CA Request for Demonic Ancestry 20 points.
Form of the Demon - Jutsu (1 point, 1 to rank up) x 2
Restriction- A-Rank and up
This technique is the ultimate incarnation of a demonic ninja’s tie to his or her hellish ancestry. Releasing all bonds and restrictions, they unleash their true demonic nature, becoming a terrifying being of power and awe. The after affects are disastrous, however.
Rank 1: While Active, the user gains a +1 to all secondary stats and all jutsu are considered "Dark". This means they deal +5% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 10% and this reduced damage is instead converted into CP for the user.
Rank 2: While Active, the user gains a +2 to all secondary stats and all jutsu are considered "Dark". This means they deal +10% damage to all damage types that does not apply to damage buff limits, and bypasses half of any damage reduction the victim may have. In addition, all damage dealt upon the user is reduced by 20% and this reduced damage is instead converted into CP for the user.
Cost: 3 AP and 2,400 HP to initiate. 1,140 HP/Rnd.
Note: This counts as a Chakra Armor.
Daunting Presence - Boost (1 point) x 2
Restriction- Can be taken up to two times
Demons instill a great deal of fear into their opponents. This fear can make them quite hesitant--and easier to take advantage of. Hesitation is all a demon needs to strike.
Effect: Opponents take a -1 dodge penalty during rounds where they attempt to attack the user.
Mind Ripper - Independent Special Move (3 points)
Restriction- C Rank and up, stat average of 150
By grabbing a victim’s head and channeling dark energy and evil will into their mind, a demonic shinobi can temporarily traumatize their opponent, lowering their will power, or in some cases, instantly destroying any hint of sanity.
Effect: Grabs an opponent’s head at -3 melee accuracy (-2 accuracy with Called Shot). Subsequently ravages their mind, inflicting a -3 to genjutsu resist for the remainder of the battle (this part is treated as a level 6 genjutsu). For the next 5 rounds, Â starting from the next round after the opponent is hit by Mind Ripper, they have a 20% chance for every action they take to go into temporary convulsions and lose that action. Every time these convulsions take place, the opponent takes 3% Max HP damage. The opponent can only go into convulsions once per round. Using Mind Ripper takes 2AP and can only be used once per battle, per target (if they miss grabbing their intended target’s head, it doesn’t count for this).
Demonic Aura - Passive (3 points)
Restriction- C Rank and up
A person in touch with their dark side is completely surrounded by a pervading feel of evil that inspires fear in even the strongest of shinobi. Though the power of fear is nice, the aura of doom does make it hard to win the trust of others.
Effect: Every round, every other person in the battle besides the user must make a Genjutsu Save check. If they fail, all jutsu they use that round do -10% damage and they receive -1 Genjutsu DC (stacks to -2 Genjutsu DC). This stops while under the effects of Evil Sealing.
Third Eye - Modification (3 points)
Restriction- C Rank and up, requires Sixth Sense
By unlocking the mortal restraints on their mind, the demonic shinobi can gain use of the third eye, the super sense beyond all senses. This effect replaces Sixth Sense.
Effect: +2 to all Stealth, Genjutsu Save, and Awareness checks.
Fell Vengeance - Dependent Special Move (2 points)
It isn't always smart to attack a demon. They might get a touch mad at you, and mad demons are a force to be reckoned with. In fact, if you can't dispatch them quickly, it is sometimes better not to try at all.
Effect: A single melee taijutsu attack can be overcharged to do 30% extra damage on any turn after the user has been hit by an enemy. Cannot be combined with Akuton. Adds 10% CP cost to the jutsu.
Demon Blessing - Passive (2 points)
The mind of a demon is much less susceptible to attack than that of a mere mortal, restricting Genjutsu from targeting them too easily. Being so alien to most forms of chakra, a practitioner of the mind arts will find them harder to snare.
Effect: +2 Genjutsu Save.
Ancient Order - Passive (3 Points)
Dating back to ages of the past, these ancestral shinobi have tapped into their inner most soul to find lost knowledge, allowing them to turn the most harmful of attacks into puny basic techniques.
Effect: Each round, a Ninjutsu Check is made against all enemies. Succeeding the check causes the target's first Rank 2 Jutsu used in the round to be reverted to Rank 1.
20 points spent.
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As for Third Eye CA I will do the rp for the ability later. Thanks