Current Abilities: 6/11
Elemental Affinity
Core Class Abilities: 10/20
Weapons
00. Journeyman (as of 8/23/13)
Jutsu cost -5% Chakra; [Mission] does not take up a RP Slot
00. Shinoni 101 - Ninjutsu (as of 09/07/13)
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.
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. Strategy (as of 8/23/13)
Required for certain jutsu/item effects
05. Healing Factor(as of 09/07/13)
- 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.
06. Hyperactive(as of 09/07/13)
Effect: The user regains +3% of their Max CP back at the beginning of every round.
Jutsu cost -5% Chakra; [Mission] does not take up a RP Slot
00. Shinoni 101 - Ninjutsu (as of 09/07/13)
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.
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. Strategy (as of 8/23/13)
Required for certain jutsu/item effects
05. Healing Factor(as of 09/07/13)
- 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.
06. Hyperactive(as of 09/07/13)
Effect: The user regains +3% of their Max CP back at the beginning of every round.
Elemental Affinity
Basic Major: N/A
Basic Minor: N/A
Advance Elements: N/A
Basic Minor: N/A
Advance Elements: N/A
Core Class Abilities: 10/20
Sneak Attack<i></i> - 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<i></i> - 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<i></i> - Boost (3 point)
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
Flash Counter II<i></i> - 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.
Weapons
Brawling Gloves: A pair of black gloves, depiction of a fireball with a it's tongue sticking out and shades on the back of the hands.
Type: Unarmed
Bonus: May use Handseals while armed with an unarmed weapon
Accuracy: -1 Acc/+5% dmg
Augments:
•Vampiric
•Blitz
•Quick Switch
Chakra Atuned Gloves: Dark grey gloves with an odd piece of cloth off the back of the hands, filters to the color of chakra/element being used.
Type: Unarmed
Bonus: May naturally inflict Bleeding Or Suppression OR may use Handseals while armed with a Projectile Weapon.
Accuracy: -1 Acc/+5% dmg
Augments:
•Ignition
•Blitz
•Quick Switch
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:
•Tracer
•Silencer
•Wide Edge
Type: Unarmed
Bonus: May use Handseals while armed with an unarmed weapon
Accuracy: -1 Acc/+5% dmg
Augments:
•Vampiric
•Blitz
•Quick Switch
Chakra Atuned Gloves: Dark grey gloves with an odd piece of cloth off the back of the hands, filters to the color of chakra/element being used.
Type: Unarmed
Bonus: May naturally inflict Bleeding Or Suppression OR may use Handseals while armed with a Projectile Weapon.
Accuracy: -1 Acc/+5% dmg
Augments:
•Ignition
•Blitz
•Quick Switch
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:
•Tracer
•Silencer
•Wide Edge