Matsukai Temujin said:Under constant improvement.
Temujin said:Name: Temujin
Age: 28
Height: 5"10"
Weight: "190"
Core Ability: Void Adept
Personality
Temujin is outgoing and sarcastic, with a bit of distaste for the average person. Due to his physical description and his attitude, he doesn't have many friends. He distances himself looking to opt out of social gatherings and be somewhat of a lone wolf. His temper is a very short fused one, though he can maintain a calm attitude while festering beneath. Most won't know his anger, and those that do, may see him in battle.
Description
Temujin stands at five foot ten inches and weighs one hundred and ninety pounds. Shoulder length black hair falls to the side of his head, the left side of his face has been damaged and looks scarred from fire. His hands and arms match his face, as his whole body was burnt in flames. He is usually seen wearing a dark overcoat to cover his disfigured body. He hardly ever wears anything different, but when he does it is covering because he is ashamed of the battle he fought which cost him his charisma.
History
Matsuki Temujin, born in Kirigakure before it's destruction, grew up among the Isaki, learning the tricks and trade of being a ninja. He excelled in his classes as a ninja but was never the top of his class. Temujin kept to himself throughout the academy, shrugging off most social duties as he disliked his fellow peers. He felt at home when helping people and looking after his peers who shunned him due to his social awkwardness.
At the age of sixteen, Temujin was confronted in battle by a rogue ninja. The battle was a fierce one that lasted hours of nonstop action. In the end, Temujin defeated the rogue ninja, but was left with hideous scars throughout his body as he was critically wounded during the battle. During his recovery Temujin wafted between life and death, finding a new area of power he called the void, it altered his perception and allowed him to harness this new power to do many a thing. Harnessing the void allowed Temujin to become an expert in Genjutsu and enabled him to negate his enemies effort in battle. Now that Temujin has found the void, he couldn't imagine life without it's ever-looming presence in his mind and his combat abilities. The void also gave way to new and exciting ways of thinking and eventually lead to a forbidden art.
After this battle Temujin sought after ways to heal his body but found nil. He resorted to forbidden arts and techniques and found himself in another world with what he found. He uncovered a latent ability that turned him into a revenant beast replacing his organs with tendrils and hearts. Temujin didn't let his secret out of the bag and continues to use his secret ability in just that, secret. Equipped with a new internal system and void sight Temujin became quite the combatant for Konohogakure.
Temujin disappeared into the void for quite some time and it began eating his memory. That's when an aspect found him, of the void. It was a double pyramid shape with slits in the center (see Signature). He harnessed enough power from this aspect to regain his sanity but his memories were lost to the void. Eventually the aspect became sentient and helped Temujin back into the world of Shinobi in the heart of Konoha as if he never left.
And so the story unfolds...
ASP: 544
Combat Statistics
Weapon Name: Keri
Piercing, Bleeding Short sword in a serpentine pattern
1 Accuracy // +5% Damage
Augments
Swift
Effect: Whenever the user attacks with the equipped weapon they receive a +2 Dodge Bonus until the end of the turn.
Explosive Seal
Effect: User may charge their weapon in the same manner as an Explosive Note (Proximity) for 0.5 AP. Once charged the next attack made with the equipped damage explodes and adds the appropriate amount of damage to the attack's base damage.
Notes:
- Equipped weapon can only be charged with a single Explosive Note's worth of damage at a time.
- Using Explosive Seal does not have a chance to destroy the user's weapon as Explosive Notes do.
- If the user has the Strategy ability they may enter battle with their weapon pre-charged.
Mirage
Effect: One attack with equipped weapon which misses may have its attack roll re-rolled using the user's Genjutsu DC in place of the user's Melee or Ranged Accuracy against the target's Melee or Ranged Dodge.
Notes:
- May only re-roll a single attack roll each round.
- User must declare which attack each round Mirage is being applied to.[/b]
Statistics:
Agility: 600
Stamina: 600
Taijutsu: 600
Ninjutsu: 600
Genjutsu: 600
Chakra Control: 600
Powerlevel:3600
Revenant Hearts
"Carolina's" Heart with +2 HP Mod
https://www.ninpocho.com/viewtopic.php?f=775&t=55372&p=285706#p285712
Piercing Physical Styles
Piercing Physical Styles wrote:
The user may choose a single effect from Offensive OR Defensive. Re-entering the style at the cost of 0.5 AP allows the user to change effects.
Prerequisite: 4 Mastered Piercing Jutsu
Offensive
Puncture: All successfully Piercing Attacks made by the user that cause bleeding increase bleeding damage taken by +5%, stacking up to +20%. For each Bleeding Rank healed/lowered under the effect of Perforate lose its stack.
Rive: All Piercing Attacks made by the user ignore 10% Damage Reduction, but suffer a -1 Accuracy. If a weapon used with style has an augment to further ignore damage reduction, this amount becomes +5% instead. Any Piercing Jutsu that ignore Damage Reduction are further increased by +5% instead.
Rupture: All Piercing Attacks made by the user have a 10% Chance to destroy Barriers and Clones; this may only occur twice per round on Clones and only once per round on Barriers.
Defensive
Shred and Counter: The user has 15% chance to reduce an incoming attack by 10% damage and inflicts -2% Damage Reduction to the target for the remainder of the round. This stacks up to -10% Damage Reduction upon a single target. If a target does not have Damage Reduction, the next successful Piercing Taijutsu Attack gains a +5% Damage Buff.
Quick Peak: Whenever the user dodges an attack, they gain +1 Accuracy to their next Called Shot, capping at +2 Accuracy. Upon reaching +2 Accuracy the user may reflexively perform a free Basic Strike Called Shot upon a successful dodge against a target; this may only occur once per round.
Dulled Javelin: Whenever the user performs a Piercing Taijutsu Attack, the user may give up any ignoring damage reduction effect the technique may have to gain +2 Accuracy. Upon a successful hit, the user gains a +1 Dodge against the next Offensive Action aimed at them; this does not stack.
Level:15
HP: 42000
CP: 39000
Class:Shadow Walker
HP: (55+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutsu
High: None
Average: Melee accuracy, Ranged Accuracy, Ninjutsu Accuracy, Genjutsu D.C
Low: None
Core Abilities:
Critical Fallacy(M)
Rank 2: Deals 4330 damage at -1 accuracy. If this criticals, the target gains the 'Folly' status for 3 rounds.
Cost:
Rank 2: 2.75 2165 Cp
Note 1: If the user has Human Anatomy, Called Shot, or Acupuncture, they may recieve an additional +1 crit for each.
Note 2: This technique may be used with any Melee damage type.
Note 3:The 'Folly' Status is when the target rolls a natural 1 on any attack, they attack themselves. May only attack themselves once per round.
Sensory Deprivation
Effect: Completely removes the opponent's senses for one round. During this round, the target suffers -4 dodge and accuracy and -2 Genjutsu DC and Save. Doujutsu cannot be used. The Genjutsu and Save debuff fade at the end of the round. The dodge and accuracy penalty lessens by two each subsequent round. Costs the user 1700 chakra and 3 AP. This is treated as a Audial/Kinetic/Visual Genjutsu.
Combat Efficiency
Effect: While using a weapon, user may choose to infuse it for three rounds with the Suppression ability using 300 CP. Suppression attempts with this weapon suffer a -1 acc penalty due to not being intended for the ability. Suppression chance on the weapon is 10%. A weapon that already has Suppression has its chance to activate increased by 10%.
Recoil Effect
Effect: When using any Style in battle, if hit by a Genjutsu, the user may choose to take half penalties, rounded down, at the expense of dropping out of the Style. Cannot be used if the Style would have ended that turn anyway. Can only be used three times in a battle.
Counteraction
Effect: User has the ability to use Taijutsu dodge against Ninjutsu. If at any time during this period they are hit by a Ninjutsu, they take a -1 dodge penalty, up to -2. Allows the user to choose which rounds it is active.
Spell Cancel
Effect: For 2 AP the user may attempt to reflexively cancel an opponents Ninjutsu using their Melee or Ninjutsu Accuracy against the targets Ninjutsu Dodge. May only be used once successfully per round.
Secondary Nature
Effect: Target gains -1 Genjutsu Save for the rest of the battle when hit by a debuffing Genjutsu. This effect cannot stack on the same target.
Extreme Understanding
Effect: User gains direct damage on Genjutsu equal to 5% of its CP cost (per round).
Advanced Cancellation
Effect: Cancel may be used reflexively to negate a genjutsu attempting to effect them. This technique may be used similarly to Body-Switch. The user may not specify what genjutsu or what type of genjutsu they wish to negate. This is due to Genjutsu being Hidden Actions. May only be used this way once per round.
Abilities
Sixth Sense
Sixth Sense
Some things just cant get past you. Characters with this ability have the innate ability of feeling a bit weird when something is not quite right. Although this ability does not always kick in, it can be used for many things such as trap evasion, detection of sneak attacks, detection of transformation but is not limited to those.
Effect:
- When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations.
- Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus.
Nimble Hands
Effect: User may perform One-Handed seals to cast Ninjutsu and Genjutsu which require handseals even while wielding a weapon. Any Ninjutsu or Genjutsu cast this way which normally require handseals have their CP cost increased by +15%.
Onyx Guard - ANBU Branch
Effect:
- When in a topic with an ally, the user may "Block" someone who attempts to prevent their ally from leaving a topic. In doing so, the ally may continue to leave normally as if not interrupted, but the user must remain behind. The user is only able to "Block" a single person at a time.
- When in battle with an ally, by paying 1 ap, the user may choose to take the full damage of an attack that would have hit their ally once per ally, per round.
Notes:
- When taking an attack for an ally, the user only takes the damage. The attack is still rolled normally but if the ally would take damage, the user may choose to take it instead. If the ally wouldn't have been hit initially the user does not take the attack.
Combat Medic
Effect:
- If the user is in the same battle as a person who has been killed, they may heal the player back to KO status at the end of the battle.
- Once per round, the user may use a Medical jutsu up to B rank reflexively.
Clarity
Effect:
- The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time.
- The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
- This ability cannot be used with Willpower.
Shattered Reality
Effect: The user may choose to Shatter a Genjutsu which they are maintaining that is active on an opponent. This requires an Attack Roll against the targeted opponent using the user's Genjutsu DC against the target's Genjutsu Save and causes them to suffer 750 / 1,500 / 2,250 / 2,650 / 3,000 / 3,375 Illusionary Damage if the user succeeds. Shattering a Genjutsu costs 0.5 AP, CP equal to 10% of the shattered Genjutsu's initiation cost and immediately ends the shattered Genjutsu regardless of the success of the user's Attack Roll.
Human Anatomy
- The user gains +1 Critical Range to all attacks.
- All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).
Healing Factor
Effect:
- The user regains 3% Max HP at the beginning of each round.
- All Medical Jutsu are +10% more effective on the user.
Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
Bloody Mess
effect:
- The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit.
- When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round.
- When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack.
Kinjutsu: Revenant
Effects:
- The user is able to partially detach their limbs, enabling to "stretch" themselves through their tendrils while attacking opponents with their weapons. Attacks made this way have the following special considerations.
Attacks are resolved using Ranged Accuracy rather than Melee Accuracy. When making a "stretched" attack the user must choose whether to apply their Melee or Ranged bonuses to the attack and only one set may be applied to a single attack. A "stretched" attack which has Ranged bonuses applied counts for all intents and purposes as a "ranged attack" that retains it's original Accuracy Type (a Nanjirou which "stretches" a melee attack and chooses Ranged still applies their Slashing/Piercing or Physical Damage bonuses but no Melee-specific Damage bonuses).
"Stretched" attacks have a 25% chance to be a Sneak Attack.
After attacking from Stealth with a "stretched" attack the user is automatically given a free attempt to return to Stealth with a +2 bonus.
Malicious Tendrils (M)
Master Rank: User can release 15 bundles of threads divided amongst up to three targets with each bundle dealing 225 Damage at +2 Accuracy. Should at least 4 hit, there is a 28% chance of causing bleeding.
Special Action - Cords of Corruption: User may combined all bundles in an attempt to bind a single opponent rather than deal damage with Malicious Tendrils at -2 Accuracy. Upon a full hit the opponent is bound in wires and has a 20% chance of escaping per 2 AP used. While binding an opponent using this special action the user may not target any other opponents with Malicious Threads. This costs 400 CP/rnd to maintain.
Death Pulse (M)
ffect:
- Each stolen heart grants the user it's own Class Bonus and can spend up to 2 pts. This is declared via the user's Dojo Forum thread and cannot be changed however the user may willingly discard a stolen heart for they already have declared a Class Bonus for and replace it with a new stolen heart when they make their weekly stolen heart RP.
- A stolen heart must be activated for 0.5 AP before the user can benefit from it's bonuses.
- A stolen heart's Class Bonus must be clearly marked in the user's profile and in the stats which are sent to their battle moderator as there are effects within the Revenant table which can remove or cause stolen hearts to be destroyed.
- User may only benefit from stacking identical Class Bonuses up to three times.
Ghoulish Shroud (M)
Master Rank: The user fuses with up to five of their stolen hearts. This increases the effect of the Class Bonus from each fused heart by 50% and decreases the CP cost of Malicious Tendrils by -5% CP per heart fused.
Special Action: At the beginning of each round the user may swap which hearts they are fused with for no AP or CP. This may only be done at the beginning of the round and happens instantaneously.
Malevolent Specter (M)
Master Rank: The user is able to release their stored hearts in artificial thread bodies. User must donate an amount of their HP modifier to each specter created and fuses a single one of their stolen hearts to the creation. Each Malevolent Specter created reduces the user's HP Modifier for the remainder of the battle by 5.
Malevolent Specters do not have HP. Instead whenever one would suffer damage from a source the user loses CP equal to 80% of the damage which would have been suffered by the Specter and the Specter is considered "destroyed" for the round. "Destroyed" Malevolent Specters automatically regenerate at the end of each round.
Malevolent Specters have -4 the user's Secondaries, 3 AP and take the CP cost for their jutsu from the user's CP pool. When created the user selects one of their Elemental Affinities for the Malevolent Specter to reflect. The Specter may only cast Ninjutsu (or Taijutsu, see below) which share an element with the Affinity that it reflects.
If the user is carrying a weapon they may allow the Specter to equip that weapon for no additional cost which grants the Specter the ability to cast any Taijutsu which shares a weapon type with the weapon that they have equipped. Like the user, Malevolent Specters may "stretch" their melee attacks (see Revenant base ability) and gain a 10% damage bonus for melee attacks that they make that way.
While active the user loses the benefit from the Class Bonus belonging to the stolen heart they used to create the Malevolent Specter but the Specter gains that bonus instead for the duration.
Dark Immortality
effect:
- If the user has at least one stolen heart and is given the Forced Kill option after being defeated in a battle they may change that result to Victim's Choice - Live instead incurring the 20% PL penalty and losing all of their stolen hearts in the process.
Ragdoll Repair(M)
Rank 2: User may either reduce their own Bleeding and Called Shot penalties by 1 rank, or do the same to a single ally. The target recovers 2% Max Hp + 200 Hp.
Jutsu
Piercing Taijutsu
Rank B
Million Stabs(M)
A stylish technique that deploys many fast paced strikes that appear to be random but instead are all actually placed carefully on the opponent's body.
Master Rank: The user strikes at a single target 8 times dealing 345 strikes at +2 Accuracy.
Special Action: By paying an additional +20% CP, the user may combine five strikes into a single dealing 1350/1725. This strike has a 21%/28% chance to inflicting the Broken Shell Effect.
Fillet-O-Flesh(M)
Master Rank: The user strikes 3 times, dealing 675 Damage each at -2 Accuracy. Each strike has a 12% chance of activating the Pierced effect.
Master Rank Cost: 735 CP
Notes:
- The Pierced Effect causes this jutsu to bypass 15% Damage Reduction.
Enraging Strike (M)
Master Rank: The user strikes at a single target dealing 1,800 Damage at +1 Accuracy. This strike has a 28% chance to inflict the Aggravated Assault effect.
Master Rank Cost: 655 CP
Notes:
- This may only be performed successfully, Aggravated Effect being inflicted, once per round.
- Aggravated Assault gives each single target action made by the foe a 18% chance to go berserk, causing them to attack a random target. This may only occur once per round.
- This lasts 2 full rounds.
- This does not stack on the same target in any shape or form.
Fake Out(M)
Master Rank: A single strike dealing 2,025 Damage at -2 Accuracy. Upon a miss this technique is rerolled with an additional -1 Accuracy dealing 50% damage.
Master Rank Cost: 735 CP
Notes:
- This technique bypasses 10% of all Damage Reduction the target may have.
- If the target Auto Dodges this technique, this is not re-rolled.
- This technique cannot be used in conjunction with anything that would allow for an additional chance to hit the target.
- This technique can only be used once per round.
Finisher (M)
Master Rank: The user strikes at a single target, dealing 1,800 Damage at +1 accuracy.
Master Rank Cost: 655 CP
Notes:
- This technique may be used as a Called Shot, replacing the jutsu's accuracy modifiers with the Called Shot Accuracy modifiers.
- This technique may only be successfully used as a Called Shot twice per round.
Pressure Pierce (M)
Master Rank: A single strike at Normal Accuracy dealing 1,265 Damage. This strike has a 24% chance of inflict Delayed Response.
Rank A
Hyper Thruster(M)
Master Rank: The user strikes 11 times, dealing 745 Damage each at -2 Accuracy at a single target.
Special Action: By paying an additional +20% CP, the user may divide the strikes among any number of targets. A single target may only bit hit by six strikes. If a clone is successfully hit, this technique has a 36%/44% chance of inflicting the Immobilized status.
Master Rank Cost: 2,230 CP
Notes:
- Only 6 strikes can successfully hit a target.
- The Immobilized status causes the clone to be unable to perform any actions for the remainder of the round.
- Immobilization also reveals if a clone is real or fake.
- The special action may only be performed once per round and twice per battle.
Thrashin(M)
Master Rank: The user strikes at a single target, 4,125 Damage. This strike has a 44% chance to inflict Perforated.
Master Rank Cost: 2,065 CP
Notes:
- This may by used once per round.
- This technique/jutsu may automatically target up to 2 targets.
- Perforated lowers the target's Melee Dodge by -2 for a full round as well. Bleeding Damage taken at the start of the next round is increased by +15%. This does not stack. The bleeding effect may only be inflicted on the same target once per battle.
Piercing Pinholder (M)
Master Rank: Attempts to bind a single target at the Normal Accuracy. Upon the target being successfully bound, each round there is a 44% chance for the target to take 5% of their Max HP.
Master Rank Cost: 2,025 CP, 1,010 CP/Rnd.
Notes:
- This may last up to three rounds.
- Bound victim has a 15% chance to escape per 2.5 AP used.
- When bound, the victim cannot perform handseals or move. (Only handseal-less Ninjutsu/Genjutsu or actions not involving movement may be performed by the victim.).
- If the user takes more than 10% of their Max HP in damage during a round, this bind is dispelled.
- This bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though.)
Notes:
- This may by used once per round.
- This technique/jutsu may automatically target up to 2 targets.
- Perforated lowers the target's Melee Dodge by -2 for a full round as well. Bleeding Damage taken at the start of the next round is increased by +15%. This does not stack. The bleeding effect may only be inflicted on the same target once per battle.
Giga Star Breaker(M)
Master Rank: The user strikes 4 times at a single target, dealing 1,030 damage per strike. If two consecutive strikes are successful, the next strike of this technique deals +10% damage.
Special Action: By paying +25% CP, each strike has a 22%/26% chance to apply a Shimmer Mark. If two strikes are consecutive, the next strike has a 26%/31% chance to apply a Shimmer Mark. Only two Shimmer Marks can be applied per use.
Rank 1 Cost: 1,650 CP
Master Rank Cost: 2,065 CP
Notes:
- A maximum of four Shimmer Marks can be placed upon a target at any time.
- Shimmer Marks can be targeted with any Piercing Technique, excluding this technique, at an additional -2 Accuracy. Successful strikes on the Shimmer Marks deal +10% Damage and are removed upon being hit. The Shimmer Mark is removed at the end of a Multi-Hit technique.
- Shimmer Marks last for two rounds.
Limit Break(R1)
A powerful technique that releases the restraint of their bodily reflex, allowing them to continuously assault their enemies for a short period. Even with such speed and contorl, after this technique ends, the strain that it would naturally give would soon follow the performer.
Information
Prerequisites: A-Rank
Rank 1: Allows the user to chain up to three Taijutsu Techniques of the same Damage Type into a single combo at +2 Accuracy and at +10% Damage upon their next technique.
Rank 2: Allows the user to chain up to four Taijutsu Techniques of the same Damage Type into a single combo at +2 Accuracy and at +10% Damage upon their next technique.
Cost: The Total Cp Cost of the chained Taijutsu +20% Cp.
Notes:
- May only be used once per battle.
- All Taijutsus AP costs used in Limit Break are paid as normal.
- If a target dodges a single Taijutsu Attack, the rest have a chance to strike as normal. This also applies to any form of Auto Dodge.
- The initiate technique used in this combo must be a Taijutsu Technique of at least E-Rank, no basic strikes. This technique is considered one of the three/four chained techniques.
Awakening(R1)
An powerful technique that basically unlocks their natural body limits, allowing them to surpass and reach the inhuman level. This technique varies and is quite versatile on the time of need such as allowing one to break the limits to their strength or speed is just a matter of decision.
Information
Prerequisites: A-Rank
Rank 1: For the remainder of the round the users Taijutsu Attacks ignore all Damage Reduction.
Rank 2: For the remainder of the round the users Taijutsu Attacks ignore all Damage Reduction and gain +1 Accuracy.
Special Action - True Awakening: By paying an additional +20% Cp upon initiation of this technique, each Taijutsu Attack no longer ignores all Damage Reduction and instead each Taijutsu Attack of C-Rank and above gains a +25%/35% chance to instantly destroy Barriers or Clones. Multi-Hit Taijutsu have this percent divided equally among the strikes. This effect can only occur twice per round.
Rank 1 Cost: 1650 Cp
Rank 2 Cost: 2065 Cp
Notes:
- Lasts for 2 rounds.
- May only be used once per battle.
Devastating Aura(R1)
An advance technique that allows the user to physically display their aura through constant release of their chakra, spreading it through the battlefield and engulfing the weak, causing them to struggle to escape from the user.
Information
Prerequisites: A-Rank
Rank 1: Effects everyone in battle other than the user. All Within the battle lose -2 Dodge, Gen Save and Awareness.
Rank 2: Effects everyone in battle other than the user. All Within the battle lose -3 Dodge, Gen Save and Awareness.
Rank 1 Cost: 1650 Cp, 825 Cp/Rnd
Rank 2 Cost: 2065 Cp, 1035 Cp/Rnd
Notes:
- Effects everyone in battle other than the user, and requires a Taijutsu Check against the victims Gen Save at the start of Each round.
- Does not effect those with the ability Fearless or who are otherwise immune to fear effects.
- Only a single Fear Aura may be active during battle. Should multiple people attempt to use it, whoever has the stronger stat Average Cancels out the others. If both targets have the same stat average, a Taijutsu Check is made by using the sum of the Ranged and Melee Accuracy divided by two then a roll is made as normal to decide which is the stronger aura.
Non Elemental
Body switch (M)
The user may body switch against level E-B Jutsu.
Medical Jutsu:
Mystical Hand (M)
Master: Heals 3% Max Hp + 360 Hp.
Coagulation (M)
Rank 2: Reduces the targets Bleed Rank by 2.
Skeletal Fortification (M)
Rank 2: Reduces a Limb's Called Shot Level by 3.
Anesthetic Infusion (M)
Master: Infuses chakra using Melee Accuracy, causing the mod to show only 75% of the target's damage taken during a round.
Master Cost: 1.5 Ap, 630 Cp, 320 Cp/Rnd
System Restoration (M)
Master: Dispels 2 of the most recent debuffs to effect the target. This has a chance equal to 1/3 of the user's Medical Buff at removing an additional effect.
Can't use cause not medic no mo q.q
Mystical Force (M)
Medical Ward (M)
Resuscitate (M)
Regeneration (M)
Pristine Aura (M)
Genjutsu:
The Reaper's Gaze(R1)
Rank 1: Cast at -1DC dealing 264 Damage per round. The target is bound and cannot move or use chakra.
Master Rank: Cast at normal DC dealing 330 Damage per round. The target is bound and cannot move or use chakra.
Notes:
- Lasts up to 3 rounds.
- The target has a 15% chance to escape per every 2.5ap they use.
- Does not effect those with the ability Fearless or who are otherwise immune to fear effects.
- While bound the target cannot move and any techniques that require chakra to maintain are stopped.
- While maintaining this technique the user may not use any other offensive techniques against the bound target.
- The bind is broken if the user takes 10% of their max HP in damage in a single round or the victim is attacked (victim suffers -3 Dodge against the attack)
- The bind is broken if the user uses more then 10% of their Max CP in a single round.
Rank 1 Cost: 1760Cp, 880CP per round
Master Rank Cost: 2200Cp, 1100Cp per round
Ocular Assault(R1)
Rank 1: Cast at -3DC dealing 2180 Damage.
Master Rank: Cast at -3DC dealing 2890 Damage.
Notes:
- May only be used once successfully per round.
Rank 1 Cost: 1265Cp
Master Rank Cost: 1580Cp
Hemorrhagic Fever(R1)
Often known to imitate the effects of the Ebolavirus in the medical community, this genjutsu tricks the body to the very core. This genjutsu causes the cells in the body that control and rebuild the cell walls in a person's blood vessels to stop working and causes the body to have troubles coagulating. This causes the blood to run wild and pour out of every orifice in the target's body to include their eyes, mouth, and ears to name a few. And it doesn't come out in an ooze either.
Information
Prerequisite: A Rank
Rank 1: Cast at -2 Gen DC, all attacks have +36% chance to cause the target to bleed or increase their Bleeding Rank.
Master: Cast at -2 Gen DC, all attacks have +44% chance to cause the target to bleed or increase their Bleeding Rank.
Special Action: If this jutsu makes the target Bleed or makes their Bleeding Rank increase, the user may reflexivly pay 1ap and +20% of the CP cost of this technique to force the target into Hypovolemic Shock.
Note:
- Once the jutsu ends, all effects of this jutsu are dispelled and returns the target to the rank of bleeding before the jutsu was cast.
- Hypovolemic Shock causes the target to seize and be unable to move for 1.5ap worth of time. This may be done twice per round.
- While active, all attacks that strike the target can cause the target to bleed. If the attack can already cause bleeding, this jutsu acts as a bonus.
- This technique may be maintained for up to 3 rounds.
- Bleeding ranks and damage are considered illusionary.
- Once this technique ends, the target reverts to the original Bleeding level they had before they were struck by this technique.
Rank 1 Cost: 1210 CP, 605 per round maintained
Master Rank Cost: 1510 CP, 755 per round maintained
Parasitic Infestation(R1)
A genjutsu technique that causes the target to believe that they have been infected by an invasive species of parasite. This causes the user’s ability to fight off physical abnormalities. This parasite also has a chance to “linger”.
Information
Prerequisite: A Rank
Rank 1: Cast at normal DC, the target loses 1320 HP, giving half of that HP back to the user. This jutsu has a 36% chance to “Linger”.
Master: Cast at normal DC, the target loses 1650 HP, giving half of that HP back to the user. This jutsu has a 44% chance to “Linger”.
Note:
- “Linger” causes the jutsu to last for an additional round.
- When this Genjutsu “Lingers”, the target takes -20% of the base damage for every round it lingers. Round to the nearest whole number. (Ex: Taking 1650 the first round, the next round the target would take 1320 and the next round the target would take 1056)
- This technique may Linger for up to 3 rounds.
- This technique automatically ends if the technique does not Linger. If the technique does Linger the user must pay the maintain cost.
Rank 1 Cost: 1100 CP, 550Cp/rnd
Master Cost: 1375 CP, 685Cp/rnd
Blank Slate(R1)
Completely cuts off the victim's sense of hearing, rendering them unable to discern any attacks against them as well as remove their ability to predict an enemy's movement, letting their attacks slip by.
Information
Requirements: A-Rank
Rank 1: Cast at normal DC dealing 990 Illusionary Damage per round. Target gains -5 Awareness with a 10% Chance to Automatically miss with Ninjutsu
Rank 2: Cast at normal DC dealing 1240 Illusionary Damage per round. Target gains -6 Awareness with a 10% Chance to Automatically miss with Ninjutsu
Cost Rank 1: 1100 Cp, 550 Cp/round
Cost Rank 2: 1375 Cp, 685 Cp/round
Notes:
- This technique may only be maintained a Maximum of 2 Round.
Chakra Ravage(R1)
A powerful technique that disrupts the victim's flow of chakra, greatly hampering them in terms of Ninjutsu.
Information
Requirements: A-Rank
Rank 1: Cast at normal DC dealing 1320 Illusionary Damage and -2 Ninjutsu Accuracy, -10% Ninjutsu Damage caused and +5% Chakra Cost
Rank 2: Cast at normal DC dealing 1650 Illusionary Damage and -2 Ninjutsu Accuracy, -10% Ninjutsu Damage caused and +10% Chakra Cost
Cost Rank 1: 1100 Cp
Cost Rank 2: 1375 Cp
Notes:
- This jutsu lasts for a full round but the damage may only occur once.
Torment of the Physical Plain(M)
Rank 1: Cast at normal DC, the target sees a physical manifestation of their worst fears with 5280Hp.
Rank 2: Cast at normal DC, the target sees a physical manifestation of their worst fears with 6600Hp.
Special Action: By lowering the DC of this technique by 1 per target, the user may cast this technique on multiple targets at once.
Notes:
- When using the special action, all targets effected see one monster between them with shared HP.
- All targets uneffected by this technique cannot see/harm the creation. Uneffected targets may willingly be effected by this technique by paying .5ap
- This is a creation jutsu.
- At all ranks the creation has -3 of the user's secondaries.
- The created monster has 4ap and may deal basic strikes for 1ap 880/1100 Damage each. Damage is considered illusionary.
- Damage and HP of the creation may be increased by the user's Genjutsu Damage buffs.
- Targets effected by this technique have a 36/44% chance to be afraid to attack the creation causing their attacks towards the creation to have a +10% chakra cost and -1 Accuracy.
Rank 1 Cost: 2420 Cp, 1210 Cp/Rnd.
Rank 2 Cost: 3025 Cp, 1510 Cp/Rnd.
Corruption of the Earthly Plain(M)
Rank 1: Cast at normal DC dealing 1320 Damage. Upon a Full hit, the target sees 3 other bodies appear. The target sees the user and the bodies randomly transform into other targets in battle at 4 second intervals.
Rank 2: Cast at normal DC dealing 1650 Damage. Upon a Full hit, the target sees 5 other bodies appear. The target sees the user and the bodies randomly transform into other targets in battle at 2 second intervals.
Notes:
- This is considered a Clone jutsu.
- This technique may be maintained up to 2 full rounds but the damage done only happens once.
- The target receives an awareness check against the user and every created body individually (Uses the User's stats) to check if they are fooled by the transformations at every interval.
- Bodies do not dodge or attack. Once hit, the body disperses until the next interval for it to appear as someone else.
Rank 1 Cost: 1100Cp, 550Cp/Rnd
Master Rank Cost: 1375Cp, 690Cp/Rnd
Night(M)
Rank 1: Cast at -2DC dealing 726 Damage per round to up to 3 targets. The user is considered to have +5 Stealth to those afflicted by this. Targets also spend +1AP for Taijutsu while this is active.
Master Rank: Cast at -2DC dealing 1000 Damage per round to up to 3 targets. The user is considered to have +5 Stealth to those afflicted by this. Targets also spend +1AP for Taijutsu while this is active.
Notes:
- Lasts up to 3 rounds
- Requires 1 full round of cool down after
Rank 1 Cost: 990Cp, 495 Cp per round.
Master Rank Cost: 1235Cp, 615Cp per round.
Repetition(M)
Rank 1: Cast at -2 DC dealing 1450 Damage. The target has a 36% chance per action to repeat an action from the previous round.
Master Rank: Cast at -2 DC dealing 910 Damage per round. The target has an 44% chance per action to repeat an action from the previous round. This may only effect a target twice per round.
Notes:
- The user may only have this technique active once at a time.
- This technique may be maintained at Master Rank up to 3 rounds.
Rank 1 Cost: 1210 Cp.
Master Rank Cost: 1510 Cp, 755Cp/Rnd
Betrayal (M)
Rank 2: Cast at -1 DC dealing 390 Damage per round. The user designates a specific target, and the target of this technique has a 28% chance per action of targeting that designated target instead, when attacking the user.
Fear (M)
Temple of Nirvana (M)
Master Rank: Casts an illusion at normal DC dealing 1650 Damage. Upon a successful hit, the target falls asleep (Bound)
Body Double (M)
Master Rank: Cast at normal DC dealing 825 Damage per round. The user may have the target view up to two combatants in the battle as alternate combatants.
Endless Gap (M)
Verse of Darkness (M)
Master Rank: Cast at -2DC dealing 275 Damage per round. The target is considered 'blind' and unable to see so long as this technique is maintained.
Crippled (M)
Master: Cast at -2 Gen DC dealing 410 per round. User picks one limb on the target, that limb's called shot level is increased to "Broken" for the duration of this genjutsu.
Enfeeble (M)
Pain Killer (M)
Soothing Voice (M)
Deafen (M)
Rank 2: Cast at +2 DC causes 450 Illusionary Damage per round. Target has -3 Awareness