryoukyougan (Rank 3)/Kaneton Tag: Iron Coffin (Rank 3)
182% Control - Steel Curtain (Rank 3)/Tsuihouton Tag: Exorcism (Rank 3)
196% Control - Kaneton Tag: Â Alloyed Fangs (Rank 3)
210% Control - Titanium Body (Rank 1)
224% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 1)
238% Control - Titanium Body (Rank 2)
252% Control - Judgment Gate (Rank 1)
266% Control - Titanium Body (Rank 3)/Tenmeiton Tag: Yin-Yang Barrier (Rank 2)
280% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 3)/Judgment Gate (Rank 2)
294% Control - Judgment Gate (Rank 3)
---
One with the Universe - Passive</U><i></i>
A Tsuchimikado Clansman were born with a natural awareness of the physical and spiritual world, allowing them to conjure spells at a better price for their chakra.
Rank 1: Ninjutsu and Genjutsu have a 5% CP reduction.
Rank 2: Ninjutsu and Genjutsu have a 10% CP reduction
Rank 3: Ninjutsu and Genjutsu have a 15% CP reduction
---
Steel Curtain - Passive<i></i>
Granted the power to manipulate metal, the Tsuchimikado clan have developed a minor immunity to the effects of metal to include shurikens and the blade of a sword.
Rank 1: The user takes -5% Damage from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage.
Rank 2: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage
Rank 3: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +5% Damage.
Notes:
- This is considered damage reductions.
- Additional Damage does not exceed the cap limits.
- IE: At Rank 1, a Ninjutsu with a +20% Buff is treated as a +30% Buff.
---
Sanryoukyougan (Prism Eyes) - Activated Passive<i></i>
Crystal eyes are inherited by the Onmyouji, granting them abilities against Spirits and Evil that far surpasses a normal human being. Along with granting them protection from illusions, the Sanryoukyougan also makes attacks and defense against Spiritual and Evil types easier, as well as show their weak point.
Rank 1: +1 Gen Save/Gen DC. Bypasses up to 5% Damage reduction from Spiritual or Evil targets.
Rank 2: +1 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 10% Damage reduction from Spiritual or Evil targets.
Rank 3: +2 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 15% Damage reduction from Spiritual or Evil targets.
Costs:
Rank 1: 0.5 AP; 300 Cp to initiate, 140 Cp/Rnd to maintain
Rank 2: 0.5 AP; 600 Cp to initiate, 260 Cp/Rnd to maintain
Rank 3: 0.5 AP; 1,000 Cp to initiate, 400 Cp/Rnd to maintain
Notes:
- Must be activated
---
Iron Will - Passive
The Tsuchimikado are a people with a unique affinity to an uncommon and rare element; Metal. Their affinity allows them condense the minerals within the ground into a hardened, metallic form with increased strength and power, and is often cast through the use of special Onmyoudo Tags created from their chakra that can be used in place of handseals.
Rank 1: May convert Earth and Non-Elemental Jutsu into Metal by paying an additional 20% Chakra Cost.
Rank 2: May convert Earth and Non-Elemental Jutsu into Metal by paying an additional 10% Chakra Cost.
Rank 3: May convert Earth and Non-Elemental Jutsu into Metal at no extra cost.
Notes:
- Metal Jutsu gain +5% Damage per rank.
- The Tsuchimikado automatically has access to the Metal element.
- All techniques used with this are treated as Metal element.
---
<U>Kaneton Tag: Alloyed Fangs - Metal Ninjutsu<i></i>
Utilizing the the Onmyoudo Tags that they create, a series of metal fangs appear from the ground. The fangs' serrated edges tear instead of cleave the target. The Alloyed Fangs remain on the field. It is rumored that the Alloyed Fangs may be utilized while someone is entrapped in a metallic prison.
Rank 1: 5 metal spikes deal 120 damage each.
Rank 2: 5 metal spikes deal 280 damage each.
Rank 3: 5 metal spikes deal 440 damage each.
Costs:
Rank 1: 1.5 AP; 200 CP
Rank 2: 2 AP; 470 CP
Rank 3: 2 AP; 740 CP
Notes:
- If used in conjunction with Iron Coffin, This bypasses the Coffin's Hp, but destroys the Coffin in the process.
---
Tsuihouton Tag: Exorcism - Metal Ninjutsu<i></i>
Throughout history, the Tsuchimikado Clan were utilized to ward away evil beings and vengeful spirits. During their occupation and travels, the Clan learned how to banish evil beings and spiritual apparitions through the use of exorcism and special sealing tags.
Rank 1: Sealing tag deals 1040 initial damage, and 600 damage per round. 10% chance to revert to original form per round.
Rank 2: Sealing tag deals 1300 initial damage, and 740 damage per round. 15% chance to revert to original form per round.
Rank 3: Sealing tag deals 1560 initial damage, and 900 damage per round. 20% chance to revert to original form per round.
Special Action: Exorcism can be used reactionary to counter a Spiritual or Evil Jutsu, Negating damage. This requires a Ninjutsu check between the attacker and the user with a -3 penalty to the user. This lowers by .5 per rank of this jutsu after the first.
Costs:
Rank 1: 2 AP; 420 CP, 200 CP/rnd to maintain
Rank 2: 2 AP; 520 CP, 250 CP/rnd to maintain
Rank 3: 2 AP; 630 CP, 300 CP/rnd to maintain
Notes:
- Does not Stack
- Lasts up to three rounds, requiring a Gen Check each round.
- If the target is Spiritual/Evil in anyway, the user deals +10% Damage and has +1 to all checks of this technique, not including negating jutsu.
- Original Form cancels all activated buff's effecting the target.
---
Kaneton Tag: Iron Coffin - Metal Binding Ninjutsu<i></i>
During their travels, the Tsuchimikado had to find a way to ensnare spirits and evil beings, thus the creation of the Iron Coffin. A large metal box surrounds the target after the tag(s) have made contact with the target, bringing airborn targets back down to earth. After the target has been contained, that is when the Onmyouji takes the advantage of sealing the spirit.
Rank 1: Binds one target in a metal prison at -4 Acc. Once bound, the target may use their next 2 AP in action. All other AP afterwards is nulled until next round. Coffin has 2700 HP, regenerating 675 Hp per round.
Rank 2: Binds one target in a metal prison at -3 Acc. Once bound, the target may use their next 1 AP in action. All other AP afterwards is nulled until next round. Coffin has 3300 HP, regenerating 825 Hp per round.
Rank 3: Binds one target in a metal prison at -2 Acc. Once bound, the target may not make further action until next round. Coffin has 4500 Hp, regenerating 1125 Hp per round.
Costs:
Rank 1: 2 AP; 900 CP to initiate, 300 CP/rnd to maintain
Rank 2: 2 AP; 1100 CP to initiate, 550 CP/rnd to maintain
Rank 3: 2.5 AP; 1500 CP to initiate, 700 CP/rnd to maintain
Notes:
- The target bound may make actions freely after the initial round of binding.
- The only way out of the binding is to destroy the binding from either the inside or the outside.
- While bound, Lightning jutsus casted upon coffin deal +5% damage, this does not apply to damage done to the Coffin.
- While bound, Fire jutsus casted upon coffin deal +10% damage both to the victim and the coffin.
- While bound, Exorcism deals +10% damage with +10% chance to revert. This bonus does not apply to damage done to the coffin.
---
Titanium Body - Metal Ninjutsu<i></i>
Able to manipulate the metals within their body, the Onmyouji are able to blend the metals together to cause their body to harden into titanium alloy. Every part of the Onmyouji's body becomes a shiny chrome color and their skin becomes harder than steel. With strength and resistance comes sluggish and inaccurate movement. This form is only used in dire circumstances.
Rank 1: -5% physical damage taken, +5% melee damage dealt, ignores up to 9 feet of knock back per attack.
Rank 2: -10% physical damage taken, +10% melee damage dealt, Ignores up to 12 feet of knockback per action.
Rank 3: -15% physical damage taken, +15% melee damage dealt, ignores up to 15 feet of knockback per action.
Costs:
Rank 1: 2 AP; 600 CP to initiate, 250 CP/rnd to maintain
Rank 2: 2.5 AP; 900 CP to initiate, 400 CP/rnd to maintain
Rank 3: 2.5 AP; 1200 CP to initiate, 550 CP/rnd to maintain
Notes::
- While active, the user suffers a -2 penalty to both Accuracy and Dodge.
- Water jutsu used against the user inflict -1 Dodge for the remainder of the round. Does not stack.
- +15% Lightning/Fire Damage taken.
- After taking damage from Lightning or Fire, deals extra +10% damage of that element for next Unarmed physical action.
- -20% Damage taken from Gravity jutsu. Gravity-based effects are halved.
- This counts as a Chakra Armor.
---
Tenmeiton Tag: Yin-Yang Barrier - Barrier Ninjutsu<i></i>
Many times, the Onmyouji encounters spirits that overwhelm them, thus the necessity for a defense against them came to be. The barrier appears to be a circular pentagram upon the ground, bearing a strange white glow. Due to necessity, three barriers were created in order to help the Onmyouji. By utilizing tags, the Onmyouji creates a barrier around them and their allies to protect them against the three types of attacks. Each barrier blocks a certain type from getting inside the barrier and getting out.
Rank 1: 5x5 area. Barrier has 3500 HP (Regenerates 25% Max HP per round) which blocks against Taijutsu, blocking movement in and out of the barrier, to include underground travel.
Rank 2: 7x7 area. Barrier may block 8 levels worth of Genjutsu (Regenerating 2 levels per round) before dissipating. Â Genjutsu being used from inside the barrier are also blocked/damages barrier.
Rank 3: 10x10 area. Barrier has 6000 HP (Regenerates 25% Max HP per round) which blocks Ninjutsu. Â Ninjutsu being used from inside the barrier are also blocked/damages barrier.
Costs:
Rank 1: 2.5 AP; 1400 CP to initiate, 670 CP/rnd to maintain
Rank 2: 2.5 AP; 2200 CP to initiate, 1040 CP/rnd to maintain
Rank 3: 3 AP; 3000 CP to initiate, 1440 CP/rnd to maintain
Notes:
- Barrier Strength cannot be buffed.
- The type of barrier remains secret, not shown in the battle.
- Rank 2 Barrier has 5% chance to reflect Genjutsu back to caster at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 2 Barrier has 5% chance to deal double effect on user at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to reflect Ninjutsu back at the caster at -2 Caster's Nin Acc. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to deal double damage on user at -2 Caster's Nin Acc. This applies to both sides of the barrier.
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Tenmeiton: Judgment Gate - Special Ninjutsu<i></i>
Opening an enormous gate bearing double doors that slowly open up, the Judgment gate appears in three forms. The Molten Rock Gate appears to be quickly rushing lava that envelopes the target only to dry and bind the target. The second is the Final Arc Gate, where an enormous ship is drawn to the target upon a deluge of water, crashing into the target. The final gate is the Pandora's Gate. Pandora's gate is a complete enigma as nobody knows what to expect when the doors of Pandora's Gate are opened.
Rank 1 - <I>Molten Rock Gate: Summons a wave of lava that deals 3200 Lava Damage. Next round, Molten Rock hardens, becoming a binding causing -2 acc/dodge for 2 rounds
Rank 2 - Final Arc Gate: Summons a ship upon a wave of water, the ship crashes into the victim dealing 3230 Wood damage, while the wave further deals 1610 Water Damage. Should both hit, victim takes -3% HP per round for 3 rounds.
Rank 3 - Pandora's Gate:: Random effect.
Costs:
Rank 1: 3 AP; 1650 CP
Rank 2: 3 AP; 2420 CP
Rank 3: 2 AP; 1800 Cp
Notes::
- Debuffs do not stack.
- Molten Rock's debuff ONLY works when hit by it.
- Final Arc's debuff ONLY works when hit by it.
- Pandora's Gate must be rolled between 1 and 40 to determine it's effect. The effect has a 100% chance of success, but cannot be buffed.[/fontsize]
Pandora's Gate Effects said:[fontsize="12"]Pandora's Gate effects:
1: 1 damage to target
2: 2000 damage to target
3: 1500 damage to everyone on the field
4: 5000 damage to target
5: 4000 damage to everyone on the field
6: 100 damage to caster
7: 500 damage to caster
8: No Effect
9: Refills 10% Target's HP
10: Refills 20% Target's HP
11: Refills 30% Target's HP
12: Refills 40% Target's HP
13: Refills 10% own HP
14: Refills 20% own HP
15: Refills 30% own HP
16: Refills 40% own HP
17: Completely reverts all spiritual/evil to original form.
18: Destroys all barriers
19: No Effect
20: Caster receives -3 Gen Save/DC for 2 rounds
21: Caster receives -3 Acc/Dodge for 2 rounds
22: Target receives -3 Gen Save/DC for 2 rounds
23: Target receives -3 Acc/Dodge for 2 rounds
24: Removes all maintained jutsus
25: Drains 25% of target's HP
26: Drains 25% of target's CP
27: Gives target 25% of caster's HP
28: Gives target 25% of caster's CP (after jutsu cost removed)
29: Target and Caster swap HP
30: Target and Caster swap CP
31: Target is bound for 2 rounds.
32: Caster is bound for 2 rounds.
33: No Effect
34: Jutsus used by target cost an additional +25% AP for 2 rounds
35: Jutsus used by caster cost an additional +25% AP for 2 rounds
36: Target takes +20% to all damage types for 2 rounds
37: Caster takes +20% to all damage types for 2 rounds
38: No Effect
39: 1 damage to everyone on field
40: Everyone on field gets 3 standard clones.[/fontsize]
Pandora's Gate Effects said:Weapon:
Name: Luna & Sol
Augments: None
Damage Type: Slashing
Accuracy: -2% Accuracy
Damage Modifier: +10% Base Damage