Kyoujouran
A once-forgotten bloodline, repeatedly plagued with the threat of extinction throughout its history. Kyoujouran heritage manifests with the awakening of their Tetsukawa technique; their ability to manipulate their body into forming a natural armor to protect themselves from all manner of harm, though gruesome training when it comes to raising their young causes many of their children to die well before then.
084 PL - Juggernaut (Rank 1), Tetsukawa (Rank 1)
168 PL - Tremor Sense (Rank 1)
252 PL - Armored Blow (Rank 1)
336 PL - Tremor Sense (Rank 2)
420 PL - Juggernaut (Rank 2), Vanguard's Charge (Rank 1)
504 PL - Tetsukawa (Rank 3) (Rank 2)
588 PL - Tremor Sense (Rank 3), Armored Blow (Rank 2)
672 PL - Juggernaut (Rank 3), Vanguard's Charge (Rank 2)
756 PL - Armored Blow (Rank 3)
840 PL - Tetsukawa (Rank 3) (Rank 3), Vanguard's Charge (Rank 3)
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Juggernaut - Passive
A Kyoujouran in motion will remain in motion, and they choose to use their incredibly fortitude not to be an unbreakable wall, but an unrelenting force. Should a Kyoujouran be in battle, you may always find them on the frontline assaulting their enemy head-on.
Rank 1/2/3: While the user is in the process of performing a melee attack;Note:
- They will not lose their capability of Movement. However, the user's chakra costs are increased by +50%/40%/30% while resisting effects which would restrict their movement.
- The user may ignore up to 0.5/0.75/1 AP worth of Suppression each round.
- Example; If the user performs an attack that takes 2.5 seconds to resolve, Juggernaut is active upon them for the entirety of those 2.5 seconds.
- If performing consecutive melee attacks, Juggernaut will remain active for the entirety (it would not drop on completion of melee attack A, and resume on the start of melee attack B; there is no interruption). This can not carry over "between" rounds (ending movement at 10 seconds of one round, and immediately moving again at 0 seconds of the following round)
- If the user were to be be hit by a movement-restricting bind while Juggernaut is active, the bind is not negated; it is still in play against them, however the user simply retains their movement until they perform an action that would lose the effects of Juggernaut . Juggernaut cannot be used to regain movement from a bind that effected them before it was active.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside influence. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.
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Tetsukawa - Activated Passive
The most reknown capability of the Kyuojouran is their ability to reinforce their outer skin into a tough, natural armor to protect themselves from all types of harm. This armor may appear rocky, metallic, or organic in nature, and often gives the Kyoujouran a formidable hulking visage while active. A Kyoujouran is never defenseless.
Rank 1: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to D-rank and lower attacks.
Rank 2: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to B-rank and lower attacks.
Rank 3: All individual sources of damage taken by the user are reduced by [X] (depending on their OOC Rank). Applies to S-rank and lower attacks.Cost: 1 AP; 2% Max CP/Rnd
- Attacks without a rank and E-rank attacks are reduced by 50 damage.
- D-rank attacks are reduced by 70 damage
- C-rank attacks are reduced by 90 damage
- B-rank attacks are reduced by 110 damage
- A-rank attacks are reduced by 130 damage
- S-rank attacks are reduced by 150 damage
Note:
- This is not considered "Damage Reduction", and as such, is uneffected by effects which would bypass DR. This applies against Illusory damage as well.
- The flat number of damage reduced is applied individually to every instance of damage. For example, an A-rank Kyoujouran being hit by a single check dealing 4000 damage (after other modifiers) would be reduced by 130, while an attack consisting of 7 hits dealing 570 damage (after modifiers) would have each hit reduced by 130.
- If a strike's damage would be fully reduced, the attack is negated completely. This only applies if it deals damage in the first place (attacks such as binds are uneffected)
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Tremor Sense - Buffing Taijutsu
Kyoujouran lore would claim that they were born of the Earth and receive its blessing. To give weight to this claim, Kyoujouran have an attunement to the ground that allows them to sense even subtle vibrations through it. Those who think they can work around Kyoujouran by hiding or otherwise hiding their sight will have to find another plan.
Rank 1: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. This may only be used once per round.
Rank 2: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. The user gains +1 Awareness against all targets for the remainder of the round. This may only be used once per round.
Rank 3: Stomps on the ground and reads the vibrations that emanate from it; every target in the battle that is not Airborne is identified to the user, allowing the user to distinguish whether a target is a clone or an illusion. Stealth checks against the user are re-rolled ignoring low Brightness bonuses. The user gains +2 Awareness against all targets for the remainder of the round. This may only be used once per round.
Cost: 1 AP; 2% Max CP
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Armored Blow - Dependent Special Move
The Kyoujouran method of fighting is known for accepting any and all challenges headon. Their guard is at its highest when engaging a target, and any openings in their stance are a deliberately made to coax their enemies into a false sense of security.
Rank 1: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 5% Damage Reduction and +1 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.
Rank 2: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 10% Damage Reduction and +1 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.
Rank 3: May be used with any Melee attack. Lowers the user's dodge by -3, but grants them 10% Damage Reduction and +2 Accuracy. Applies from the time the user begins attempting to perform the action used with this, and ends when the attack is resolved. Costs +100 CP.
Note:
- Example; If the user performs an attack that takes 2.5 seconds to resolve, Armored Blow will remain active is active upon them for the entirety of those 2.5 seconds.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside interference. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.
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Vanguard's Charge - Buffing Taijutsu
A tried and true method of the Kyoujouran. A Kyoujouran makes the most of their durability to throw themselves into the heat of battle, all to gain a better chance to strike their enemies.
Rank 1: Upon initiation the user takes 80% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.
Rank 2: Upon initiation the user takes 65% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.
Rank 3: Upon initiation the user takes 50% damage from attacks which hit them (this is not considered DR, but also overwrites the user's DR during this time). This will last until completion of Vanguard's Charge, but if the user's following action is a Melee Attack this will extend to last until the completion of said Melee Attack. Vanguard's Charge will activate Juggernaut despite not being an attack.
Cost: 2.25 AP; 1000 CP.
Note:
- May be used once per round.
- This is not considered damage reduction, and as such, is uneffected by effects which would bypass DR. This applies against Illusory damage as well.
- This is not considered damage reduction, and does increase their damage when used with the Zaiken style.
- For the purposes of this skill, a "Melee attack" will refer to any action which uses "Melee Accuracy" without outside interference. An action offering the option between Melee and Nin Accuracy would be acceptable, but using Shinobi 101 would not.
- Example; a user with 10 AP begins this at the start of the round, and their next action is a 2.5 AP melee attack. This means the user will be affected by this from the start of this jutsu (0 seconds) and last until the completion of their following action (at 4.75 seconds).
- The effects of this jutsu can never carry over between rounds (such as using Vanguard's Charge at 10 seconds into Round 2, and following up with a melee attack at 0 seconds of round 3).
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The Unbroken
The training to become a master of the Kyoujouran bloodline is filled with pain and the scars, as the only way to truly grow their ability is to constantly subject themselves to greater and greater harm. The Kyoujouran believe that those too weak to continue or survive this training are unworthy of their name, and for this reason carry great pride in their claim that "There are no broken Kyoujouran".
924 PL - Unbreakable (Rank 1), Zaiken (Rank 1)
1008 PL - Blade Breaker (Rank 1)
1092 PL - Blade Breaker (Rank 2)
1176 PL - Unbreakable (Rank 2), Zaiken (Rank 2)
1260 PL - Tetsukawa Unleash (Rank 1)
1344 PL - Unbreakable (Rank 3), Bladebreaker (Rank 3)
1428 PL - Tetsukawa Unleash (Rank 2),
1512 PL - Shattering Strike (Rank 1)
1596 PL - Zaiken (Rank 3)
1680 PL - Tetsukawa Unleash (Rank 3), Shattering Strike (Rank 2)
1764 PL - Shattering Strike (Rank 3)
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Unbreakable - Passive
Despite their clan's on-off flirting with extinction, this culture still proceeds with their inhumane uprising to this very day believing the training eliminates all those with thin blood, leaving only the strongest individuals alive to master their ability.
Rank 1: +2 HP Mod
Rank 2: +4 HP Mod
Rank 3: +6 HP Mod
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Zaiken - Physical Style
The Kyoujouran fighting style that specializes in controlled, forceful movement that enables both solid defenses and rock-hard blows. The sight of a Kyoujouran impaling an enemy with a kick, or outright crushing them with a punch is not one easily forgotten.
Rank 1/2/3: While Zaiken is active, the user's Melee attacks gain a damage bonus equal to the user's Damage Reduction %. Upon entering this style, the user chooses either 'Piercing' or Bludgeoning'; the user may perform the chosen subtype's actions while equipped with an Unarmed weapon. Both the user's Unarmed and [Chosen Subtype] actions are considered one and the same in terms of effects, modifiers and what they may be used with. The user's chakra costs are increased by +20%.
Rank 2: same as above, but the user's costs are only increased by +10%
Rank 3: same as Rank 3, but the user's costs are not penalized.
Note:
- This style does not simply grant access to the chosen subtype; their weapon is also considered the chosen subtype, just as the subtype is also considered Unarmed. This does not grant the weapon another weapon effect.
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Bladebreaker - Unarmed Taijutsu
An incoming weapon would normally cause most to evade out of the way, but the Kyoujouran see it as an opening. Rather than evade, they use their natural defense to instead attempt to shatter (or at least damage) the weapon that would dare challenge their armor.
Rank 1: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Rank 2: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Rank 3: Reflexive. When attacked with a Weapon, the user may make a basic strike against their attacker -before- the attack hits them. If this attack hits, the Called Shot level of the attack's weapon is increased by two levels (this penalty is then applied to the attack which triggered this action).
Cost: 1.25 AP; 2% Max CP
Note:
- Reflexive.
- A weapon may only be affected by this action once per battle normally. If it recovers -any- Called Shot ranks after this was used on it, this may be used on it once again.
- Smart Action: If a player will reflexively use Bladebreaker, they will not mistakingly use it on a weapon they have already used it on -unless- it can be damaged (see above note).
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Tetsukawa Unleash - Buffing Taijutsu
Considered the ultimate defense by many shinobi, this jutsu the Kyoujouran's natural armor into complete overdrive, providing even greater defense ontop of their already existing ones. There is a trade off, however, as it can slow them down some.
Rank 1: User gains 4,000Temporary HP. The user has a -3 penalty to Dodge while this is active.
Rank 2: User gains 6,500 Temporary HP. The user has a -3 penalty to Dodge while this is active.
Rank 3: User gains 8,000 Temporary HP. The user has a -3 penalty to Dodge while this is active.
Cost: 2.75 AP; 2,910 Chakra
Note:
- Chakra Armor
- Lasts up to two rounds. Can only be used once per battle.
- The Temporary HP granted by Tetsukawa Unleash is reduced before the user's normal HP, and cannot be recovered. The user's Damage Reduction and Tetsukawa do not apply to this temporary HP.
- Effects which deal additional damage to barriers will also deal additional damage to this armor.
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Shattering Strike - Unarmed Taijutsu
This technique is the pinnacle of the raw power, and the most trasured technique of the Kyoujouran. This technique is a single, focus strike channeling rock-hard strength that is capable of shattering through any obstacle in their path....or the bones in the victim's body if there is nothing to slow the user.
Rank 1: Deals 3300 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.
Rank2: Deals 3710 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.
Rank 3: Deals 4125 damage at Melee Accuracy. If a Barrier or Arena is between the user and their target, it is dispelled; if it was B-Rank or lower, this attack is uneffected, but if it was A-Rank or higher this attack deals 50% less damage)[/i]. If not, the target has a random limb's Called Shot level raised by two levels.
Cost: 2.75 AP; 2060 CP
Note:
- A target may only be affected by this jutsu once per round.
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The Shattered
"There are no broken Kyoujouran". But not all who fail to manifest their Tetsukawa perish. Some live, refusing to take their own life after their failure, leading to the true Kyoujouran to brand them as "double-failures". Their name is revoked, records wiped, and it is only through daring whispers they speak of the other power a once-Kyoujouran has awaken to; Onikawa.
There are no broken Kyoujouran, because the shell remaining behind is distinctly something else.
924 PL - Onikawa, Shattered Soul (Rank 1), Oni Arts (Rank 1)
1008 PL - The Lost Curse (Rank 1)
1092 PL - The Lost Curse (Rank 2)
1176 PL - Shattered Soul (Rank 2), Oni Arts (Rank 2)
1260 PL - Spirit Remedy (Rank 1)
1344 PL - Shattered Soul (Rank 3), The Lost Curse (Rank 3)
1428 PL - Spirit Remedy (Rank 2),
1512 PL - Absolute Destruction (Rank 1)
1596 PL - Oni Arts (Rank 3)
1680 PL - Spirit Remedy (Rank 3), Absolute Destruction (Rank 2)
1764 PL - Absolute Destruction (Rank 3)
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Shattered Soul - Passive
"Onikawa" is both the name of their power, and the name a Kyoujouran takes after forsaking their original "Kyoujouran" name. This power is awoken by feeling of intense loathing; most commonly of spite at others, but sometimes aimed at themselves. This triggers a mutation of their Tetsukawa.
No longer Kyoujouran, the newborn Onikawa realizes it is only through casting aside their weighty armor that true power can be achieved.
Rank 1/2/3: The user and their actions are Cursed aligned.
Rank 1/2/3: The user and their actions are Cursed aligned. If an effect would cause the user to become Spiritual, the user may choose to instead remain Cursed.
Rank 1/2/3: The user and their actions are Cursed aligned. If an effect would cause the user to become Holy or Spiritual, the user may choose to instead remain Cursed.
At all ranks, the user's Tetsukawa skill transforms to Onikawa and has its effects replaced with the following;
Onikawa - Activated Passive
Where Kyoujouran's Tetsukawa create armor to protect themselves from harm, an Onikawa care for none of that; their bloodline manifests as horns which gather the negative energy from the environment, growing in size in proportion to the stored power. The Oni feed off malice, and there is no greater nourishment then a battle.
Rank 1: Each time the user is targeted by a damage-dealing attack, an amount of "Scorn" is generated (depending on their OOC Rank, and does not apply if attacking themselves). At any point the user may infuse -ALL- stored Scorn into any damage-dealing single-hit attack, granting it bonus damage equal to the amount of stored Scorn. A Scorn-infused attack will have a partial hit treated as a full hit. Applies to D-Rank and lower attacks aimed at the user.
Rank 2: Each time the user is targeted by a damage-dealing attack, an amount of "Scorn" is generated (depending on their OOC Rank, and does not apply if attacking themselves). At any point the user may infuse -ALL- stored Scorn into any damage-dealing single-hit attack, granting it bonus damage equal to the amount of stored Scorn. A Scorn-infused attack will have a partial hit treated as a full hit. Applies to B-Rank and lower attacks aimed at the user.
Rank 3: Each time the user is targeted by a damage-dealing attack, an amount of "Scorn" is generated (depending on their OOC Rank, and does not apply if attacking themselves). At any point the user may infuse -ALL- stored Scorn into any damage-dealing single-hit attack, granting it bonus damage equal to the amount of stored Scorn. A Scorn-infused attack will have a partial hit treated as a full hit. Applies to S-Rank and lower attacks aimed at the user.
Cost: 1 AP; 2% Max CP/Rnd
- 190 Scorn is generated from attacks without a rank, E-Rank attacks, D-rank attacks, and C-rank attacks.
- 280 Scorn is generated from B-rank attacks.
- 620 Scorn is generated from A-rank attacks.
- 820 Scorn is generated from S-Rank attacks.
Note:
- This bonus damage cannot be increased or reduced.
- Scorn is generated whenever an attack was intended for them; regardless of whether the attack hits the user or not (such as clones, blindshots, or attacking a target transformed as the user). Unlike Tetsukawa, Scorn is not generated each individual strike; it is generated once for the entire attack.
- Scorn may be added to AoE attacks, so long as they are not multi-hit (hitting the same target multiple times). All targets recieve the full amount of bonus damage (it is not divided).
- When generating Scorn, attacks without a rank (such as Traps and Special Moves generate 150 Scorn. The exception to this is BL/CA Final Jutsu and Contract Senjutsu, which generate 600 Scorn.
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Oni Arts - Passive
An Onikawa is born through the shattering of their own pride and honor. For a soul who has lost their place in the world, no trick is too dirty, and no act is too foul. An Onikawa is loathe to face their challenges head-on like their unbroken Kyoujouran cousins.
Rank 1/2/3: +1 Stealth
Rank 1/2/3: +2 Stealth
Rank 1/2/3: +3 Stealth
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The Lost Curse - Independent Special Move
The Onikawa horns grant the user siphoned power, normally by processing and storing the absorbed negative energy into a form safely usable. But by forsaking this conversion process the user may overcharge themselves in exchange for their own health. Such short term fleeting bursts of power worth the risk? To a spiteful Oni, no cost is too great.
Rank 1/2/3: For 0 AP, the user may reduce their HP and Cp modifiers by 6. For 5 seconds, when the user attacks a target they will add either the target's Damage modifiers to their own attack (in addition to their own) -or- +20% Damage; whichever is greater. The user's CP costs increase by +20% during this time.
Rank 1/2/3: For 0 AP, the user may reduce their HP and Cp modifiers by 6. For 5 seconds, when the user attacks a target they will add either the target's Damage modifiers to their own attack (in addition to their own) -or- +20% Damage; whichever is greater. The user's CP costs increase by +10% during this time.
Rank 1/2/3: For 0 AP, the user may reduce their HP and Cp modifiers by 6. For 5 seconds, when the user attacks a target they will add either the target's Damage modifiers to their own attack (in addition to their own) -or- +20% Damage; whichever is greater.
Note:
- The Damage modifier gained will be based on the highest Damage modifier used by the target within the current round, not necessarily their current one.
- The target's damage modifiers are converted into universal modifiers. For example, attacking a target with +20% [water] damage grants the Kyoujouran +20% damage to all types, including Illusionary.
- If the target has damage modifiers which bypass caps, it will also bypass the Kyoujouran's caps.
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Spirit Remedy - Independent Special Move
Well-aware of the self-destructive nature of their own power, an Onikawa will often develop their own self-made remedies to dull the painful nature of their powers. However, the same cures that dull their pain will often dull their other senses; which may be both a boon and a bane.
Rank 1/2/3: For 15 seconds, the user's Dodge bonuses are negated, and they suffer -3 Dodge. However, the user ignores the Dodge bonuses of a target equal to their own Dodge penalty. Spirit Remedy has a 15 second cooldown before it may be used again.
Rank 1/2/3: For 15 seconds, the user's Dodge bonuses are negated, and they suffer -3 Dodge. However, the user ignores the Dodge bonuses of a target equal to their own Dodge penalty. Spirit Remedy has a 12 second cooldown before it may be used again.
Rank 1/2/3: For 15 seconds, the user's Dodge bonuses are negated, and they suffer -3 Dodge. However, the user ignores the Dodge bonuses of a target equal to their own Dodge penalty. Spirit Remedy has a 10 second cooldown before it may be used again.
Cost: 1 AP, 2% Max CP
Note:
- Treated as a Lingering Poison, and may be removed as such.
- Example; if the user has -5 Dodge, then they may ignore up to +5 Dodge bonuses a target has active.
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Absolute Destruction - Unarmed Taijutsu
The final power of Onikawa is easy to misjudge as super strength, but is actually more simple; it is the power to destroy, absolutely. The small crater left behind by this single strike is a testament to its strength; any target close enough to the point of contact without a strong enough lifeforce of its own will be blown to bits, reduced to ash, pulverized to paste, or torn to shreds....Or in the worst case, all of the above.
Rank 1/2/3: Deals 2380 damage to 3 targets at +2 Accuracy. A target hit by this attack has their HP/CP modifiers reduced by 6; if a target cannot pay this (such as clones), and is reduced to below 50% Max HP by this attack, the target is destroyed.
Rank 1/2/3: Deals 2670 damage to 3 targets at +2 Accuracy. A target hit by this attack has their HP/CP modifiers reduced by 6; if a target cannot pay this (such as clones), and is reduced to below 50% Max HP by this attack, the target is destroyed.
Rank 1/2/3: Deals 2970 damage to 3 targets at +2 Accuracy. A target hit by this attack has their HP/CP modifiers reduced by 6; if a target cannot pay this (such as clones), and is reduced to below 50% Max HP by this attack, the target is destroyed.
Cost: 2.75 AP; 2060 CP
Note:
- Requires the user to have the effects of The Lost Curse active. If it is not, the user will be activate The Lost Curse upon using this jutsu. May only be used once per The Lost Curse activation.
- A target may only have their HP/CP Modifier affected once per The Lost Curse usage. If the user activates Lost Curse a second time in a round, then targets may be effected by it once again.