Name: Narashi Jo
General Description:
History:
Stats:
Jinchuuriki:
CA: Quicklearner
Advanced Shop Points: 34
Abilities:
Inventory:
Creation Thread: Link
Training Thread: Link
Dojo Thread: Link
Ninjutsu:
Genjutsu:
Taijutsu:
Classes:
Missions:
Exams:
General Description:
Age: 16
Gender: Male
Physical:
Eyes: Hazel
Hair: Chocolate
Skin: Olive tan
Height: 5'6"
Weight: 150 lbs
Build: built and toned, typical soldier build
Overall Appearance: Very normal, except for the scars on his face (four pockmarks above his left eyebrow, a one inch verticle cut just below the hairline in the center of his forehead, a horizontal cut above his left ear).
General Garb: Black leather steel-toed boots, well worn denim blue jeans, plain black leather belt, black t-shirt, brown leather jacket.
Personality:Hard working and dependable, Jo is the kind of guy that will keep going until the job is done; regardless of his own needs. Loyal to a fault, but not afraid to think for himself, this Chunnin will stand for what's right, even if it means going against the grain. Not afraid to love, but definately afraid to be loved; the young man described herein fights a constant battle against the enemy within, and the monster he believes he is.
Gender: Male
Physical:
Eyes: Hazel
Hair: Chocolate
Skin: Olive tan
Height: 5'6"
Weight: 150 lbs
Build: built and toned, typical soldier build
Overall Appearance: Very normal, except for the scars on his face (four pockmarks above his left eyebrow, a one inch verticle cut just below the hairline in the center of his forehead, a horizontal cut above his left ear).
General Garb: Black leather steel-toed boots, well worn denim blue jeans, plain black leather belt, black t-shirt, brown leather jacket.
Personality:Hard working and dependable, Jo is the kind of guy that will keep going until the job is done; regardless of his own needs. Loyal to a fault, but not afraid to think for himself, this Chunnin will stand for what's right, even if it means going against the grain. Not afraid to love, but definately afraid to be loved; the young man described herein fights a constant battle against the enemy within, and the monster he believes he is.
History:
Jo was one of two students in his class to survive the greuling experience that was the Academy. He and his best friend Ren were thick as theives before being sent on their first mission, where they both made their first kills. Jo was mortified at the the knowledge that he had taken another life, but soldiered on any way; but Ren was never the same. She was soon discharged for psychological reasons; and Jo was alone.
It wasn't long until his work was his life. Aside from his teammates, Jo had no real friends; any time not spent in the field or training was spent eating, sleeping, and studying. All of that changed when he met Saeko at the Shoguns Name Day Ball. Within moments, she had absconded with his heart. The problem? She was the daughter of a one Takaki Masao, Sennin of the Main Branch, and Jo's direct commanding officer. After a few weeks of dating on the sly, Jo finally confessed his undying love for Saeko to her father over the com-system while on a top secret mission in Marsh. Little did he know that a short in the system would broadcast his confession across the tri-country area. Either way, he and Masao had a man-to-man talk, and they were given the Sennins blessing to continue courting.
Now, Jo is a Chunnin. His life has been turned upside down by his promotion, and being deemed Hand of the Merces Letifer; but the most devistating experience was the loss of Sennin Masao, a role model and father figure. Not only that, but the demon within his soul, By-Tor, finally convinced him to let him out; gaining a foothold on the young mans soul.
It wasn't long until his work was his life. Aside from his teammates, Jo had no real friends; any time not spent in the field or training was spent eating, sleeping, and studying. All of that changed when he met Saeko at the Shoguns Name Day Ball. Within moments, she had absconded with his heart. The problem? She was the daughter of a one Takaki Masao, Sennin of the Main Branch, and Jo's direct commanding officer. After a few weeks of dating on the sly, Jo finally confessed his undying love for Saeko to her father over the com-system while on a top secret mission in Marsh. Little did he know that a short in the system would broadcast his confession across the tri-country area. Either way, he and Masao had a man-to-man talk, and they were given the Sennins blessing to continue courting.
Now, Jo is a Chunnin. His life has been turned upside down by his promotion, and being deemed Hand of the Merces Letifer; but the most devistating experience was the loss of Sennin Masao, a role model and father figure. Not only that, but the demon within his soul, By-Tor, finally convinced him to let him out; gaining a foothold on the young mans soul.
Stats:
Agility: 175/300
Stamina: 300/300
Taijutsu: 175/300
Ninjutsu: 175/300
Genjutsu: 175/300
Chakra Control: 255/300
LVL: 6
PL: 1255
HP: 16800
CP: 13005
Rank: B
Custom Class: Average Jo Ninja
HP: (50+lvl) x Stamina
CP: (45+lvl) x Chakra Control
Class Feature: +3 CA Points
High: None
Average: All
Low: None
Stamina: 300/300
Taijutsu: 175/300
Ninjutsu: 175/300
Genjutsu: 175/300
Chakra Control: 255/300
LVL: 6
PL: 1255
HP: 16800
CP: 13005
Rank: B
Custom Class: Average Jo Ninja
HP: (50+lvl) x Stamina
CP: (45+lvl) x Chakra Control
Class Feature: +3 CA Points
High: None
Average: All
Low: None
Jinchuuriki:
Jinchuuriki said:[fontsize="12"]Jinchuuriki
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Legends say that long ago, back in the early days of the shinobi world, their existed powerful Demons possessing the power to wreak havoc across the land. As a counter measure to fight these monsters, village's sealed these beasts into the bodies of Human Hosts. Whether these stories hold true or not, this forbidden practice, although frowned upon, is still practiced on a much lesser scale. There exist people who have had the energies of weaker demons and spirits sealed within their body, their body and mind becoming a vessel for the entity's power. The hosts have been known to take on certain characteristics of their inner demons, both mental and physical changes and traits which vary widely. Although one cannot deny the power the host gains from having a demon reside within them, able to draw upon it's power and gain unique affinity to the demon's affinity, their comes a price with all power. From the moment the demon is sealed within the Host, it becomes a battle for control, the demon seeking to grasp as much control as it can over the user...
Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank
Effects:
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user. Radiation
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinchuuriki skills do not require handseals.
- All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element. Radiation
- All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs. Radiation
Note:
- Because of their Inner Demon's Chakra, when any Demon Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their demon's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the demon's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinchuuriki and their Bloodline/CA do not stack beyond +10.
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this demon can be made freely, this demon cannot be tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.[/fontsize]
[fontsize="12"]Demon Cloak Alpha - C-Rank Ninjutsu
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All Jinchuuriki possess great strength, though one would be mistaken if they assumed that their incredible power came without a cost. Though they may be excellent shinobi in their own right, the full potential of their skill is not their own, but a fusion of both themselves and their inner Demon. Through training, a shinobi can learn to draw power from the demon deep within, using it to fuel themselves and granting them energy. At first this can be a very risky move, for simply acknowledging the demon within grants it more power over the user. However, with concentration, the user can learn to draw forth a small amount of the demon's energy without losing themselves. Because this energy is small compared to the demon's full potential, the host retains nearly all control of themselves, and does not seem to display any physical change aside from a visible, glowing aura of chakra.
Information
Prerequisites
Jinchuuriki, C-Rank
Rank 1: While in this stage, gain +1 Acc/Dodge, +10% Chosen Element damage
Master Rank: While in this stage, gain +2 Acc/Dodge, +10% Chosen Element damage
Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. (Example: If one is using a rank 1 Demon Cloak Alpha and surrenders 1 Acc/Dodge, their Berserk Control is increased to a 90% chance as opposed to 85%.) This lasts until the Jinchuuriki's next action.
Note:
- Once activated, last's until the user chooses to deactivate.
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- Once activated, the user gains +3% Max CP at the start of every round.
- Base of 85% Berserk Control. Must be rolled (out of 100 where an 86-100 roll counts as a berserked attack) before each action to determine if the Jinchuuriki has gone berserk and a random target. Each Berserk attack lasts for only that one attack.
Cost: 500 CP to initiate -2% Max HP a round to maintain.[/fontsize][fontsize="12"]Demonic Burst - C-Rank Ninjutsu
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Perhaps the most noticeable aspect of a host drawing forth power from their Inner Demon is that their chakra becomes a visible aura of energy around them; growing in both speed and size as the user's draws forth more and more strength from their inner Demon. However, one would be a fool to attempt to judge this as a simple aura of energy, for this chakra is so powerful and explosive, that simply coming into contact with it is enough to seriously harm opponents. As if that weren't enough, the Jinchuuriki seems to be able to manipulate this Aura at will to lash out and strike at their targets in a hemispherical explosion often compared to a bomb.
Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered
Rank 1: 1350 damage to two targets
Master Rank: 1620 damage to three targets
Effects:
- Demonic Burst has a 30% chance to unearth people from underground, 20% chance to reveal invisible targets, and 20% chance to dissipate Clones and Mirror Clones.
Special Action: - Demonic Burst can be used reflexively against projectile attacks, giving projectile attacks -3 accuracy with a 20% chance to deflect and hit a random target. The Demonic Burst deals half damage to up to 3 targets when using this special action.
Rank 1 Cost: 560 CP
Master Rank Cost: 680 CP[/fontsize][fontsize="12"]Demonic Howl - C-Rank Ninjutsu
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A powerful skill that truly shows the fearsome strength of a Jinchuuriki, this skill can only be performed after tapping into a certain depth of their demonic partner's energies. Easily performed, this technique is a simple roar infused with the Jinchuuriki's massive reserves of chakra, producing a powerful kinetic shockwave of sonic energy that can easily upturn the ground, trees, debris, and even knock victims right off their feet, all while causing significant damage from the sheer pressure and force of their roar.
Information
Prerequisites
Jinchuuriki, C-Rank, Demon Cloak Alpha Mastered
Rank 1: Lowers every secondary by 1 to all in the topic until the end of the round. Deals 1% Max HP damage for 3 rounds.
Master Rank: Lowers every secondary by 2 to all in the topic until the end of the round. Deals 3% Max HP damage for 3 rounds.
Note:
- May not be stacked.
- Also targets allies in battle as well as foes, but not the Jinchuuriki.
- Does not effect those with Fearless.
- The effected targets must make a Nin-Save at the beginning of every round to include the round effected. If successful, they are freed from the % Max HP damage.
- May not be stacked more than once per target effected. May not stack with Poisonous Chakra.
Cost: 1400 CP to initiate[/fontsize][fontsize="12"]Destructive Shield - B-Rank Ninjutsu
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Upon obtaining the demon cloak, a Jinchuuriki is able to manipulate their out-flowing chakra to increase not only their offensive capabilities, but their defensive capabilities. The Jinchuuriki is able to erect a shield of chakra that can absorb damage and redirect the energy back at the last person to attack the shield. Be careful, however, doing too much may result in the destruction of the shield and the chakra to backfire.
Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered
Rank 1:The Jinchuuriki creates a shield that can absorb 2200 damage. This shield deals damage up to half it's shield strength upon destruction
Master Rank: The Jinchuuriki creates a shield that can absorb 3300 damage. This shield deals damage up to half it's shield strength upon destruction
Note:
- Must be in Demon Cloak Omega to use.
- The only way for the shield to be lowered is for the shield to be destroyed.
- The shield's HP does not regenerate, nor does recasting it refills it's HP. This jutsu cannot be stacked for multiple shields.
Rank 1 Cost: 880 CP to initiate, 420 CP per round maintain
Master Rank Cost: 1440 CP to initiate, 690 CP per round maintain[/fontsize][fontsize="12"]Demon Cloak Omega - B-Rank Ninjutsu
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The final form of a Jinchuuriki's power, drawing forth a dark and seemingly endless supply of chakra from their inner demon. In this stage, the user hardly resembles a human, instead appearing as their inner demon, though still human-size. The host has been lost deep within the energies of their demon, gaining almost incomparable strength, but possessing nearly no form of their own rationality. They see no difference between friend or foe, hardly remembering why they fight in the first place, and only desire the destruction of all those around them. In this phase, the host's body rapidly begins to disintegrate from the stress of the natural energy, visibly breaking apart and being replaced by a neon glow of corrosive chakra. They are an avatar of destruction, both to themselves and all others around them.
Information
Prerequisites
Jinchuuriki, B-Rank, Demon Cloak Alpha Mastered
Rank 1: While in this stage, gain +3 Acc/Dodge, +10% Chosen Elemental Damage
Master Rank: While in this stage, gain +4 Acc/Dodge, +15% Chosen Elemental Damage
Special Action: - For every 1 Acc/Dodge surrendered, one gains +5% Berserk Control. Example: If one is using a rank 1 Demon Cloak Omega and surrenders 1 Acc/Dodge, their Berserk Control raises to a 65% chance as opposed to 60%. This lasts until the Jinchuuriki's next action.
Note:
- Demon Cloak Omega overwrites Demon Cloak Alpha; they do not stack.
- If activated while the user is in Demon Cloak Alpha, this costs -1 AP and -25% normal CP cost.
- Once activated, lasts until the user chooses to deactivate with a 65% chance of failure and a 1 AP Cost. If the user fails to deactivate, they lose 5% Berserk Control which remains for the remainder of battle.
- Once activated, the user gains 5% Max CP at the start of every round.
- This jutsu has a 10% chance at auto-dodging every attack. This does not stack with other auto-dodge abilities.
- Basic melee attacks now attack up to 3 targets.
- Base of 65% Berserk Control. (Rolled out of 100 with a roll of 66-100 meaning a berserked attack) Must be rolled before each action to determine if the Jinchuuriki has gone berserk and attacked a random target. Each Berserk attack lasts for only that one attack.
Cost: 2000 CP, 3% Max HP per round.[/fontsize][fontsize="12"]Demon's Edict- A-Rank Ninjutsu
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A Jinchuuriki's strength isn't based off of just their offensive or defensive prowess, but being able to strike fear into their opponent's hearts, making them fearful to even attack the Jinchuuriki. The Jinchuuriki sits and waits for the right moment to lash out, extending their chakra out into a giant claw to grab the target, utilizing Menacing Blast at the bound target before the Jinchuuriki tosses the target violently towards the ground. With an attack like this, one must be wary to attack a Jinchuuriki.
Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered
Rank 1: Deals 4000 damage to a single target. The target has a 35% chance of being disarmed, and has a 15% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +1 Accuracy.
Master Rank: Deals 5000 damage to a single target. The target has a 45% chance of being disarmed, and has a 20% chance of auto-failing their next two attacks (Only one may auto-fail). The user may follow up this jutsu with a Taijutsu at +2 Accuracy.
Special Action: The Jinchuuriki may spend +.5 Ap to add one of these effects to the jutsu. Only one effect may be added.
- The user may increase the Jutsu by +20% Base damage, +1 Accuracy, and +1 Critical.
- The user may "Throw" the initial target at a secondary target, dealing damage and effects to both victims.
Rank 1 Cost: 2000 Cp to initiate
Master Rank Cost: 2500 Cp to initiate
Note:
- Must be in Demon Cloak Omega to use.
- This jutsu is modded directly after an attack made against the user by the target, starting from the time of the user's last action.
- The user may instantly follow up this jutsu with a Taijutsu; the chosen attack cannot combo any further and still must have all costs payed.
- Every time after the first that Demon's Edict has been used on the same character, there is a +5% damage increase with a -1 Accuracy penalty. This stacks up to +15% damage/-3 Accuracy, and does not apply to the damage cap.
- No other bonuses can be added on to this to break the damage limit, aside from the special action and repeated use.[/fontsize]
[fontsize="12"]Menacing Blast - A-Rank Ninjutsu
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A technique which takes on various forms and styles, this technique can only be attempted once the Host has reached a certain stage and gains access to enough of their Demon`s energy. This technique allows the Jinchuuriki to gather raw chakra either from their bodies or the air around them, and condense it into a a single compressed ball of energy. This ball of chakra can be consumed or sustained, causing a chain reaction of energy, where the explosion is fired from the mouth, or fired from the ball respectively.
Information
Prerequisites
Jinchuuriki, A-Rank, Demon Cloak Omega Mastered
Rank 1: 5000 damage to one opponent.
Master Rank: 5500 damage to one opponent
Special Action: - May 'Strafe' multiple targets. There is a -10% dmg penalty for every target after the first that the target strafes. During the strafe, the target may return to the target (if missed) for -20% damage.
Note:
- May only target up to 5 people to include 'restrafing'.
- You cannot restrafe to target an enemy that initially auto-dodged this jutsu.
Rank 1 Cost: 2800 CP to initiate
Master Rank Cost: 3300 CP to initiate[/fontsize][fontsize="12"]Poisonous Chakra - S-Rank Ninjutsu
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Due to the evil/malignant nature of a Jinchuuriki's chakra, contact with the aura can cause irreversible damage to a person's body. Touching the cursed chakra may feel like an intense flame is shooting through a person's body, when in reality, the curse of the demonic chakra acts like a poison.
Information
Prerequisites
Jinchuuriki, S-Rank, All Jinchuuriki abilities master rank
Master Rank: Deals 1% Max HP and 200 CP damage to the one coming in contact with the Poisonous Chakra. Once effected, for every 1 AP the target spends, they take the advertised damage. This only effects the poisoned for 1 round. This may effect multiple targets to include friendly targets.
Note:
- This jutsu effects the Jinchuuriki's: Demon Cloak, Melee, Jinchuuriki attacks, and chosen elemental attacks. While it effects the Demon Cloak, any unarmed attacks made towards the Jinchuuriki poisons the attacker.
- May not stack per round. May not "re-infect" the same target to reset timer. Once the poison has run it's course, may 're-infect' giving the target a +1 to their poison check for every time 're-infected'.
- Once attacked, must make a poison check. This is treated as a Heavy Poison with an additional +3 Difficulty.
- This jutsu is considered a hidden action. (In other words, not mentioned in the mod that one has applied poison to their chakra)
- Must be in Demon Cloak Omega to use.
- Considered Akuton/Evil.
- Takes effect at the beginning of the next round.
- This jutsu remains active on the Jinchuuriki until de-activated
- May not be stacked with other percentage HP/CP damaging techniques or effects.
Cost: 1000 CP/500 HP to initiate, 500 CP/1% Max HP to maintain[/fontsize]
CA: Quicklearner
[fontsize="12"]A ninja with an unusually sharp mind, a Quick Learner is able to pick up on things easily and more quickly than others, learning and mastering techniques at faster rates, and analyzing enemy patterns. They can become highly skilled in just about anything once they set their minds to it. {1 Free Point}
Situational Awareness - Passive (3 Points) Bought
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.
Sharp Insight</U><i></i> - Passive (2 points) Bought
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.
Offensive Insight-<i></i> Boost (1 point) Bought x2
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.
Expanded Knowledge-<i></i> Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Notes:
- A Chimera with 2 Bl/CA may purchase this skill normally, but may only purchase this a single time.
- A Chimera with 3 Bl/CA that choose this passive -must- purchase this ability twice, but only count has having a single extra ability slot.
- A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.
Upgrade<i></i> - Passive (2 points) Bought
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.
Observation<i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.
Mirror Coat<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.
Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.
<U>Adaptability<i></i> - Boost (1 point) Bought x3
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.
Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.
Tactical Mind<i></i> - Passive (2 points) Bought
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.
Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:
- Can only be used once per round.
- Allows the user to use jutsu beyond their capabilities.
- This does not work against Bloodline, Core Ability, or Kinjutsu techniques.[/fontsize]
Situational Awareness - Passive (3 Points) Bought
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.
Sharp Insight</U><i></i> - Passive (2 points) Bought
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.
Offensive Insight-<i></i> Boost (1 point) Bought x2
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.
Expanded Knowledge-<i></i> Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Notes:
- A Chimera with 2 Bl/CA may purchase this skill normally, but may only purchase this a single time.
- A Chimera with 3 Bl/CA that choose this passive -must- purchase this ability twice, but only count has having a single extra ability slot.
- A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.
Upgrade<i></i> - Passive (2 points) Bought
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.
Observation<i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.
Mirror Coat<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.
Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.
<U>Adaptability<i></i> - Boost (1 point) Bought x3
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.
Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.
Tactical Mind<i></i> - Passive (2 points) Bought
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.
Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:
- Can only be used once per round.
- Allows the user to use jutsu beyond their capabilities.
- This does not work against Bloodline, Core Ability, or Kinjutsu techniques.[/fontsize]
Advanced Shop Points: 34
Abilities:
Slot 1: Quick Reaction
Slot 2: Initiative
Slot 3: Hidden Power
Slot 4: Combo Master
Slot 5: Healing Factor
Slot 6: Fearless
Slot 7: Kinjutsu
Slot 8: Kinjutsu
Slot 9: Kinutsu
Slot 2: Initiative
Slot 3: Hidden Power
Slot 4: Combo Master
Slot 5: Healing Factor
Slot 6: Fearless
Slot 7: Kinjutsu
Slot 8: Kinjutsu
Slot 9: Kinutsu
Inventory:
Creation Thread: Link
Training Thread: Link
Dojo Thread: Link
Ninjutsu:
E-Rank:
Infernal Ember MR
Thermal Maw MR
Storm Bolt MR
Thunderfist MR
Transformation MR
Body Switch MR
D-Rank:
Fireball MR
Immolation Armor MR
Combustive Seal MR
Thunderclap MR
Electroshock MR
Electrocution MR
C-Rank:
Atomic Shockwave MR
Subatomic Scorch MR
Radioactive Decay MR
Radioactive Glow MR
Infernal Ember MR
Thermal Maw MR
Storm Bolt MR
Thunderfist MR
Transformation MR
Body Switch MR
D-Rank:
Fireball MR
Immolation Armor MR
Combustive Seal MR
Thunderclap MR
Electroshock MR
Electrocution MR
C-Rank:
Atomic Shockwave MR
Subatomic Scorch MR
Radioactive Decay MR
Radioactive Glow MR
E-Rank:
The One-Two MR
Low Sweep MR
Janken MR
Uncalled For Shot MR
Block MR
D-Rank:
4-Hit Combo MR
Spinning Wind MR
Dynamic Entry MR
Dynamic Finish MR
Nut Buster MR
The One-Two MR
Low Sweep MR
Janken MR
Uncalled For Shot MR
Block MR
D-Rank:
4-Hit Combo MR
Spinning Wind MR
Dynamic Entry MR
Dynamic Finish MR
Nut Buster MR
Solo-Self-Mod:
Modded Missions:
Dance on the Iron Throne: D-Rank
---Briefing
---Village Exit Thread
---Mission Thread
---Mission Return Thread
Mine Eyes Have Seen the Glory: S-Rank
---Briefing
---Village Exit Thread
---Mission Thread
---Village Return Thread