Battle Stuff said:Stats said:Agi:600/600
Sta:600/600
Nin:600/600
Tai:600/600
Gen:600/600
CC:600/600
Capped Shop Points: 439
Current PL: 3600
Character Level: 15
Hit Points: 48000
Chakra Points: 30000
Action Points: 12
One with the Sword (Vet) said:HP: (65+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Genjutsu DC
Low: Ranged Accuracy, Spell Accuracy
Abilities said:0. Sentinel
1. Bloody Mess
2. Healing Factor
3. Initiative
4. Quick Reaction
5. Quickdraw
6. Nimble Hands
7. Hidden Power
8: Kinjutsu
9: Kinjutsu
10: Kinjutsu
Equipment said:Slot 1:
Slot 2:
Slot 3:
Slot 4:
Slot 5:
Ninjutsu said:ANBU Jutsu
Fire Ninjutsu
E-Rank
Infernal Ember Mastered
Thermal Maw Mastered
D-Rank:
Fireball Mastered
Immolation Armor Mastered
Combustive Seal Mastered
C-Rank:
Dragon Fire Mastered
Searing Eruption Mastered
Scalding Ash Cloud Mastered
Heat Wave Mastered
B-Rank:
Infernal Hellfire Mastered
Firestorm Mastered
Spontaneous Combustion Mastered
Ring of Fire Mastered
A-Rank:
Dragon Flame Bomb Mastered
Sol Fire Tempest Mastered
Abysmal Harbinger Mastered
Flame Shield Mastered
Wind Ninjutsu
E-Rank:
Wind Slash Mastered
Pressure Burst Mastered
D-Rank:
Whirlwind Spin Mastered
Air Bullet Mastered
Shredding Touch Mastered
C-Rank:
Wind Scythe Mastered
Tempest Mastered
Gale Force Mastered
Wind Release Mastered
B-Rank:
Great Wind Scythe Mastered
Wind Scar Mastered
Vacuum Sphere Mastered
Cyclone Movement Mastered
A-Rank:
Tatsumaki Mastered
Hurricane Mastered
Ambiance of the Forbidden Mastered
Zephyr's Grace Mastered
Water Ninjutsu
E-Rank:
None
D-Rank:
None
C-Rank:
None
B-Rank:
Mystical Pond Mastered
A-Rank:
Grand Hydra Excavation Mastered
Water Dragon Bullet Mastered
Scorn of Aquarius Mastered
Supreme Aqua Realm Mastered
Non-Elemental Ninjutsu
E-Rank:
Transformation Mastered
Body Switch Mastered
Basic Summoning Mastered
D-Rank:
Combination Transformation Mastered
Contract Summoning Mastered
Cancel Mastered
C-Rank:
Stunt Double Mastered
Elemental Clone Mastered
Barrier Mastered
B-Rank:
Rasengan Mastered
A-Rank:
Natures Guard Mastered
Perfected Rasengan Mastered
Poison Ninjutsu
C-Rank:
Venom Needle Mastered
Immunity Break Mastered
Toxic Channeling Mastered
Poison Extraction Mastered
B-Rank:
Poison Mist Mastered
Venom Strike Mastered
Stun Vapor Mastered
Toxic Curse Mastered
A-Rank:
Corrupted Mist Mastered
Touch of the Accursed Mastered
Black Fog Mastered
Toxic Conversion Mastered
Kinesis Ninjutsu
Shadow Ninjutsu
C-Rank:
Black Eruption Mastered
Midnight Strike Mastered
Specter Shade Mastered
Dark Displacement Mastered
B-Rank:
Underworld Prison Mastered
Shadow Punishment Mastered
Black Moon Fang Mastered
Ebony Nightmare Mastered
A-Rank:
Shadow Summoning Mastered
Shadow Garb Mastered
Darkness Falls Mastered
Absolute Void Mastered
Genjutsu said:Level 1:
None
Level 2:
Clone Mastered
Level 3:
Hero Syndrome Mastered
Level 4:
Phoenix`s Embrace Rank 1
Scream Rank 1
Rage Mastered
Euphoria Mastered
Level 5:
Verse of Darkness Mastered
Body Double Mastered
Fear Rank 1
Betrayal Mastered
Temple of Nirvana Mastered
Enfeeble Mastered
Heartbeat Mastered
Deafen Mastered
Crippled Mastered
Level 6:
Death Viewing Mastered
Victorious Dreams Mastered
Slowed Perception Mastered
Darkness Within Mastered
Screaming Pain Mastered
Voice Of The Phantoms Mastered
Advanced Clone Mastered
Vision Of Hell Mastered
Heightened Senses Mastered
Spectral Noise Mastered
Intense Concentration Mastered
Ground Zero Mastered
Tree Binding Mastered
Call Of Nirvana Mastered
Level 7:
Malevolent Shadows Mastered
Diamond Dust Mastered
Invulnerability Mastered
Serenade Of Sorrow Mastered
Call Of Enma Mastered
Heavenly Inspiration Mastered
Invisibility Mastered
Trauma Mastered
Mist Of Deceit Mastered
Curse Of The Leper Mastered
Charismatic Breakdown Mastered
Ephemeral Mastered
Level 8:
Utopia Mastered
Reflective Hallucination Mastered
Utopia Mastered
Taijutsu said:Buffing Taijutsu
E-Rank:
None
D-Rank:
None
C-Rank:
Shadow Dance Mastered
Chakra Extension Mastered
Gather Mastered
Barrage Mastered
Expel Mastered
B-Rank:
Endure Mastered
Anabolic Frenzy Mastered
Focused Assault Mastered
Concealed Steps Mastered
A-Rank:
Limit Break Mastered
Unleash Mastered
Devastating Aura Mastered
Insatiable Hunger Mastered
Awakening Mastered
Slashing
E-Rank:
None
D-Rank:
None
C-Rank:
Blade Trail Mastered
Top Spin Mastered
Zero Slash Counter Mastered
Sword Juggle Mastered
Whisperer Mastered
Lunar Steps Mastered
Vanishing Slash Mastered
B-Rank:
Lotus Flower Mastered
Executioner Mastered
Kill Driver Mastered
Flight Aerial Strike Mastered
Steel Weaving Mastered
Focal Blade Mastered
Magnum Break Mastered
A-Rank:
Fatal Draw Mastered
Heavenly Sword Mastered
Annihilation Mastered
Higuma Mastered
Piercing
E-Rank:
None
D-Rank:
None
C-Rank:
Outer Rim Breaker Mastered
Pressure Pierce Mastered
Feint Spike Mastered
Spiked Shield Mastered
Clip Downpour Mastered
Iron Point Prison Mastered
Outcry Mastered
B-Rank:
Finisher Mastered
Million Stab Mastered
Fillet-O-Flesh Mastered
Enraging Strike Mastered
Fake Out Mastered
Pressure Thruster Mastered
A-Rank:
Giga Star Breaker Mastered
Trashin' Mastered
Hyper Thrust Mastered
Piercing Pinholder Mastered
Ultimate Counter Measure Mastered
Bloodline: Nanjirou said:[fontsize="12"]A distinct clan, blessed with the blood of their ancestors, the Nanjirou are a people destined to be samurai. Their distinct codes of honor have bred them into some of the most formidable swordsman across the land. While most Nanjirou take the path of the Samurai, their are others that wander the lands as simple swordsmen, testing their skills and teachings against those of others. It has been said that those gifted with the blood of the Nanjirou have a unique connection with the past of their ancestors, often having access to skills and abilities far more ancient than themselves.
Note: All techniques and buffs from this Bloodline are considered Spiritual.
014% Control -Sword Affinity (Rank One)/Blood Seeking Blade (Rank One)
028% Control -Iaido (Rank One)
042% Control -Energy Slash (Rank One)
056% Control -Life Tap (Rank One)
070% Control -Sword Affinity (Rank Two)
084% Control -Energy Slash (Rank Two)
098% Control -Temporized Slash (Rank One)/Blood Seeking Blade (Rank Two)
112% Control -Iaido (Rank Two)/Wrath Seal (Rank One)
126% Control -Sword Affinity (Rank Three)/Life Tap (Rank Two)
140% Control -Energy Slash (Rank Three)/Wrath Seal (Rank Two)
154% Control -Temporized Slash (Rank Two)
168% Control -Iaido (Rank Three)/Wrath Seal (Rank Three)
182% Control -Blood Seeking Blade (Rank Three)/Temporized Slash (Rank Three)
196% Control -Life Tap (Rank Three)
210% Control -Battoujutsu (Rank One)
224% Control -Fury of the Thousand Samurai (Rank One)
238% Control -Battoujutsu (Rank Two)
252% Control -Fury of Time (Rank One)
266% Control -Battoujutsu (Rank Three)/Fury of the Thousand Samurai (Rank Two)
280% Control -Fury of the Thousand Samurai (Rank Three)/Fury of Time (Rank Two)
294% Control -The Fury of Time (Rank Three)
---
Sword Affinity- Passive
The Nanjirou are a people who have lived with swords since the earliest History of their clan, with each samurai passing their secret skills and techniques down to each generation, with each generation adding their own skills into the mix. Eventually over centuries, it is said that the knowledge and use of the sword became instinctive to each Nanjirou at birth, and that the skill and mastery over their swords is a natural birthright to each of them.
Rank 1: +5% Slashing and Piercing Damage
Rank 2: +10% Slashing and Piercing Damage
Rank 3: +15% Slashing and Piercing Damage
---
Blood Seeking Blade - Passive
The Ancients within the Nanjirou's blade are constantly hungry for more and more blood to be spilled, continually attacking its user for their share of blood. If it does not get its daily dosage of blood, it then attacks the user. However, once it tastes the blood of it's victims, it is said that the blade glows with bloodlust, sensing the victim and guiding the user with each strike
Rank 1: +1 Awareness against the victim.
Rank 2: +1.5 Awareness and +.5 Accuracy against the victim.
Rank 3: +2 Awareness and +1 Accuracy against the victim.
Notes:
- The user chooses any Bladed weapon (Swords/Shortswords/Daggers/Giant Blades) in their inventory at the start of the battle. Blood Seeking Blade can only be used by this sword.
- Activates automatically as soon as the sword inflicts Bleeding damage.
- Should the user not inflict damage in the first round of combat, they lose 5% Max Hp at the start of each round until they inflict damage.
---
Iaido - Fighting Style
Through many years of training, the Nanjirou have developed a code: 'Wherever we may be, we must be prepared.' With this code in mind, they have developed a stance to adjust to every situation. There sword is constantly sheathed, and they may quickly draw it and redraw it. This adds to the strength of their slash. Due to the firmness of their stance, they are able to brace themselves to take more damage then usual
Rank 1: +5% Damage, -1 dodge
Rank 2: +5% Damage, User takes -5% Melee damage, -1 Dodge
Rank 3: +10 Damage, User takes -10% Melee damage, -2 Dodge
Notes:
- Can be used with -Any- Slashing or Piercing Weapon.
- Exhausts the user at a below average rate.
---
Energy Slash - Ranged Cutting Technique
A technique which uses focused chakra to send out arcs of energy from their sword. Only a Nanjirou is able to complete the array of techniques that accompany this basic trick, allowing them to attack enemies at any range with their own energy Strikes.
Rank 1: The user strikes once dealing 250 Damage.
Rank 2: The user strikes once dealing 640 Damage at +1 Accuracy.
Rank 3: The user strikes once dealing 1,160 Damage at +2 Accuracy.
Cost:
Rank 1: 80 Cp; 0.75 Ap
Rank 2: 215 Cp; 1.25 Ap
Rank 3: 385 Cp; 1.75 Ap
Notes:
- Can be used with Ranged Accuracy.
- If used with Melee Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy
---
Life Tap - Activated Passive
A powerful technique frowned upon by the clan save for emergencies. This technique allows the Nanjirou to convert a portion of their own Spirit and life force to charge their blade with its power, granting much more powerful techniques capable of damaging their target's very own Soul.
Rank 1: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 10% final damage.
Rank 2: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 20% final damage.
Rank 3: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 30% final damage.
Cost: User takes Hp damage equal to 30% the Cp Cost.
Notes:
- This does not cost Ap, and only needs to be declared upon attacking.
- This can only be used with the sword with the Blood Seeking Blade ability, and it must be in effect. This can be used with any attack using that blade.
- Attack deals +15% Damage against any form of barrier.
- Attacks made with this skill cannot have their Cp cost reduced in any way.
---
Temporized Slash - Delayed Sword Strike
Performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. This causes those who battle the Nanjirou to be unsure of when they've been cut and when they've escaped harm. Often seen involving the user passing by the enemy in an apparent miss...Until Blood suddenly gushes from the enemy's wound.
Rank 1: The user strikes once dealing 1,060 Damage at -1 Accuracy.
Rank 2: The user strikes once dealing 1,265 Damage at Normal Accuracy.
Rank 3: The user strikes once dealing 1,465 Damage at +1 Accuracy.
Costs:
Rank 1: 350 Cp; 1.75 Ap
Rank 2: 420 Cp; 1.75 Ap
Rank 3: 485 Cp; 1.75 Ap
Notes:
- User may choose to have the effects delayed, up to three rounds. If delayed the mod will show it as a miss, neither party will know if it was a hit or a miss until the time is up.
---
Wrath Seal - Activated Passive
The Wrath Seal is a seal put on every Nanjirou that contains the thoughts and knowledge of every generation in their ancestral family. Once activated, it releases all of the knowledge into the Nanjirou, granting them the powers and skill honed through the generations of Samurai. Though the seal's power comes with the cost: the price of having the spirit's of the past guides you rapidly deteriorates the Nanjirou's own Soul.
Rank 1: +2 Dodge, +1 accuracy.
Rank 2: +2.5 Dodge, +1.5 accuracy.
Rank 3: +3 Dodge, +2 accuracy.
Costs:
Rank 1: 1.5 Ap; 400 Cp to initiate, 200 Cp/Hp/Rnd.
Rank 2: 2 Ap; 700 Cp to initiate, 350 Cp/Hp/Rnd.
Rank 3: 2 Ap; 1000 Cp to initiate, 500 Cp/Hp/Rnd.
---
Battoujutsu - Secret Sword Technique
One of the deadliest moves learned in the Nanjirou's Aresonal, this move combines sheer strength and speed to ensure quick victory. Only a Nanjirou can pull off the quick movement and inhumane speed required to draw and sheath the sword for a move like this, combining strength and speed in the blink of an Eye. It is said that when mastered, One cannot even see the Nanjirou draw and resheath their blade during this technique, much less the actual strike.
Rank 1: The user strikes a single time dealing 1,425 Damage at +1 Accuracy.
Rank 2: The user strikes a single time dealing 1,725 Damage at +2 Accuracy.
Rank 3: The user strikes a single time dealing 2,025 Damage at +3 Accuracy.
Costs:
Rank 1: 520 Cp; 2.25 Ap
Rank 2: 625 Cp; 2.25 Ap
Rank 3: 735 Cp; 2.25 Ap
Notes:
- May only be used once per round.
- May be used at .5ap time.
- May only be used if Iaido has been used at least for a full round.
---
Fury of a Thousand Samurai - Impairing Curse Genjutsu
A technique developed by the most ancient Nanjirou, this attack focuses on crippling the defender. It is considered to be one of the most frightening in the Nanjirou arsenal, and yet, it is not even a taijutsu- it is a mind game of pure power. It instills fear and intimidation into the enemy, gradually reducing their resolve to fight against the Nanjirou.
Rank 1: Opponent gets -5% damage to all jutsu and takes -2 accuracy. During this time, the victim has a 10% chance per round to be affected by "Fear".
Rank 2: Opponent gets -10% damage to all jutsu, -2.5 accuracy. During this time, the victim has a 15% chance per round to be affected by "Fear".
Rank 3: Opponent gets -15% damage to all jutsu, -3 accuracy. During this time, the victim has a 20% chance per round to be affected by "Fear".
Costs: 2.5 Ap; 910 Cp
Notes:
- This Jutsu Lasts 2 Rounds.
- Counts as a Will/Visual Genjutsu
- Must have Wrath Seal activated, and Must have eye contact
- "Fear", causes the opponent to take on -3 dodge and take +10% More damage during that round.
---
Fury of Time - Space/Time Jutsu
It has been said the ultimate jutsu of the Nanjirou is one that does not even relate to sword-fighting. Rather, it is the ability to slow time down. These powerful swordsman have honed their abilities to a point, where time is meaningless to them, and they can perform a complex series of attacks. They are able to slow down time due to their connection with their ancient ancestors.
Rank 1: The Nanjirou strikes the ground, dealing 2,400 Damage. Those hit by the attack are effected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -2 Dodge and has a 6% Chance of Auto-missing. When slowed down everyone affected gains +2 Dodge and +6% Auto-Dodge.
Rank 2: The Nanjirou strikes the ground, dealing 3,300 Damage. Those hit by the attack are effected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -3 Dodge and has a 7% Chance of Auto-missing. When slowed down everyone affected gains +3 Dodge and +7% Auto-Dodge.
Rank 3: The Nanjirou strikes the ground, dealing 4,125 Damage. Those hit by the attack are affected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -3 Dodge and has a 8% Chance of Auto-missing. When slowed down everyone affected gains +3 Dodge and +8% Auto-Dodge.
Costs:
Rank 1: 820 Cp and 2.25 Ap to initiate; 410 Cp Per Round to Maintain
Rank 2: 1,650 Cp and 2.75 Ap to initiate; 825 Cp Per Round to Maintain
Rank 3: 2,065 Cp and 2.75 Ap to initiate; 1,035 Cp Per Round to Maintain
Notes:
- Lasts up to three rounds.
- Must be in Iaido for at least a single round to use this.
- After this has been used, The Nanjirou has -3 Dodge for an equal amount of time this was active.
---
Items
Ancient Spirit Sword
A sacred blade often passed down through the generations of individual Nanjirou Families, these swords are inherited and passed on down the generations, and many date back to the furthest roots of the Nanjirou's Ancestry. Each Katana varies widely different from others and is said to possess part of the spirit of each individual who has used it in the passed. While family Heirlooms, to doubt the strength of these blades would be a grave mistake.
Effect: Grants the user access to Ancestral Spirit Unique Augment which they can place on one of their weapons.
Basic Augment Effect: Whenever the user performs a Nanjirou Technique, they gain +2% Damage Reduction, capping at +10% Damage Reduction.
Special Augment Effect: Upon activation, the Damage Reduction received from Ancestral Spirit is converted to Damage Modifier and the user gains bonus chance of inflicting Bleeding equal to half of the +% Damage Modifier they received rounding to the nearest whole number.
Notes:
- Unique Augments are considered both Basic and Special thus both rules may apply to them.
- Bleeding Chance obtained from Ancestral Spirit only applies to Nanjirou Techniques.
- Damage Reduction gained through Ancestral Spirit only lasts for the remainder of the round.[/fontsize]
Kinjutsu: Tsukumogami said:[fontsize="12"]A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon, that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Tsukumogami refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.
Information
Prerequisites
350 Stat Average, 3 Ability Slots, 1,500 Word Rp, 6 Mastered Taijutsu of the chosen Weapon Type.
Effects:
- +1 Augment Slot for their Chosen Weapon. (cannot be the same Augment they already have but can be any type of augment)
- When separated from their weapon, their weapons attacks no longer cost Additional Cp. In addition, their range of separation is now increased to 20 feet, and returning to the users possession no longer requires Ap. Reforming a Broken Link still costs .25 Ap, however.[/fontsize]
[fontsize="12"]Myriad Strike - Special Activated Ability
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Due to the special bond that is developed, a Tsukumogami will start becoming "one with the sword", in both a literal and a metaphorical sense. The tsukumogami is now able to flow from attack to attack, as if the sword was one with his body instead of just an extension of metal.
Information
Prerequisites
Tsukumogami
Effect:
- The user is able to link up to 4 Ap's worth of Taijutsu to be performed consecutively upon a single target, with each successful action giving the next +5% Damage and +1 Accuracy if successful.
- The user pays normal Ap costs for each technique, however pays only 80% of any Cp costs.
Note:
- Does not take up an Ability Slot.
- Does not cost Ap, this only needs to be declared. Only the first +10% of the Damage buff increase is applied to the buff Limit.
- The buff is only increased once for a Multi-Hitting Action, treating the action as if it were the same as a single strike attack.
- Bonuses last only for the remainder of the combo, and may only stack up to +3 Accuracy and +15% Damage.
- User exhausts one rate higher the round this is used.
- May be used once per round, User loses -1 Dodge for each action after the first, stacking up to -3 Dodge. This lasts the remainder of the round.[/fontsize]
[fontsize="12"]Omni-Flash - Special Activated Ability
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As the Tsukomogami weapon draws upon its soul-link with it's wielder and gains new, stronger abilities, so too does its limits to the skills being able to be performed. Once released into its upgraded form, the user and their weapon are able to perform new techniques unique to their bond. Taking many different shapes or forms, this technique is often a one-of-a-kind skill that cannot be replicated by any other shinobi, a unique mixture between Ninjutsu and Taijutsu. This makes recklessly challenging the wielder of a Tsukumogami a dangerous decision, as one can never fully expect just what manner of techniques they are capable of unleashing.
Information
Prerequisites
Tsukumogami, 400 Ninjutsu, 400 chakra control, 400 Taijutsu. Mystic Transmutation Mastered, Kindred Fusion.
Effect:
- This technique allows the user to combine a Taijutsu and a Ninjutsu into one. Using it takes the highest ap being used +.5 ap.
- The jutsu deals 75% of the total combined damage and costs 75% of the total combined CP cost.
- This technique uses melee Accuracy, and the accuracy of the jutsu itself is averaged out between the two jutsu.
- This jutsu receives both the appropriate Ninjutsu and Taijutsu buffs, and retains half of any associated effects or debuffs, from both Jutsu.
- This ability may only be used once per round, and only while Kindred Fusion is active. This cannot be used with Bl/CA techniques or actions in Anyway.
Cost: 75% of combined total cp cost.[/fontsize]
[fontsize="12"]Mystic Transmutation - Level 6 Ninjutsu
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No longer a simple piece of steel, the Tsukumogami Weapon is it's own entity, and becomes as adaptable to siuations just as any shinobi would. Infused wit the user's soul, the bond between the two is enough to strengthen both ends, and through this jutsu, they are able to use this bond to bring about a manifestation of their power. This technique releases a Tsukumogami weapon from its general physical form, whether it be a form of transformation or alteration completely. In this state the weapon's abilities becomes more powerful, or in some cases transform into a different ability altogether. It is impossible to tell just what sort of bond becomes manifested from this technique, as each Tsukumogami's bond is unique.
Information
Prerequisites
Tsukumogami, 150 Ninjutsu, 150 Chakra Control.
Rank 1: Allows the user to switch two of their Weapon Augments for another, or double the effect of two augments.
Rank 2: Allows the user to switch three of their Weapon Augments for another three, or double the effects of three of their augments.
Mastered: Allows the user to switch four of their Weapon Augments for another four, double the effects of their current four augments, or add a fifth augment of any type. (Cannot be one of the augments they're already using).
Note:
- Any swapped Augment must be in the user's inventory.
- When used to increase the effects of a weapon Augment, the weapon augment's effects are doubled. This is applied to both positive and negative effects.
- The effects of the Splitting Augment cannot be doubled.
Rank 1 Cost: 500 Cp, 240 Cp/rnd
Rank 2 Cost: 620 Cp, 295 Cp/rnd
Mastered Cost: 740 Cp, 350 Cp/rnd[/fontsize]
[fontsize="12"]Visceral Rend - B-Rank Taijutsu
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After transforming, the weapon becomes much more powerful. Now what would happen if the user tried to drive that weapon through the stomach of their opponent? Sounds like a party! That's what this technique is, an attempt to drive the weapon, even if it's a blunt weapon , straight through the opponent. If it is a bow type weapon, then the user fires a much larger arrow aimed directly at the stomach and attached to a string. Then the user pulls out the weapon/arrow. The results are pretty deadly. The technique itself, however, is incredibly exhausting.
Information
Prerequisites
Tsukumogami, 200 Taijutsu, 150 Stamina, Mystic Transmutation Activated.
Rank 1: Strikes a single target dealing 1,725 Damage at -3 Accuracy. This strike has a +8% chance of causing Bleeding.
Rank 2: Strikes a single target dealing 2,025 Damage at -2 Accuracy. This strike has a +9% chance of causing bleeding.
Rank 1 Cost: 625 Cp
Rank 2 Cost: 735 Cp
Notes:
- Can only be used once per round.
- Damage done by this jutsu is considered piercing damage, regardless of the weapon used.
- This is a hit or miss technique, it cannot hit partially. If it is a 50% or more hit, it's counted as a full hit, Otherwise, it's counted as a miss.[/fontsize]
[fontsize="12"]Kindred Fusion - Level 9 Ninjutsu
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The peak of the Tsukumogami's bond with it's wielder, this jutsu is a secret technique only capable of being performed by the user and their weapon. This technique allows the User to merge with their weapon, fusing into a new form the grants the user all of the abilities held by their Tsukumogami. This form varies widely depending on the type of weapon wielded by the user, and its effects can range from simply razor sharp talons, to full-body shapeshifting that mimics the design of their weapon. While in this form, the user and their weapon literally fight as one, and share skills honed through an unbreakable bond.
Information
Prerequisites
Tsukumogami, 525 Ninjutsu, 525 Chakra Control, Mystic Transmutation Mastered, Myriad Strike Mastered.
Master Rank: All Weapon augments and Ability buffs are applied directly to the user, and they are able to perform their Weapon-type Jutsu while unarmed. The user's Unarmed Basic Strike Damage and Accuracy are treated as their weapon's, and their weapon accuracy is also added/subtracted to their dodge (If the weapon has +2 accuracy, the user has +2 accuracy and +2 dodge. If the weapon has -2 accuracy, the user has -2 accuracy and -2 dodge), as well as any other effects such as slashing, piercing or suppression. All damage done to the user is reduced by their Basic Strike Damage, and those who perform Melee Taijutsu or use Melee Accuracy on the target take damage equal to this amount upon a successful hit; Multi-Hits only deal this amount once to the target regardless of the number of strikes.
Note:
- Does not use handseals.
- While active, the user cannot use their weapon, or any weapon for that matter. They may perform both unarmed and their weapon's Taijutsu.
- Must have Mystic Transmutation Active to initiate, and its effects are transferred to this jutsu.
- Damage reduced is applied to all sources of Damage, and cannot be buffed.
- Contact with the user is applied per action, not per hit. Multi hit Taijutsu only count as one Contact. This damage cannot be Buffed.
Cost: 4.5 Ap, 4320 Cp to initiate. 2060 Cp/Rnd.[/fontsize]
RP Stuff said:General said:Name:Mizuki
Height: roughly 5'9
Weight: Tad bit overweight, chubby
Age:19
Character Alignment: Lawful Evil
Date of Birth: October 3rd
Character Sign: Libra
Character Description said:Physical: Mizuki stands at roughly 175.26 cm or 5 feet 9 inches tall. He is a tad bit overweight and has hazel eyes. There are scars on his body from starts growing up and the event that impacted his life and helped him become one with the sword. He has long hair and wears contacts. He is nearsighted and has reoccurring ear problems since birth. Typically, he is wearing his ANBU attire, but when he isn't on duty he is seen as wearing samurai clothing/kimonos. Also, he will always have ninja pouches with him and his trusty katana.
Mental: Mizuki isn't exactly the happiest person in the world. He tends to be a pessimistic on various issues and also believes the way to resolve an issue is to fight it out. During his ANBU training, he lost all emotion so it wouldn't affect his job as an ANBU. He occasionally can be happy if something really important or someone impacts his life in a way. Love, family and friends is all the adult needs to be somewhat his normal self. But he believes he was born to serve the Hidden Leaf Village to the best of his abilities and to die for his village.
Character History said:Mizuki was born on the third of October 19 years ago. He was born into a middle class family with just his mother and father. Growing up, he wasn't the most social-able child in the academy and had a hard time making friends. However, he excelled in his students and easily passed the Genin exam with flying colors. Going into the ANBU branch of the village however wasn't exactly the same walk in the park for Mizuki. During his training, he was toughened up and lost almost all emotion with the world. He was taught to speak softly and carry a big stick or a sword in his case. He is just a mere ANBU in the branch but he hopes that eventually he will be promoted to bigger and better roles like Sennin. His goals in life are to be the best he can be for the village, finding a girl, and making a family. But for now, he is content in his position in the village and will do whatever is needed to help the village the most!