924 PL - Reality Shift (Rank 1), World Shatter (Rank 1)
1008 PL - Ripple Shield (Rank 1)
1092 PL - World Shatter (Rank 2)
1176 PL - Reality Shift (Rank 2), Ripple Shield (Rank 2)
1260 PL - Particle Disruption (Rank 1)
1344 PL - Reality Shift (Rank 3), World Shatter (Rank 3)
1428 PL - Particle Disruption (Rank 2),
1512 PL - Boundary Field (Rank 1)
1596 PL - Particle Disruption (Rank 3)
1680 PL - Ripple Shield (Rank 3), Boundary Field (Rank 2)
1764 PL - Boundary Field (Rank 3)
---
Reality Shift - Passive
When a Cobalt Seikon is actively manipulating their chakra, unusual things can happen. One of the most consistent of those things is the deep blue aura that pulses around them in time with their manipulation of it, clearing a path into and out of any sphere they wish to traverse.
Rank 1: Every 15 seconds, the user may choose to automatically enter/exit any
Arena effect with no check required. This cannot cost the user more than 2 AP, regardless of effects that would force them
(or anyone crossing) to take more AP than that.
Rank 2: Every 10 seconds, the user may choose to automatically enter/exit any
Arena effect with no check required. This cannot cost the user more than 1.5 AP, regardless of effects that would force them
(or anyone crossing) to take more AP than that.
Rank 3: Every 5 seconds, the user may choose to automatically enter/exit any
Arena effect with no check required. This cannot cost the user more than 1 AP, regardless of effects that would force them
(or anyone crossing) to take more AP than that. The user may alternately use this to automatically break out of any bind.
Note:
- If there is no listed AP cost for entering/exiting the
Arena or breaking out of the bind affecting the user, the cost will default to 1 AP at all ranks.
---
Ripple Shield - Passive
Another consistent talent of the Cobalt Seikon is the way they unconsciously manipulate the air around them to absorb nastier blows. Or, well...not quite the air, but that's certainly what it appears to be, creating an odd distortion effect around them whenever such an attack is softened. What the Cobalt Seikon themselves sees isn't something they tend to tell anyone.
Rank 1: The user gains the ability
Implacable for free, without it taking an
Ability Slot.
Rank 2: Implacable now negates the first two Bleeding, Suppression, Called Shot, or Secondary Effects inflicted upon them during each round.
Rank 3: The AP cost of
Implacable's
Special Action is reduced to .5, with a usage limit of three times per round
(unless the user is wearing Heavy Armor, in which case it is unlimited).
Notes:
- The user does not need to be wearing
Light Armor or
Heavy Armor to have this skill apply.
---
World Shatter - Non-Elemental Ninjutsu
A Cobalt Seikon cares not for the standard laws of physics that state how things work. If they don't like the condition of the ground they are standing on, the brightness of the sun in the sky, or the number and position of obstacles in their way, they can simply change it all.
Rank 1: The user is able to modify the
Terrain Modifiers of the battle one stage in either direction for both Terrain and Visibility.
Rank 2: The user is able to modify the
Terrain Modifiers of the battle two stages in either direction for both Terrain and Visibility.
Rank 3: The user is able to modify the
Terrain Modifiers of the battle by any amount in either direction for both Terrain and Visibility.
Special Action - Fragmentation: If there is another jutsu active on the field when this is cast that alters
Terrain Modifiers in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield
(even if they have it at a higher rank).
Rank 1 Cost: 730 CP, 2.5 AP
Rank 2 Cost: 840 CP, 2.5 AP
Rank 3 Cost: 910 CP, 2.5 AP
Notes:
- The effects of
World Shatter do not wear off and last the whole battle; essentially, the 'default' conditions of the topic are altered by this jutsu.
- Only one active jutsu may be destroyed per use of
Fragmentation.
---
Particle Disruption - Non- Elemental Ninjutsu
One of the most lethal skills that can be used by a Cobalt Seikon, this technique focuses the attention the Seikon upon a single hapless target, and condenses their reality warping energy to literally shatter a portion of the victim's atomic structure. This skill cannot be seen as it takes effect on an microscopic level, though this causes catastrophic pain and suffering upon the unfortunate target as it destroys their very being from it's base.
Rank 1: The next offensive Ninjutsu the user casts gains +1 accuracy, and bypasses all barriers.
Rank 2: For the next 5 seconds, Offensive Ninjutsu the user casts gains +2 accuracy, and bypasses all barriers and
Damage Reduction.
Rank 3: For the next 10 seconds, Offensive Ninjutsu the user casts gains +3 accuracy, and negates all barriers and
Damage Reduction, destroying them and dealing normal damage to the target.
Cost: 2.5 AP, 730 Cp,
Notes:
- At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
- This technique requires a 10 second cooldown after use
- Only maintained/activated Damage Reduction is destroyed; passive Damage Reduction is only negated until after the next attack hits the target. (Rank 3 only)
- If the target(s) struck lack barriers and Damage Reduction, the affected Ninjutsu instead deals +10% damage.
---
Boundary Field - Non-Elemental Ninjutsu
The culmination of a Cobalt Seikon's skillset is the ability to seize control of their element of the battlefield, locking down the ability of others to manipulate space-time. Often space looks distorted when this technique is active, and those more sensitive to chakra or adept in a similar field have reported the Cobalt Seikon's trademark deep blue haze partially shrouding the area, marking out a visible bubble.
Rank 1: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled.
(Does not apply to Seikon.) Opponents must pass a
Ninjutsu Check at +0 against the user in order to successfully use a combo; if they fail, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack.
Rank 2: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled.
(Does not apply to Seikon.) Opponents must pass a
Ninjutsu Check at -1 against the user in order to successfully use a combo or any other
Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a
Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
Rank 3: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled.
(Does not apply to Seikon.) Opponents must pass a
Ninjutsu Check at -2 against the user in order to successfully use a combo or any other
Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a
Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
Rank 1 Cost: 2200 CP, 3 AP to initiate; 1100 CP/round to maintain.
Rank 2 Cost: 2530 CP, 3 AP to initiate; 1270 CP/round to maintain.
Rank 3 Cost: 2750 CP, 3 AP to initiate; 1380 CP/round to maintain.
Notes:
- This is considered a
Terrain jutsu.
- May be maintained for up to three rounds.
- At all ranks, other combatants must pass a
Ninjutsu Check against the user at -2 in order to cast an
Arena jutsu, or their own
Terrain jutsu. If the opponent successfully casts their own
Terrain jutsu, this one is dispelled.
- After deactivation, regardless of how, requires ten seconds before it may be activated again.
Reality Shift - Passive
When a Cobalt Seikon is actively manipulating their chakra, unusual things can happen. One of the most consistent of those things is the deep blue aura that pulses around them in time with their manipulation of it, clearing a path into and out of any sphere they wish to traverse.
Rank 1: Every 15 seconds, the user may choose to automatically enter/exit any
Arena effect with no check required. This cannot cost the user more than 2 AP, regardless of effects that would force them
(or anyone crossing) to take more AP than that.
Rank 2: Every 10 seconds, the user may choose to automatically enter/exit any
Arena effect with no check required. This cannot cost the user more than 1.5 AP, regardless of effects that would force them
(or anyone crossing) to take more AP than that.
Rank 3: Every 5 seconds, the user may choose to automatically enter/exit any
Arena effect with no check required. This cannot cost the user more than 1 AP, regardless of effects that would force them
(or anyone crossing) to take more AP than that. The user may alternately use this to automatically break out of any bind.
Note:
- If there is no listed AP cost for entering/exiting the
Arena or breaking out of the bind affecting the user, the cost will default to 1 AP at all ranks.
---
Ripple Shield - Passive
Another consistent talent of the Cobalt Seikon is the way they unconsciously manipulate the air around them to absorb nastier blows. Or, well...not quite the air, but that's certainly what it appears to be, creating an odd distortion effect around them whenever such an attack is softened. What the Cobalt Seikon themselves sees isn't something they tend to tell anyone.
Rank 1: The user gains the ability
Implacable for free, without it taking an
Ability Slot.
Rank 2: Implacable now negates the first two Bleeding, Suppression, Called Shot, or Secondary Effects inflicted upon them during each round.
Rank 3: The AP cost of
Implacable's
Special Action is reduced to .5, with a usage limit of three times per round
(unless the user is wearing Heavy Armor, in which case it is unlimited).
Notes:
- The user does not need to be wearing
Light Armor or
Heavy Armor to have this skill apply.
---
World Shatter - Non-Elemental Ninjutsu
A Cobalt Seikon cares not for the standard laws of physics that state how things work. If they don't like the condition of the ground they are standing on, the brightness of the sun in the sky, or the number and position of obstacles in their way, they can simply change it all.
Rank 1: The user is able to modify the
Terrain Modifiers of the battle one stage in either direction for both Terrain and Visibility.
Rank 2: The user is able to modify the
Terrain Modifiers of the battle two stages in either direction for both Terrain and Visibility.
Rank 3: The user is able to modify the
Terrain Modifiers of the battle by any amount in either direction for both Terrain and Visibility.
Special Action - Fragmentation: If there is another jutsu active on the field when this is cast that alters
Terrain Modifiers in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield
(even if they have it at a higher rank).
Rank 1 Cost: 730 CP, 2.5 AP
Rank 2 Cost: 840 CP, 2.5 AP
Rank 3 Cost: 910 CP, 2.5 AP
Notes:
- The effects of
World Shatter do not wear off and last the whole battle; essentially, the 'default' conditions of the topic are altered by this jutsu.
- Only one active jutsu may be destroyed per use of
Fragmentation.
---
Particle Disruption - Non- Elemental Ninjutsu
One of the most lethal skills that can be used by a Cobalt Seikon, this technique focuses the attention the Seikon upon a single hapless target, and condenses their reality warping energy to literally shatter a portion of the victim's atomic structure. This skill cannot be seen as it takes effect on an microscopic level, though this causes catastrophic pain and suffering upon the unfortunate target as it destroys their very being from it's base.
Rank 1: The next offensive Ninjutsu the user casts gains +1 accuracy, and bypasses all barriers.
Rank 2: For the next 5 seconds, Offensive Ninjutsu the user casts gains +2 accuracy, and bypasses all barriers and
Damage Reduction.
Rank 3: For the next 10 seconds, Offensive Ninjutsu the user casts gains +3 accuracy, and negates all barriers and
Damage Reduction, destroying them and dealing normal damage to the target.
Cost: 2.5 AP, 730 Cp,
Notes:
- At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
- This technique requires a 10 second cooldown after use
- Only maintained/activated Damage Reduction is destroyed; passive Damage Reduction is only negated until after the next attack hits the target. (Rank 3 only)
- If the target(s) struck lack barriers and Damage Reduction, the affected Ninjutsu instead deals +10% damage.
---
Boundary Field - Non-Elemental Ninjutsu
The culmination of a Cobalt Seikon's skillset is the ability to seize control of their element of the battlefield, locking down the ability of others to manipulate space-time. Often space looks distorted when this technique is active, and those more sensitive to chakra or adept in a similar field have reported the Cobalt Seikon's trademark deep blue haze partially shrouding the area, marking out a visible bubble.
Rank 1: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled.
(Does not apply to Seikon.) Opponents must pass a
Ninjutsu Check at +0 against the user in order to successfully use a combo; if they fail, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack.
Rank 2: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled.
(Does not apply to Seikon.) Opponents must pass a
Ninjutsu Check at -1 against the user in order to successfully use a combo or any other
Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a
Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
Rank 3: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled.
(Does not apply to Seikon.) Opponents must pass a
Ninjutsu Check at -2 against the user in order to successfully use a combo or any other
Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a
Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
Rank 1 Cost: 2200 CP, 3 AP to initiate; 1100 CP/round to maintain.
Rank 2 Cost: 2530 CP, 3 AP to initiate; 1270 CP/round to maintain.
Rank 3 Cost: 2750 CP, 3 AP to initiate; 1380 CP/round to maintain.
Notes:
- This is considered a
Terrain jutsu.
- May be maintained for up to three rounds.
- At all ranks, other combatants must pass a
Ninjutsu Check against the user at -2 in order to cast an
Arena jutsu, or their own
Terrain jutsu. If the opponent successfully casts their own
Terrain jutsu, this one is dispelled.
- After deactivation, regardless of how, requires ten seconds before it may be activated again.