Current Stats said:Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
PL: 3600/3600
Bloodline Control: MAX
Advanced Points: 52
Kinjutsu: Jashinist
OOC Rank: S
C. Lvl: 15
Current Points said:HP: 39000
CP: 30000
Character Class said:Victim of Fate
HP: (50+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu Option
High: Melee Accuracy, Ranged Accuracy
Average: Evasion, Gen DC, Puppet Accuracy, Ninjutsu Accuracy
Low: Low Stat(s)
[spoilername="Weapons"][legend="[b]Healing Staff[/b]"]Weapon Description: A bulky staff made entirely of silver, capped with a large blue stone. The blue stone seemed to radiate light no matter the lighting conditions and there seemed to be some sort of strange healing power to it.Abilities said:0: Combat Medic
1: Kinjutsu
2: Bloody Mess
3: Healing Factor
4: Weapon Mastery - Ranged
5: Accupuncture
6: Called Shot
7: Human Anatomy
8: Insight
9: Jutsu Mastery
10: Kinjutsu
11: Kinjutsu
Damage Type: Bludgeon
Bludgeoning Special: Naturally Inflict Suppression
Accuracy: +0
Augments:
- Primal
- Recovery
- Overpowering[/legend]
[legend="[b]Fang of Hresvelgr
Dark Matter Form[/b]"]Weapon Description: A large double-edged scythe. This weapon has flesh crawling upon the blade all the way down the hinge of the weapon. Upon the hinge, there is a strange eye that constantly moves as the user wields it.
In the Dark Matter Form, a large ball of swirling black energy forms at the base of the blade. With a quick swipe of the scythe, it sends out a pointed projectile from the weapon that is harder than diamonds, yet fluid like water.
Damage Type: Ranged
Ranged Special: Natural +3% Called Shots
Accuracy: +2
Augments:
- Vanguard
- Steady
Ammunition Augments:
Crescent Moon Wave: Augment- Wide Edge
Big Black Fist Wave: Augment- Raid
Life Seeking Wave: Augment- Crippler[/legend]
[legend="[b]Fang of Hraesvelgr
Reaper Form[/b]"]Weapon Description: A large double-edged scythe. This weapon has flesh crawling upon the blade all the way down the hinge of the weapon. Upon the hinge, there is a strange eye that constantly moves as the user wields it.
In Reaper Form, the blade of the weapon vibrates at 1000 Hz, the same frequency as human skin. Due to this vibration, it naturally cuts through the body easily, able to cleave straight through a human being with little to no effort.
Damage Type: Slashing
Slashing Special: May Naturally cause bleeding
Accuracy: +2
Augments:
- Razor Strike
- Amplify
- Assault[/legend]
[legend="[b]Glamorous Lip Gloss[/b]"]Weapon Description: Comes in a small orange tube that is applied to the lips. This lipstick, however, is made of a deadly combination of chemicals that will react violently when it comes into contact with another target's lips. Nobody knows what the flavor of the Lip Gloss is, as those who have tried aren't around to tell about it. NOTE: All attacks used with this are RP'd as kisses.
Damage Type: Slashing
Slashing Special: May naturally inflict Bleeding
Accuracy: +0
Augments:
- Toxify: Black Lotus
- Vampiric
- Explosive[/legend]
[legend="[b]Kibo
Wind Stance[/b]"]Weapon Description: The last of it's kind. Mana managed to save Kibo as a pup from a group of poachers after having seen it's mother and siblings die. Thankfully, due to Mana's conviction to rescue the pup, he was given the name "Kibo" meaning "Hope". During their travels, Kibo has not only physically saved Mana's life, but also gave her a reason to continue living after making the decision to purge the parasites known as humanity from the planet.
While in the Wind Stance, Kibo gives up raw strength for pure speed and agility with it's strong jaws and claws while moving around autonomously
Damage Type: Ranged
Slashing Special: May Naturally cause suppression
Accuracy: +2
Augments:
-
-
Ammunition Augments:
1: Augment-
2: Augment-
3: Augment-[/legend]
[legend="[b]Kibo
Dragon Carry Stance[/b]"]Weapon Description: The last of it's kind. Mana managed to save Kibo as a pup from a group of poachers after having seen it's mother and siblings die. Thankfully, due to Mana's conviction to rescue the pup, he was given the name "Kibo" meaning "Hope". During their travels, Kibo has not only physically saved Mana's life, but also gave her a reason to continue living after making the decision to purge the parasites known as humanity from the planet.
While in the Dragon Carry Stance, Mana mounts Kibo as the two rush in towards the target with terrifying strength. Their attacks aren't very accurate but they are extremely powerful
Damage Type: Slashing
Slashing Special: May Naturally cause bleeding
Accuracy: -2
Augments:
-
-
-[/legend][/spoilername]
Equipped Items said:Item 0: Quiver
- Arrows
Item 0: Weapon Holster
- Fang of Hresvelgr - Reaper Form
Item 0: Weapon Holster
- Fang of Hresvelgr - Dark Matter Form
Item 1: EMP Grenade
Item 2: Explosive Notes x5
Item 3: Acid Vials x2
Item 4: Smoke Bomb x3
Item 5: Kawarimi Target - Readied with Explosive note on Proximity
[spoilername="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.Elemental Affinities said:Major Affinities:
Basic Elements: Fire (C Rank)
Advanced Elements: Metal (Tsuchimikado + full mastery)
Minor Affinities:
Basic Elements: Water (C rank)
Advanced Elements:
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 Jutsu into Metal by paying an additional 20% Chakra Cost.
Rank 2: May convert Earth Jutsu into Metal by paying an additional 10% Chakra Cost.
Rank 3: May convert Earth 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.
---
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></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]
[/spoilername][spoilername="Taijutsu"]Ranged TaijutsuPandora's Gate Effects said:[fontsize="12"]<U>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]
C Rank
Critical Shot [2]
Snipe [2]
Scatter Shot [2]
Counter Shot [2]
Tracking Beacon [2]
Catapult Discharge [2]
Detonation Tip [2]
B Rank
Flurry Shot [2]
Blunt Shot [2]
Pierce Shot [2]
Pin Shot [2]
Grapple Shot [2]
Burst Shot [2]
Homing Shot [2]
A Rank
Destructive Power Shot [2]
Combustive Shot [2]
Glacial Shot[2]
Voltaic Shot [2]
Terra Firma Shot [2]
Slashing Taijutsu
C Rank
Vanishing Slash [2]
Lunar Steps [2]
Whisperer [2]
Sword Juggle [2]
Zero Slash Counter [2]
Top Spin [2]
Blade Trail [2]
B Rank
Magnum Break [2]
Focal Blade [2]
Steel Weaving [2]
Flight Aerial Strike [2]
Kill Driver [2]
Executioner [2]
Lotus Flower [2]
A Rank
Zantetsuken [2]
Higuma [2]
Annihilation [2]
Heavenly Sword [2]
Fatal Draw [2]
Buffing Taijutsu
D Rank
Eagle Vision [2]
Brandish [2]
Basic Safeguard [2]
C Rank
Shadow Dance [2]
Expel [2]
Chakra Absorption [2]
B Rank
Unbound [2]
Focused Assault [2]
A Rank
Devastating Aura [2][/spoilername][spoilername="Ninjutsu"]Medical Jutsu
D Rank
Mystical Hand [2]
Coagulation [2]
C Rank
System Shock [2]
Skeletal Fortification [2]
Anesthetic Infusion [2]
System Restoration [2]
B Rank
Mystical Force [2]
Medical Assistant [2]
Tranquilize [2]
Medical Ward [2]
A Rank
Resuscitate [2]
Angelic Blessing [2]
Regeneration [2]
Pristine Aura [2]
Non-Elemental Ninjutsu
E Rank
Transformation [2]
Body Switch [2]
D Rank
Crystal Eye [2]
Cancel [2]
C Rank
Barrier [2]
B Rank
Leech Seal [2]
Chakra Shield [2]
Rasengan [2]
A Rank
Morality Sealing [2]
Nature's Guard [2]
Stardust Nova [2]
Gate of Enma [2]
Metal Ninjutsu
C Rank
Steel Slam [2]
Quality Break [2]
Mercury Poisoning [2]
Steel Clone [2]
B Rank
Alloy Spiral [2]
Reinforced Wall [2]
Iron Breakout [2]
Density Crush [2]
A Rank
Silver Flash [2]
Senbon Coating [2]
Burdening Touch [2]
Superalloy Tempest [2]
Water Jutsu
C Rank
Grand Waterfall [2]
Rain Dance [2]
Impaling Hydro Jet [2]
Fire Jutsu
C Rank
Dragon Fire [2]
Searing Eruption [2]
Scalding Ash Cloud [2]
Heat Wave [2][/spoilername]
[spoilername="Kinjutsu - Jashinism"]
[fontsize="12"]Jashinism
![]()
A Dark Religion centered around a God which acknowledges nothing less than utter Chaos and Bloodshed. Those of the Jashinist Faith have been known to be Extremely Sadistic and chaotic when it comes to mayhem, becoming fanatics in the work of their bloody faith. The Jashinists are a cult strongly linked to anarchy and death, and view anything less than bloodshed as a Sin to their blessed God and their creed. As such, the Jashinist's worship and embellish all acts of aggression, Relishing themselves in the pain of both themselves and others that they encounter during their mission in spreading the word of their God and carrying out his Commandments. Religion is their weapon, and it is rumored that their hardcore faith gives them immortality, their obsessive prayers and sacrifices involving self mutilation that allow the cult to rise up from even the most mortal injuries that would kill even hardened shinobi.
Information
Prerequisites
Kinjutsu Application, Three Ability Slots, 2,400 PL
Effects:
- Their gruesome rituals and practices give the Jashinist their Dark God's Blessings. All Damage Reduction effects upon a Jashinist cannot be bypassed or negated, whether it be from Weapon or Jutsu effects, Augments, Dark Techniques, etc.
- All Bleeding and called shot attempts made against the user have a -10% Chance of Success. All physical penalties are treated as if one rank lower.
- The Jashinist cannot be knocked out by passive damage such as Poison or Bleeding.
- If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
- If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.[/fontsize]
[fontsize="12"]Blood Magic - Special Activated Passive
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A darker practice said to have been passed down by the demonic God Jashin himself, this skill endows the Jashinist cult to perform dark curses by drawing upon their own life force in place of chakra, or rather, in addition to chakra. Generally done by slicing their wrist, this skill requires a tribute of blood in place of handseals, and grants the user a temporary blessing from Jashin that super-charges their techniques with dark, evil energy that reeks of malice.
Information
Prerequisites
Jashinism
Effect:
- By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
- By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
- This does not cost Ap, the user only has to declare an attack is being made in this way.
- Does not cost an ability slot.[/fontsize]
[fontsize="12"]Reaper of Faith - Special Activated Passive
![]()
The primary curse of the Jashin Cult, this technique is the basis for many of their other dark powers, and naturally, this does not effect those sharing the same faith, for it is a Sin against Jashin to raise a blade against another one of his children. The ritual is simple, involving the Jashinist ingesting the blood of their living target, at this stage now officially their “Sacrifice”. The Jashinist’s body transforms into a more sinister appearance, generally a deep black color with white marking similar to a skeleton, though there are rumors of other equally menacing appearances. Regardless of the case, this curse is said to transform the user into a shinigami, as they gain the ability to sense their "Sacrifices"...and it is a sin of the highest degree for a Jashinist to leave the victim of this technique alive, the user becoming a living embodiment of the reaper himself.
Information
Prerequisites
Jashinism
Effect:
- For 1 Ap, the user may ingest the Blood of a target. This links them together through a forbidden curse of their Faith, Giving them +2 Awareness to those who's blood have been ingested. In addition, this allows the user of Further Curse Techniques upon the target.
- This bonus lasts the remainder of the battle, or until either the user or the victim dies.
- The Jashinist may ingest the blood of multiple targets simultaneously, and may be linked to multiple targets with this technique at once.
- This does not take effect against other Jashinists.[/fontsize]
[/quote][/spoilername][fontsize="12"]Sacrilegious Atonement - B-Rank Curse Ninjutsu
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A curse technique known to the Jashin that allows them to link their life to their target through the use of the emblem of their faith. After ingesting the blood of their target, the Jashinist can use their own blood to scribe the seal of their God upon the target, infused with their dark magic that transfers all physical feelings from the target to the Jashinist, though this only applies to effects which are beneficial to the body. Being infused with their chakra, this seal cannot be removed until the dark magic fades, from that point being able to be wiped away normally.
Information
Prerequisites
Jashinism, B-Rank, Reaper of Faith Mastered.
Rank 1: Scribes a seal upon a target at -2.5 Accuracy. All Healing is reduced by 30%, and all activated buffs are reduced by 1 or 5%. The remainder of the effects is treated as if affecting the user as well. Cannot be removed for two rounds.
Master Rank: Scribes a seal upon a target at -2 Accuracy. All Healing and recovery is reduced by 40%, and all activated buff’s are reduced by 1.5 or 10%. The remainder of the effects is treated as if effecting the user as well. Cannot be removed for three rounds.
Note:
- Does not use handseals, and use melee Accuracy
- The user must be under the effect of Reaper of Faith.
- This only applies to activated buffs or recovery effects. Does not apply to buffs due to Genjutsu, nor does it apply to passive buffs.
- The user cannot be buffed by the same technique simultaneously, regardless of the source.
- Removing the seal costs 1 Ap to wipe the blood away completely, yet cannot be done until the round limit is up.
- Does not effect other Jashinists.
Cost: 900 Cp and 300 Hp to scribe, 430 Cp and 140 Hp per round maintained.[/fontsize]