[col3]Current Abilities: 12/13 (11+1 (Class Ability)+1 card Purcahsed)
|Core Class Abilities: 10/20
[spoilername="Opportunist"]
[/col3]
Weapons: 6/6
00. Journeyman (as of 8/23/13)
00. Shinoni 101 - Ninjutsu(Sound) (as of 09/07/13)
[spoilername="Effect"]- Upon gaining this ability, the user is given access to an additional Advanced Element. This element must be specified and does not apply to the cap limit of having four advanced elements. This additional element may be unlearned after three months and in which the user is able to apply for a new element, able to transfer these ranks to another Advanced Element or Ninjutsu of their choice.
Notes:
- This ability is automatically gained upon fulfilling the above requirements.
- This Ability does not take up an ability slot.
- If a C-Rank or higher Missing/Rogue does not have either Medical Knowledge or Shadow Tactics, then they gain this ability.
- A character is only able to have one of the three Shinobi 101 Abilities.[/spoilername]
01. Quick Reaction (as of 8/13/13)
02. Initiative (as of 8/23/13)
03. Insight (as of 8/23/13)
04. Strategist (as of 8/23/13)
05. Healing Factor(as of 09/07/13)
07. Earth - Chakra Style(as of 02/26/14)
[spoilername="Effect"]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.
08. Fire - Chakra Style(as of 02/26/14)
[spoilername="Effect"]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.
• Defensive:
09. Lightening - Chakra Style(as of 02/26/14)
[spoilername="Effect"]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.
10. Wind - Chakra Style(as of 02/26/14)
[spoilername="Effect"]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.
11. Water - Chakra Style(as of 02/26/14)
[spoilername="Effect"]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.
12. Martial Artist(as of 07/17/14)
[spoilername="Effect"]- Entering a style costs half the normal AP cost.
- The user may swap between styles as a free action once per round.[/spoilername]
- Jutsu cost -5% Chakra;
a [Mission] does not take up an RP Slot
00. Shinoni 101 - Ninjutsu(Sound) (as of 09/07/13)
[spoilername="Effect"]- Upon gaining this ability, the user is given access to an additional Advanced Element. This element must be specified and does not apply to the cap limit of having four advanced elements. This additional element may be unlearned after three months and in which the user is able to apply for a new element, able to transfer these ranks to another Advanced Element or Ninjutsu of their choice.
Notes:
- This ability is automatically gained upon fulfilling the above requirements.
- This Ability does not take up an ability slot.
- If a C-Rank or higher Missing/Rogue does not have either Medical Knowledge or Shadow Tactics, then they gain this ability.
- A character is only able to have one of the three Shinobi 101 Abilities.[/spoilername]
01. Quick Reaction (as of 8/13/13)
- If the user dodges an attack, the user may declare a jutsu to be used as a counterattack against the attacker at +1 Accuracy/DC. The user pays all costs normally.
02. Initiative (as of 8/23/13)
- The user is capable of prioritizing 1 AP worth of actions per round which are modded as 0 AP but all costs are paid as normal.
03. Insight (as of 8/23/13)
- Hidden Actions are revealed to the user through PM.
04. Strategist (as of 8/23/13)
- [spoilername="Effect"]
- - Grants the user 5 Prep slots. Prep slots are not extra inventory slots, but allow for up to 5 special effects.
- May prep a weapon to have 1 free basic strike that is counted as a Sneak Attack. If used while in stealth the user has a 25% chance to remain in Stealth. May be used multiple times on a single weapon costing a Prep slot each time.
- May prep a weapon to be poisoned by an injury type Poison.
- May attach items to other items (see the items themselves for details) for 0 AP and can be prepared prior to battle.
Notes:
- - Any item that has a special effect requiring Strategist takes up a Prep slot.
- Any jutsu that requires Strategist to do something before battle requires a Prep slot
- - Grants the user 5 Prep slots. Prep slots are not extra inventory slots, but allow for up to 5 special effects.
05. Healing Factor(as of 09/07/13)
- [spoilername="Effect"]- The user gains 3% Max HP at the end 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.[/spoilername]
- Effect: The user regains +3% of their Max CP back at the beginning of every round.
07. Earth - Chakra Style(as of 02/26/14)
[spoilername="Effect"]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.
- • Offensive:
- o Shatter: Whenever the user uses a Offensive Earth-Based Attack, it has a chance of inflicting Shatter penalty on a limb.
- * Shatter penalty cannot be healed by any means for the remainder of the battle.
* Shatter raises the called shot of a random limb by 1 level.
* Called shot level cannot reach Broken status unless the user has the Called Shot ability. Should the random limb selected be one which has maxed out it's Called shot penalty then this has no effect.
* Base Chance of inflicting Shatter is 5%. May only be increased with Called Shot Chance buffs up to a maximum of 15%.
- * During the round of cool down the user gains +4% to the secondary effect of Earth Jutsu for every earth jutsu used after the first capping at +16%
- * Shatter penalty cannot be healed by any means for the remainder of the battle.
• Defensive:- o Craggy Exterior: Melee Contact against the user has 15% chance of inflicting Suppression against the attacker.
- *Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.
- *Using the Stealth free action removes the +2 Stealth buff before the Awareness check.
*This may only be done twice per round.
- o Shatter: Whenever the user uses a Offensive Earth-Based Attack, it has a chance of inflicting Shatter penalty on a limb.
08. Fire - Chakra Style(as of 02/26/14)
[spoilername="Effect"]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.
- • Offensive:
- o Flare Blitz: Twice per round, the user can add 10% of their previous fire jutsu's total damage to their next fire attack.
- * Damage gained from previous Fire-based attack is considered Extra/additional damage and may not be buffed by any means.
- * The After Burner wave requires a nin-check.
*After Burner's Damage cannot be Buffed by any means.
- o Flare Blitz: Twice per round, the user can add 10% of their previous fire jutsu's total damage to their next fire attack.
• Defensive:
- o Flare Touch: Melee contact with the user will result in extra damage being done to the attacker, dealing (25 / 75 / 125 / 250 / 300 / 400) Fire Damage. This damage can be Buffed up to 30%.
- * Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.
* Damage done by Flare Touch is based on the user's OOC Rank, being (E / D / C / B / A / S) respectively.
* Multi-Hits counts as one contact.
- * Barrier does not prevent the users movements or impede the user's actions in any way.
* AoE attacks only contribute to this barrier's HP once, using the highest damage dealt by the action.
- * Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.
09. Lightening - Chakra Style(as of 02/26/14)
[spoilername="Effect"]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.
- • Offensive:
- o Static Charge: The user's Lightning-based actions have a 15% chance of being modded -1 Ap faster with an additional +5% chance at activating secondary effects. The chance of this activating is increased by +5% every time the user performs another Lightning-based action, stacking up to 30%.
- * Resets at the end of the round.
* Actions may not be modded below 0.5 AP.
- * Resets at the end of the round.
• Defensive:- o Static Slowdown: Melee contact with the user has a 15% chance to cause the target's next action to be modded as +1 AP.
- * Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.
* May only occur against a single target three times per round.
- * If the Dodge Bonus exceeds the +3, per 0.5 surpassing the caps grants the user +3% Auto-Dodge instead.
- * Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.
- o Static Charge: The user's Lightning-based actions have a 15% chance of being modded -1 Ap faster with an additional +5% chance at activating secondary effects. The chance of this activating is increased by +5% every time the user performs another Lightning-based action, stacking up to 30%.
10. Wind - Chakra Style(as of 02/26/14)
[spoilername="Effect"]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.
- • Offensive:
- o Inner Current: Wind-based attack(s) may automatically cut through half of any Damage Reduction by paying an additional +20% of their chakra cost. Basic Strikes may be used with this.
- * This may be used twice per round.
• Defensive:- o Easy Breezy: While active, all Wind-based Actions deal 20% less damage. The user's Ninjutsu, Ranged, Melee Dodge buffs are multiplied by 1.5x.
o Wind-Up: When the user fully dodges an attack, their attacker automatically takes damage equal to 5% of the attack's damage. This damage may be increased by the user's Wind Buffs.- *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.
- o Inner Current: Wind-based attack(s) may automatically cut through half of any Damage Reduction by paying an additional +20% of their chakra cost. Basic Strikes may be used with this.
11. Water - Chakra Style(as of 02/26/14)
[spoilername="Effect"]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.
- • Offensive:
- o Wild Waters: Water-based Attacks has 15% chance to attack an additional target.
- * This increases by 5% whenever the user performs another Water-based Action.
* Resets at the end of the round and caps at 40%.
* User must specify the additional target. Failure to do so will result in a random target being attacked.
- * Resets at the end of the round.
* The increase is counter by per successful lost. If they were to lose 2 AP in one hit, it will increase by 7%. If they were to lose 2 AP in two hits, it is increased by 14%.
- * This increases by 5% whenever the user performs another Water-based Action.
• Defensive:- o Reservoir: The user's Water-based actions cost -5% Cp. This bonus is increased by +5% every time the user performs another Water-based action, stacking up to 20%.
- * Resets at the end of the round.
- o Wild Waters: Water-based Attacks has 15% chance to attack an additional target.
12. Martial Artist(as of 07/17/14)
[spoilername="Effect"]- Entering a style costs half the normal AP cost.
- The user may swap between styles as a free action once per round.[/spoilername]
[spoilername="Opportunist"]
[/spoilername]|Elemental AffinitySneak Attack - Passive (3 points)
- Restriction- C Rank and up
- Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.
Shadow Step - Passive (2 points)
- Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.
Quick Step III - Boost (1 point x3)
- Restriction- Can be purchased up to three times
- Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy (Ability taken three times)
Flash Counter II - Jutsu (1 point, 1 to rank up)
- Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
- Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Cost: 2,500 Cp; 2.5 Ap
Notes:
- - This may be used Reactionary.
- This may only be used once a round.
Profile Link: Kamaru's Profile
Free D-Rank Minor Affinity: Not used
Free C-Rank Minor Affinity: Not used
Free C-Rank upgraded Minor to Major : Not used
Major Affinities:
Advanced Elements 14/14
MAX Ten (4+1 from Shinobi 101 Ninjutsu +9 from Advance element Cards :
Free D-Rank Minor Affinity: Not used
Free C-Rank Minor Affinity: Not used
Free C-Rank upgraded Minor to Major : Not used
Major Affinities:
- •Earth (Jutsu Branch Mastery 100%)
•Fire (Jutsu Branch Mastery 100%)
•Lightening (Jutsu Branch Mastery 100%)
•Water (Jutsu Branch Mastery 100%)
•Wind (Jutsu Branch Mastery 100%)
•Non-Elemental (Jutsu Branch Mastery 100%)
•Kinesis AE (Jutsu Branch Mastery 100%)
•Sound AE (Jutsu Branch Mastery 100%)
- •Shadow
•Vapor
•Crystal
• Plasma
• Lava
• Sand
• Ink
• Storm
• Magnetic
• Photon
• Poison
• Blood
Advanced Elements 14/14
MAX Ten (4+1 from Shinobi 101 Ninjutsu +9 from Advance element Cards :
- •Kinesis
•Sound
•Shadow
•Vapor
•Crystal
• Plasma
• Lava
• Sand
• Ink
• Storm
• Magnetic
• Photon
• Poison
• Blood
Weapons: 6/6
[col]Flicker Kunai: An odd shaped dagger with a unique design surprisingly elongated at the middle
Type: Projectile
Bonus: May use Handseals while armed with a Projectile Weapon.
Accuracy: +2 Acc/-10% dmg
Augments:
Type: Piercing
Bonus: +5% chance for Called Shots
Accuracy: +2 Acc/-10% dmg
Augments:
[col]Trench Knife: A curved fighting knife made for quick slashing and situations where losing a weapon means losing one's life. The blade was designed to optimize poison usage once placed on the blade an option useful in battles of attrition.
Type: Slashing
Bonus: May naturally inflict Bleeding
Accuracy: +0 Acc/-0% dmg
Augments:
Type: Bludgeoning
Bonus: May naturally inflict Suppression
Accuracy: +2 Acc/-10% dmg
Augments:
Type: Unarmed
Bonus: May use Handseals while armed with an Unarmed Weapon.
Accuracy: +2 Acc/-10% dmg
Augments:
Type: Ranged
Bonus: +3% chance for Called Shots.
Accuracy: +2 Acc/-10% dmg
Augments:
[/col]
Type: Projectile
Bonus: May use Handseals while armed with a Projectile Weapon.
Accuracy: +2 Acc/-10% dmg
Augments:
- •Tracer
•Silencer
•Wide Edge
Type: Piercing
Bonus: +5% chance for Called Shots
Accuracy: +2 Acc/-10% dmg
Augments:
- • Silencer
• Quick Strike (0.5 Ap to activate)
• Toxify
[col]Trench Knife: A curved fighting knife made for quick slashing and situations where losing a weapon means losing one's life. The blade was designed to optimize poison usage once placed on the blade an option useful in battles of attrition.
Type: Slashing
Bonus: May naturally inflict Bleeding
Accuracy: +0 Acc/-0% dmg
Augments:
- • Silencer
• Chain Link
• Envenom (0.5 Ap to activate)
Type: Bludgeoning
Bonus: May naturally inflict Suppression
Accuracy: +2 Acc/-10% dmg
Augments:
• Primal
• Quick Switch
• Hidden Flail
Type: Unarmed
Bonus: May use Handseals while armed with an Unarmed Weapon.
Accuracy: +2 Acc/-10% dmg
Augments:
• Primal
• Quick Switch
• Vampiric
Type: Ranged
Bonus: +3% chance for Called Shots.
Accuracy: +2 Acc/-10% dmg
Augments:
[/col]