Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Nova's Dojo

Joined
Jan 11, 2021
Messages
885
Yen
902,650
ASP
2,500
OOC Rank
S
Character Name: Nova

Rookie Class said:
Rookie Class
HP: (38+lvl) x Stamina
CP: (38+lvl) x Chakra Control
Class Feature: None
High: None
Average: All
Low: None

OOC Rank: E-Rank

Bloodline/Core Ability:
Hawkeye.jpg

A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.

Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.

Vital Strike - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance

Rapid Assault - Ability Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.

Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.

Composite - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage

Precise Strike - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.

Full Shot - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.

Sureshot - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.

Keen Sight - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy

Suppressing Fire - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Bounce Shot - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.

Sniper - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.

See The Wind - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.

Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Core Ability Choices:


0084 => 1
0168 => 2
0252 => 3
0336 => 4
0420 => 5
0504 => 6
0588 => 7
0672 => 8
0756 => 9
0840 => 10
0924 => 11
1008 => 12
1092 => 13
1176 => 14
1260 => 15
1344 => 16
1428 => 17
1554 => 18
1648 => 19
1764 => 20

Kinjutsu:

Curse Seals:

Advanced Shop Battle Related Purchases:
Half the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities:

0. Free Branch -> Main branch
1. Combat Instinct : When attacking a target below 50% Max Hp, the user's attack has has +2 Accuracy/Genjutsu DC.
Pushed down again by his brother... Something that came often as they were practicing fighting with each other, every time he was the one being pinned down. Not only had that something to do with the age, but also with the body strength. It was at some point that Nova had enough and started to Riot against his older brother.
Surprisingly it was a success, because of the next attack his brother made him, he missed. Nova had actually managed to dodge his older brother in the progress. It was then that they started to fight more with each other and slowly Nova started to catch up with him.
" You are going to lose today brother!" He shouted out and would grind his teeth and he put on his gloves, his brother did the same and they both knew each other weapons. Their father, even though he was no shinobi, allowed it for today with unarmed weapon types and as long as they wouldn't hurt each other too badly.

It was that Nova started to see how he needed to dodge with his new found power, it almost seemed like it had been hidden inside of him. But he also started to get the hang of the combat altogether. Almost instinctively started to fight with his brother over the course of weeks.
2. Hidden Power : When the user is below 50% Max Hp, the user has +2 Dodge/Gen Save to attacks made against them.
Pushed down again by his brother... Something that came often as they were practicing fighting with each other, every time he was the one being pinned down. Not only had that something to do with the age, but also with the body strength. It was at some point that Nova had enough and started to Riot against his older brother.
Surprisingly it was a success, because of the next attack his brother made him, he missed. Nova had actually managed to dodge his older brother in the progress. It was then that they started to fight more with each other and slowly Nova started to catch up with him.
" You are going to lose today brother!" He shouted out and would grind his teeth and he put on his gloves, his brother did the same and they both knew each other weapons. Their father, even though he was no shinobi, allowed it for today with unarmed weapon types and as long as they wouldn't hurt each other too badly.

It was that Nova started to see how he needed to dodge with his new found power, it almost seemed like it had been hidden inside of him. But he also started to get the hang of the combat altogether. Almost instinctively started to fight with his brother over the course of weeks.
3. E-Rank
4. D-Rank
5. D-Rank
6. B-Rank
7. B-Rank
8. B-Rank
9. B-Rank
10. A-Rank
11. A-Rank
*12. ASP-Card

Affinities
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.
- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Major Affinities:
1.
2.
3.
4.
5.
6.

Minor Affinities:
1.
2.
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons
A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: -5%
Accuracy modifier: +1
Augment:
1. Unlocked
2. Unlocks at D-Rank
3. Unlocks at B-Rank

Weapon (name): Apprentice Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: -5%
Accuracy modifier: +1
Augment:
1. Unlocked
2. Unlocks at D-Rank
3. Unlocks at B-Rank

Inventory:
  • The Utility Slot (may contain a Headband, Headset or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison or Trap. But keep in mind; No utility or Armor in misc slots.)
[/quote]
 
Last edited:
Character Name: Nova

Rookie Class said:
Rookie Class
HP: (38+lvl) x Stamina
CP: (38+lvl) x Chakra Control
Class Feature: None
High: None
Average: All
Low: None

OOC Rank: E-Rank

Bloodline/Core Ability:
Hawkeye.jpg

A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.

Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.

Vital Strike - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance

Rapid Assault - Ability Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.

Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.

Composite - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage

Precise Strike - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.

Full Shot - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.

Sureshot - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.

Keen Sight - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy

Suppressing Fire - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Bounce Shot - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.

Sniper - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.

See The Wind - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.

Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Core Ability Choices:


0084 => 1
0168 => 2
0252 => 3
0336 => 4
0420 => 5
0504 => 6
0588 => 7
0672 => 8
0756 => 9
0840 => 10
0924 => 11
1008 => 12
1092 => 13
1176 => 14
1260 => 15
1344 => 16
1428 => 17
1554 => 18
1648 => 19
1764 => 20

Kinjutsu:

Curse Seals:

Advanced Shop Battle Related Purchases:
Half the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities:

0. Free Branch -> Main branch
1. Combat Instinct : When attacking a target below 50% Max Hp, the user's attack has has +2 Accuracy/Genjutsu DC.
Pushed down again by his brother... Something that came often as they were practicing fighting with each other, every time he was the one being pinned down. Not only had that something to do with the age, but also with the body strength. It was at some point that Nova had enough and started to Riot against his older brother.
Surprisingly it was a success, because of the next attack his brother made him, he missed. Nova had actually managed to dodge his older brother in the progress. It was then that they started to fight more with each other and slowly Nova started to catch up with him.
" You are going to lose today brother!" He shouted out and would grind his teeth and he put on his gloves, his brother did the same and they both knew each other weapons. Their father, even though he was no shinobi, allowed it for today with unarmed weapon types and as long as they wouldn't hurt each other too badly.

It was that Nova started to see how he needed to dodge with his new found power, it almost seemed like it had been hidden inside of him. But he also started to get the hang of the combat altogether. Almost instinctively started to fight with his brother over the course of weeks.
2. Hidden Power : When the user is below 50% Max Hp, the user has +2 Dodge/Gen Save to attacks made against them.
Pushed down again by his brother... Something that came often as they were practicing fighting with each other, every time he was the one being pinned down. Not only had that something to do with the age, but also with the body strength. It was at some point that Nova had enough and started to Riot against his older brother.
Surprisingly it was a success, because of the next attack his brother made him, he missed. Nova had actually managed to dodge his older brother in the progress. It was then that they started to fight more with each other and slowly Nova started to catch up with him.
" You are going to lose today brother!" He shouted out and would grind his teeth and he put on his gloves, his brother did the same and they both knew each other weapons. Their father, even though he was no shinobi, allowed it for today with unarmed weapon types and as long as they wouldn't hurt each other too badly.

It was that Nova started to see how he needed to dodge with his new found power, it almost seemed like it had been hidden inside of him. But he also started to get the hang of the combat altogether. Almost instinctively started to fight with his brother over the course of weeks.
3. E-Rank
4. D-Rank
5. D-Rank
6. B-Rank
7. B-Rank
8. B-Rank
9. B-Rank
10. A-Rank
11. A-Rank
*12. ASP-Card

Affinities
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.
- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Major Affinities:
1.
2.
3.
4.
5.
6.

Minor Affinities:
1.
2.
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons
A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: -5%
Accuracy modifier: +1
Augment:
1. Unlocked
2. Unlocks at D-Rank
3. Unlocks at B-Rank

Weapon (name): Apprentice Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: -5%
Accuracy modifier: +1
Augment:
1. Unlocked
2. Unlocks at D-Rank
3. Unlocks at B-Rank

Inventory:
  • The Utility Slot (may contain a Headband, Headset or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison or Trap. But keep in mind; No utility or Armor in misc slots.)

Approved!
 
Class said:
(Updated)
Farshooter
HP: (50+lvl) x Stamina
CP: (40+lvl) x Chakra Control
Class Feature: +2 Acc (4pt)
ASP card: -5 CP Costs
High: Ranged Acc
Average: Dodge, Gen save, Melee acc.
Low: Nin acc, Genjutsu DC

OOC Rank: D-Rank (Updated)

Bloodline/Core Ability:
Hawkeye.jpg

A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.

Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.

Vital Strike - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance

Rapid Assault - Ability Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.

Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.

Composite - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage

Precise Strike - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.

Full Shot - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.

Sureshot - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.

Keen Sight - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy

Suppressing Fire - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Bounce Shot - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.

Sniper - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.

See The Wind - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.

Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Core Ability Choices: (Updated)


0084 => Keen Sight
0168 => Keen Sight
0252 => Keen Sight
0336 => 4
0420 => 5
0504 => 6
0588 => 7
0672 => 8
0756 => 9
0840 => 10
0924 => 11
1008 => 12
1092 => 13
1176 => 14
1260 => 15
1344 => 16
1428 => 17
1554 => 18
1648 => 19
1764 => 20

Kinjutsu:

Curse Seals:

Advanced Shop Battle Related Purchases:
Half the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities: (Updated)

0. Free Branch -> Main branch (C-Ranks Unlocked)
1. Combat Instinct : When attacking a target below 50% Max Hp, the user's attack has has +2 Accuracy/Genjutsu DC.
2. Hidden Power : When the user is below 50% Max Hp, the user has +2 Dodge/Gen Save to attacks made against them.
3. Teamwork: The user gains +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
Anooother team thing to do inside of the classroom. Nova was getting quite fed up with getting all these team things. He sighed out loud and would wait till there were only a few left. A lot of groups just ran to their friends, but that never really went right. Some friend groups couldn't corodinate things correctly, other groups only did their little part. Some group were riding on the back of another person. Not for nova and the two other left overs. They already worked often since no one picked them and it seemed only natural they teamed up. As soon as they sit down, Nova started to take the initiative and started to correspond with them all. "I would say.. let's first gather all the intel we need to create the project we need to do. If you franky would start gathering a few stuff we could use. Misha you could then start with the set up plan. And always make sure to communicate as to what you are planning. Keep franky and I up to date with it all. The more we combine the more we all know of the project.

At the end of the class, with nova as their head. They came in as the best project.
4. Weapon Attunement: +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
He always had his bow with him, and he always was taking good care of it. At home he spend at least a half an hour a day to figure out new ways to help his bow remain healthy. Specially after last time that one of his bows had cracked rather easily under pressure. It was only then that he learened not to tie the string that hard. he also learned the proper way to release the tension on the bow from the string and how to adjust it.
It all wend with trail and error, but soon he had managed to find a way to even make his bow stronger with the arrows that shot out. They pierced their target.
5. Initiative: The user is capable of prioritizing actions up to a total cost of 1 AP which are modded as 0 AP Timing per round. All costs are paid as normal.
Anooother team thing to do inside of the classroom. Nova was getting quite fed up with getting all these team things. He sighed out loud and would wait till there were only a few left. A lot of groups just ran to their friends, but that never really went right. Some friend groups couldn't corodinate things correctly, other groups only did their little part. Some group were riding on the back of another person. Not for nova and the two other left overs. They already worked often since no one picked them and it seemed only natural they teamed up. As soon as they sit down, Nova started to take the initiative and started to correspond with them all. "I would say.. let's first gather all the intel we need to create the project we need to do. If you franky would start gathering a few stuff we could use. Misha you could then start with the set up plan. And always make sure to communicate as to what you are planning. Keep franky and I up to date with it all. The more we combine the more we all know of the project.

At the end of the class, with nova as their head. They came in as the best project.
6. B-Rank
7. B-Rank
8. B-Rank
9. B-Rank
10. A-Rank
11. A-Rank
*12. ASP-Card:

Affinities
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.
- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Major Affinities:
1.
2.
3.
4.
5.
6.

Minor Affinities: (Updated)
1. Base-Lightning
2.
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons
A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves (Updated)
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 0%
Accuracy modifier: +1
Augment:
1. Vanguard
2. Blitz
3. Unlocks at B-Rank

Weapon (name): Apprentice Bow (Updated)
Weapon Damage Type: Projectile Damage
Damage Modifier: 0%
Accuracy modifier: +1
Augment:
1. Dual Weapon
2. Trick Weapon (Piercing)
3. Unlocks at B-Rank

Inventory:
  • The Utility Slot (may contain a Headband, Headset or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison or Trap. But keep in mind; No utility or Armor in misc slots.)
 
Farshooter
HP: (50+lvl) x Stamina
CP: (40+lvl) x Chakra Control
Class Feature: +2 Acc (4pt)
ASP card: -5 CP Costs
High: Ranged Acc
Average: Dodge, Gen save, Melee acc.
Low: Nin acc, Genjutsu DC

OOC Rank: C-Rank (Updated)

Bloodline/Core Ability:
Hawkeye.jpg

A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.

Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.

Vital Strike - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance

Rapid Assault - Ability Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.

Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.

Composite - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage

Precise Strike - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.

Full Shot - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.

Sureshot - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.

Keen Sight - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy

Suppressing Fire - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Bounce Shot - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.

Sniper - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.

See The Wind - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.

Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Core Ability Choices: (Updated)

0084 => Keen Sight
0168 => Keen Sight
0252 => Keen Sight
0336 => Sniper
0420 => Sniper
0504 => Composite
0588 => Composite
0672 => Composite
0756 => 9
0840 => 10
0924 => 11
1008 => 12
1092 => 13
1176 => 14
1260 => 15
1344 => 16
1428 => 17
1554 => 18
1648 => 19
1764 => 20

Kinjutsu:

Curse Seals:

Advanced Shop Battle Related Purchases:
Half the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities: (Updated)

0. Free Branch -> Journeyman (MB) » Sentinel (AB)
  • Journeyman techniques have -5% CP costs.
  • Journeyman can also learn one ANBU or Mednin ability (not style) without it taking up a slot.
  • The user gains +45 Minutes to catch any timed topic within their own Village.
  • Missing/Mercs with this ability cannot be caught using the +45 minutes from this ability and negate the ANBU +45 minute catch time,
  • The user has a 5% Damage Reduction.
1. Combat Instinct
  • When attacking a target below 50% Max Hp, the user's attack has +2 Accuracy/Genjutsu DC.
2. Hidden Power
  • When the user is below 50% Max Hp, the user has +2 Dodge/Gen Save to attacks made against them.
3. Teamwork:
  • The user gains +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
4. Weapon Attunement:
  • +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
5. Initiative:
  • The user is capable of prioritizing actions up to a total cost of 1 AP which is modded as 0 AP Timing per round. All expenses are paid as normal.
6. B-Rank
7. B-Rank
8. B-Rank
9. B-Rank
10. A-Rank
11. A-Rank
Nova started to spend more and more time with his summon. Little Lulu started to grow more as Nova grew. "You are already getting quite big.." They had known each other for quite some time now and pushed through with getting to know them, as in his family too, to understand better of where they were coming from. As time slowly passed by this was the case, they started to treat each other as equals and a deep bond was coming between them. Nova sometimes didn’t bother to summon him yet he would get there somehow or just simply didn’t leave. Nova would smile at them that they enjoyed the time this much around the place.

Affinities
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.
- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Major Affinities: (Updated)
1. Base-Lightning
2.
3.
4.
5.
6.

Minor Affinities: (Updated)
1. Non-Elemental
2.
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons
A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 0%
Accuracy modifier: +1
Augment:
1. Vanguard
2. Blitz
3. Unlocks at B-Rank

Weapon (name): Apprentice Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: 0%
Accuracy modifier: +1
Augment:
1. Dual Weapon
2. Trick Weapon (Piercing)
3. Unlocks at B-Rank

Inventory:
  • The Utility Slot (may contain a Headband, Headset, or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor, or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison, or Trap. But keep in mind; No utility or Armor in misc slots.)

Contract Type Monkey
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Monkey's Buisness
HP
: 40 + User’s level) x Users Chakra Control
CP: 30 + User’s level) x Users Chakra Control
Class Bonus: -5% Cp cost (2pt.) +10% Chance of inflicting Suppression (2pt.)
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
(Contract)Abilities & Jutsu Sub-typesWeapon
Pure Might - Monkey Contract Ability
Effect:

- All attacks have a 15% chance to inflict suppression. Should it already inflict suppression, it is increased by this amount.
- If an attack inflicts suppression, its damage bonus is increased to its maximum damage bonus limit. (+50% unless otherwise stated)

Guardbreak - Monkey Contract Independent Special Move
Effect: If the user's damage breaks the barrier of a target, then the user may reflexively pay 1 Ap to have the attack performed once again as a combo against the same target (regardless of its original AP). This attack does not inflict any effect other than damage, however. Once used, requires a round of cooldown.

Anger Point - Monkey Contract Senjutsu

Effect: Reduces the damage of an attack by 40%; this reduced amount is added to the user's next attack.

Cost: 2 Ap, CP equal to half the reduced damage.

Note:
- This technique is used reflexively.
- Can be used on an attack that is aimed a target other than the user; in this case, the reduced damage is dealt to the user, while the unreduced damage is still aimed at the original target.
- The user cannot dodge the attack this is used against.

Abilities
1. Ferocity - General Contract Ability
+10% Melee Damage; this additional damage bypasses barriers and damage resistance.

2. Ancient Wisdom - General Contract Ability
While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.

3. Predatory Precision - General Contract Ability
All techniques used by this contract are modded as if costing as -.5 Ap, to a minimum of .5 Ap.


Jutsu Sub-types

1. Slashing,
2. Unarmed,
3. Electric Base Jutsu
Stick
Type: Slashing (Supressing)Mods: +2 acc / -10% dmg
Augments:
1. Trick Weapon - Unarmed (handseals)
2. Blitz
3. Lucky Strike

Jutsu List
 
Last edited by a moderator:
waiting for rank-up to be approved; https://ninpocho.com/threads/rank-up-requests.63786/post-372544

Farshooter
HP: (50+lvl) x Stamina
CP: (40+lvl) x Chakra Control
Class Feature: +2 Acc (4pt)
ASP card: -5 CP Costs
High: Ranged Acc
Average: Dodge, Gen save, Melee acc.
Low: Nin acc, Genjutsu DC

OOC Rank: C-Rank (Updated)

Bloodline/Core Ability:
Hawkeye.jpg

A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.

Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.

Vital Strike - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance

Rapid Assault - Ability Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.

Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.

Composite - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage

Precise Strike - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.

Full Shot - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.

Sureshot - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.

Keen Sight - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy

Suppressing Fire - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Bounce Shot - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.

Sniper - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.

See The Wind - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.

Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Core Ability Choices: (Updated)

0084 => Keen Sight
0168 => Keen Sight
0252 => Keen Sight
0336 => Sniper
0420 => Sniper
0504 => Composite
0588 => Composite
0672 => Composite
0756 => Vital Strike
0840 => Vital Strike
0924 => Vital Strike
1008 => 12
1092 => 13
1176 => 14
1260 => 15
1344 => 16
1428 => 17
1554 => 18
1648 => 19
1764 => 20

Kinjutsu:

Curse Seals:

Advanced Shop Battle Related Purchases:
Half the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities: (Updated)

0. Free Branch -> Journeyman (MB) » Sentinel (AB)
  • Journeyman techniques have -5% CP costs.
  • Journeyman can also learn one ANBU or Mednin ability (not style) without it taking up a slot.
  • The user gains +45 Minutes to catch any timed topic within their own Village.
  • Missing/Mercs with this ability cannot be caught using the +45 minutes from this ability and negate the ANBU +45 minute catch time,
  • The user has a 5% Damage Reduction.
1. Combat Instinct Changing into Versatile Arms
  • The Trick Weapon augment [Link] does not take up an augment slot, and the user may perform the following special action;
2. Hidden Power Changing into Duelist
  • +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO'd, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
  • The user ignores % Auto-dodge chances their chosen target may have.
  • -2 Dodge/Save to any other opponents targeting the user
3. Teamwork:
  • The user gains +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
4. Weapon Attunement:
  • +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
5. Initiative:
  • The user is capable of prioritizing actions up to a total cost of 1 AP which is modded as 0 AP Timing per round. All expenses are paid as normal.
6. B-Rank Learning Jutsu Mastery
  • All Jutsu cost -10% Chakra, this includes Maintains.
  • All Chakra cost penalties from choosing to use 'Special Actions' are halved.
7. B-Rank Learning Ambidexterity
  • The Dual Weapon augment does not take up an augment slot, and the user may perform the following special action;
8. B-Rank
9. B-Rank
10. A-Rank
11. A-Rank
12. ASP-Card: Contract Mastery
Wordcount required; 200 for unlearn, 400 for learning. https://ninpocho.com/threads/bully-payback-time.66932/#post-372540

Affinities
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.
- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Major Affinities: (Updated)
1. Base-Lightning
2.
3.
4.
5.
6.

Minor Affinities: (Updated)
1. Non-Elemental
2.
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons
A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves (Update)
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Vanguard
2. Blitz
3. Chakra Drain

Weapon (name): Repaired Apprentice Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Weapon (name): Masters Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike


Inventory:
  • The Utility Slot (may contain a Headband, Headset, or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor, or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison, or Trap. But keep in mind; No utility or Armor in misc slots.)

Contract Type Monkey
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Monkey's Buisness
HP
: 40 + User’s level) x Users Chakra Control
CP: 30 + User’s level) x Users Chakra Control
Class Bonus: -5% Cp cost (2pt.) +10% Chance of inflicting Suppression (2pt.)
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
(Contract)Abilities & Jutsu Sub-typesWeapon
Pure Might - Monkey Contract Ability
Effect:

- All attacks have a 15% chance to inflict suppression. Should it already inflict suppression, it is increased by this amount.
- If an attack inflicts suppression, its damage bonus is increased to its maximum damage bonus limit. (+50% unless otherwise stated)

Guardbreak - Monkey Contract Independent Special Move
Effect: If the user's damage breaks the barrier of a target, then the user may reflexively pay 1 Ap to have the attack performed once again as a combo against the same target (regardless of its original AP). This attack does not inflict any effect other than damage, however. Once used, requires a round of cooldown.

Anger Point - Monkey Contract Senjutsu

Effect: Reduces the damage of an attack by 40%; this reduced amount is added to the user's next attack.

Cost: 2 Ap, CP equal to half the reduced damage.

Note:
- This technique is used reflexively.
- Can be used on an attack that is aimed a target other than the user; in this case, the reduced damage is dealt to the user, while the unreduced damage is still aimed at the original target.
- The user cannot dodge the attack this is used against.

Abilities
1. Ferocity - General Contract Ability
+10% Melee Damage; this additional damage bypasses barriers and damage resistance.

2. Ancient Wisdom - General Contract Ability
While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.

3. Predatory Precision - General Contract Ability
All techniques used by this contract are modded as if costing as -.5 Ap, to a minimum of .5 Ap.


Jutsu Sub-types

1. Slashing,
2. Unarmed,
3. Electric Base Jutsu
Stick
Type: Slashing (Supressing)Mods: +2 acc / -10% dmg
Augments:
1. Trick Weapon - Unarmed (handseals)
2. Blitz
3. Lucky Strike

Jutsu List
 
Farshooter (Updated)
HP: (55+lvl) x Stamina
CP: (45+lvl) x Chakra Control
Class Feature: +5% Auto-dodge and Auto-hit (4pt) +1 Accuracy (2pt)
ASP card: -5 CP Costs
High: Ranged Acc
Average: Dodge, Gen save, Melee acc.
Low: Nin acc, Genjutsu DC

OOC Rank: B-Rank (Updated)

Bloodline/Core Ability:
Hawkeye.jpg

A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.

Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.

Vital Strike - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance

Rapid Assault - Ability Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.

Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.

Composite - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage

Precise Strike - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.

Full Shot - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.

Sureshot - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.

Keen Sight - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy

Suppressing Fire - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Bounce Shot - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.

Sniper - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.

See The Wind - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.

Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Core Ability Choices: (Updated)

0084 => Keen Sight
0168 => Keen Sight
0252 => Keen Sight
0336 => Sniper
0420 => Sniper
0504 => Composite
0588 => Composite
0672 => Composite
0756 => Vital Strike
0840 => Vital Strike
0924 => Vital Strike
1008 => 12 Sureshot
1092 => 13 Sureshot
1176 => 14
1260 => 15
1344 => 16
1428 => 17
1554 => 18
1648 => 19
1764 => 20

Kinjutsu:

Curse Seals:

Advanced Shop Battle Related Purchases:
Half the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities:

0. Free Branch -> Journeyman (MB) » Sentinel (AB)
  • Journeyman techniques have -5% CP costs.
  • Journeyman can also learn one ANBU or Mednin ability (not style) without it taking up a slot.
  • The user gains +45 Minutes to catch any timed topic within their own Village.
  • Missing/Mercs with this ability cannot be caught using the +45 minutes from this ability and negate the ANBU +45 minute catch time,
  • The user has a 5% Damage Reduction.
1.Versatile Arms
  • The Trick Weapon augment [Link] does not take up an augment slot, and the user may perform the following special action;
2. Duelist
  • +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO'd, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
  • The user ignores % Auto-dodge chances their chosen target may have.
  • -2 Dodge/Save to any other opponents targeting the user
3. Teamwork:
  • The user gains +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
4. Weapon Attunement:
  • +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
5. Initiative:
  • The user is capable of prioritizing actions up to a total cost of 1 AP which is modded as 0 AP Timing per round. All expenses are paid as normal.
6. Jutsu Mastery
  • All Jutsu cost -10% Chakra, this includes Maintains.
  • All Chakra cost penalties from choosing to use 'Special Actions' are halved.
7. Ambidexterity
  • The Dual Weapon augment does not take up an augment slot, and the user may perform the following special action;
8. B-Rank
9. B-Rank
10. A-Rank
11. A-Rank
12. ASP-Card: Contract Mastery
Wordcount required; 200 for unlearn, 400 for learning. https://ninpocho.com/threads/bully-payback-time.66932/#post-372540

Affinities
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.
- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Major Affinities:
1. Base-Lightning
2.
3.
4.
5.
6.

Minor Affinities:
1. Non-Elemental
2.
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons
A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Vanguard
2. Blitz
3. Chakra Drain

Weapon (name): Repaired Apprentice Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Weapon (name): Masters Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Inventory:
  • The Utility Slot (may contain a Headband, Headset, or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor, or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison, or Trap. But keep in mind; No utility or Armor in misc slots.)

Contract Type Monkey
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Monkey's Buisness
HP
: 40 + User’s level) x Users Chakra Control
CP: 30 + User’s level) x Users Chakra Control
Class Bonus: -5% Cp cost (2pt.) +10% Chance of inflicting Suppression (2pt.)
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
(Contract)Abilities & Jutsu Sub-typesWeapon
Pure Might - Monkey Contract Ability
Effect:

- All attacks have a 15% chance to inflict suppression. Should it already inflict suppression, it is increased by this amount.
- If an attack inflicts suppression, its damage bonus is increased to its maximum damage bonus limit. (+50% unless otherwise stated)

Guardbreak - Monkey Contract Independent Special Move
Effect: If the user's damage breaks the barrier of a target, then the user may reflexively pay 1 Ap to have the attack performed once again as a combo against the same target (regardless of its original AP). This attack does not inflict any effect other than damage, however. Once used, requires a round of cooldown.

Anger Point - Monkey Contract Senjutsu

Effect: Reduces the damage of an attack by 40%; this reduced amount is added to the user's next attack.

Cost: 2 Ap, CP equal to half the reduced damage.

Note:
- This technique is used reflexively.
- Can be used on an attack that is aimed a target other than the user; in this case, the reduced damage is dealt to the user, while the unreduced damage is still aimed at the original target.
- The user cannot dodge the attack this is used against.

Abilities
1. Ferocity - General Contract Ability
+10% Melee Damage; this additional damage bypasses barriers and damage resistance.

2. Ancient Wisdom - General Contract Ability
While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.

3. Predatory Precision - General Contract Ability
All techniques used by this contract are modded as if costing as -.5 Ap, to a minimum of .5 Ap.


Jutsu Sub-types

1. Slashing,
2. Unarmed,
3. Electric Base Jutsu
Stick
Type: Slashing (Supressing)Mods: +2 acc / -10% dmg
Augments:
1. Trick Weapon - Unarmed (handseals)
2. Blitz
3. Lucky Strike

Jutsu List
 
Farshooter (Updated)
HP: (55+lvl) x Stamina
CP: (45+lvl) x Chakra Control
Class Feature: +5% Auto-dodge and Auto-hit (4pt) +1 Accuracy (2pt)
ASP card: -5 CP Costs
High: Ranged Acc
Average: Dodge, Gen save, Melee acc.
Low: Nin acc, Genjutsu DC

OOC Rank: B-Rank (Updated)

Bloodline/Core Ability:
Hawkeye.jpg

A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.

Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.

Vital Strike - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance

Rapid Assault - Ability Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.

Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.

Composite - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage

Precise Strike - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.

Full Shot - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.

Sureshot - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.

Keen Sight - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy

Suppressing Fire - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Bounce Shot - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.

Sniper - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.

See The Wind - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.

Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Core Ability Choices: (Updated)

0084 => Keen Sight
0168 => Keen Sight
0252 => Keen Sight
0336 => Sniper
0420 => Sniper
0504 => Composite
0588 => Composite
0672 => Composite
0756 => Vital Strike
0840 => Vital Strike
0924 => Vital Strike
1008 => 12 Sureshot
1092 => 13 Sureshot
1176 => 14
1260 => 15
1344 => 16
1428 => 17
1554 => 18
1648 => 19
1764 => 20

Kinjutsu:

Curse Seals:

Advanced Shop Battle Related Purchases:
Half the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities:

0. Free Branch -> Journeyman (MB) » Sentinel (AB)
  • Journeyman techniques have -5% CP costs.
  • Journeyman can also learn one ANBU or Mednin ability (not style) without it taking up a slot.
  • The user gains +45 Minutes to catch any timed topic within their own Village.
  • Missing/Mercs with this ability cannot be caught using the +45 minutes from this ability and negate the ANBU +45 minute catch time,
  • The user has a 5% Damage Reduction.
1.Versatile Arms
  • The Trick Weapon augment [Link] does not take up an augment slot, and the user may perform the following special action;
2. Duelist
  • +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO'd, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
  • The user ignores % Auto-dodge chances their chosen target may have.
  • -2 Dodge/Save to any other opponents targeting the user
3. Teamwork:
  • The user gains +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
4. Weapon Attunement:
  • +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
5. Initiative:
  • The user is capable of prioritizing actions up to a total cost of 1 AP which is modded as 0 AP Timing per round. All expenses are paid as normal.
6. Jutsu Mastery
  • All Jutsu cost -10% Chakra, this includes Maintains.
  • All Chakra cost penalties from choosing to use 'Special Actions' are halved.
7. Ambidexterity
  • The Dual Weapon augment does not take up an augment slot, and the user may perform the following special action;
8. B-Rank
9. B-Rank
10. A-Rank
11. A-Rank
12. ASP-Card: Contract Mastery
Wordcount required; 200 for unlearn, 400 for learning. https://ninpocho.com/threads/bully-payback-time.66932/#post-372540

Affinities
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.
- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Major Affinities:
1. Base-Lightning
2.
3.
4.
5.
6.

Minor Affinities:
1. Non-Elemental
2.
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons
A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Vanguard
2. Blitz
3. Chakra Drain

Weapon (name): Repaired Apprentice Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Weapon (name): Masters Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Inventory:
  • The Utility Slot (may contain a Headband, Headset, or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor, or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison, or Trap. But keep in mind; No utility or Armor in misc slots.)

Contract Type Monkey
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Monkey's Buisness
HP
: 40 + User’s level) x Users Chakra Control
CP: 30 + User’s level) x Users Chakra Control
Class Bonus: -5% Cp cost (2pt.) +10% Chance of inflicting Suppression (2pt.)
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
(Contract)Abilities & Jutsu Sub-typesWeapon
Pure Might - Monkey Contract Ability
Effect:

- All attacks have a 15% chance to inflict suppression. Should it already inflict suppression, it is increased by this amount.
- If an attack inflicts suppression, its damage bonus is increased to its maximum damage bonus limit. (+50% unless otherwise stated)

Guardbreak - Monkey Contract Independent Special Move
Effect: If the user's damage breaks the barrier of a target, then the user may reflexively pay 1 Ap to have the attack performed once again as a combo against the same target (regardless of its original AP). This attack does not inflict any effect other than damage, however. Once used, requires a round of cooldown.

Anger Point - Monkey Contract Senjutsu

Effect: Reduces the damage of an attack by 40%; this reduced amount is added to the user's next attack.

Cost: 2 Ap, CP equal to half the reduced damage.

Note:
- This technique is used reflexively.
- Can be used on an attack that is aimed a target other than the user; in this case, the reduced damage is dealt to the user, while the unreduced damage is still aimed at the original target.
- The user cannot dodge the attack this is used against.

Abilities
1. Ferocity - General Contract Ability
+10% Melee Damage; this additional damage bypasses barriers and damage resistance.

2. Ancient Wisdom - General Contract Ability
While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.

3. Predatory Precision - General Contract Ability
All techniques used by this contract are modded as if costing as -.5 Ap, to a minimum of .5 Ap.


Jutsu Sub-types

1. Slashing,
2. Unarmed,
3. Electric Base Jutsu
Stick
Type: Slashing (Supressing)Mods: +2 acc / -10% dmg
Augments:
1. Trick Weapon - Unarmed (handseals)
2. Blitz
3. Lucky Strike

Jutsu List
All approved
 
Farshooter
HP: (55+lvl) x Stamina
CP: (45+lvl) x Chakra Control
Class Feature: +5% Auto-dodge and Auto-hit (4pt) +1 Accuracy (2pt)
ASP card: -5 CP Costs
High: Ranged Acc
Average: Dodge, Gen save, Melee acc.
Low: Nin acc, Genjutsu DC

OOC Rank: B-Rank

Bloodline/Core Ability:
Hawkeye.jpg

A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.

Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.

Vital Strike - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance

Rapid Assault - Ability Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.

Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.

Composite - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage

Precise Strike - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.

Full Shot - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.

Sureshot - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.

Keen Sight - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy

Suppressing Fire - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Bounce Shot - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.

Sniper - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.

See The Wind - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.

Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Core Ability Choices: (Updated)

0084 => Keen Sight
0168 => Keen Sight
0252 => Keen Sight
0336 => Sniper
0420 => Sniper
0504 => Composite
0588 => Composite
0672 => Composite
0756 => Vital Strike
0840 => Vital Strike
0924 => Vital Strike
1008 => Sureshot
1092 => Sureshot
1176 => Flickering Shadow
1260 => Flickering Shadow
1344 => Bounce Shot (NA Till 1554)
1428 => 17 Bounce Shot (reserved)
1554 => 18 Bounce Shot (reserved)
1648 => 19 See The Wind - Jutsu (Reserved)
1764 => 20 See The Wind - Jutsu (Reserved)

Kinjutsu:

Curse Seals:

Advanced Shop Battle Related Purchases:
Half the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities: (Update)

0. Shinobi-101 Non-Elemental Ninjutsu uses Range accuracy. (new)

0. Free Branch -> Journeyman (MB) » Sentinel (AB)
  • Journeyman techniques have -5% CP costs.
  • Journeyman can also learn one ANBU or Mednin ability (not style) without it taking up a slot.
  • The user gains +45 Minutes to catch any timed topic within their own Village.
  • Missing/Mercs with this ability cannot be caught using the +45 minutes from this ability and negate the ANBU +45 minute catch time,
  • The user has a 5% Damage Reduction.
1.Versatile Arms
  • The Trick Weapon augment [Link] does not take up an augment slot, and the user may perform the following special action;
2. Duelist
  • +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO'd, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
  • The user ignores % Auto-dodge chances their chosen target may have.
  • -2 Dodge/Save to any other opponents targeting the user
3. Teamwork:
  • The user gains +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
4. Weapon Attunement:
  • +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
5. Initiative:
  • The user is capable of prioritizing actions up to a total cost of 1 AP which is modded as 0 AP Timing per round. All expenses are paid as normal.
6. Jutsu Mastery
  • All Jutsu cost -10% Chakra, this includes Maintains.
  • All Chakra cost penalties from choosing to use 'Special Actions' are halved.
7. Ambidexterity
  • The Dual Weapon augment does not take up an augment slot, and the user may perform the following special action;
8. B-Rank -> Main Branch Style - Branch Style (new)
9. B-Rank
10. A-Rank
11. A-Rank
12. ASP-Card: Contract Mastery
Wordcounter for nr. 0 and 8 https://ninpocho.com/threads/his-molten-core.67026/latest

Affinities (Update)
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.

- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Major Affinities:
1. Base-Lightning
2.
3.
4.
5.
6.

Minor Affinities:
1. Non-Elemental
2.
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons
A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Vanguard
2. Blitz
3. Chakra Drain

Weapon (name): Power Glove (new)
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Lucky Strike
3. Chakra Drain

Weapon (name): Repaired Apprentice Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Weapon (name): Masters Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Inventory:
  • The Utility Slot (may contain a Headband, Headset, or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor, or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison, or Trap. But keep in mind; No utility or Armor in misc slots.)

Contract Type Monkey
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Monkey's Buisness
HP
: 40 + User’s level) x Users Chakra Control
CP: 30 + User’s level) x Users Chakra Control
Class Bonus: -5% Cp cost (2pt.) +10% Chance of inflicting Suppression (2pt.)
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
(Contract)Abilities & Jutsu Sub-typesWeapon
Pure Might - Monkey Contract Ability
Effect:

- All attacks have a 15% chance to inflict suppression. Should it already inflict suppression, it is increased by this amount.
- If an attack inflicts suppression, its damage bonus is increased to its maximum damage bonus limit. (+50% unless otherwise stated)

Guardbreak - Monkey Contract Independent Special Move
Effect: If the user's damage breaks the barrier of a target, then the user may reflexively pay 1 Ap to have the attack performed once again as a combo against the same target (regardless of its original AP). This attack does not inflict any effect other than damage, however. Once used, requires a round of cooldown.

Anger Point - Monkey Contract Senjutsu

Effect: Reduces the damage of an attack by 40%; this reduced amount is added to the user's next attack.

Cost: 2 Ap, CP equal to half the reduced damage.

Note:
- This technique is used reflexively.
- Can be used on an attack that is aimed a target other than the user; in this case, the reduced damage is dealt to the user, while the unreduced damage is still aimed at the original target.
- The user cannot dodge the attack this is used against.

Abilities
1. Ferocity - General Contract Ability
+10% Melee Damage; this additional damage bypasses barriers and damage resistance.

2. Ancient Wisdom - General Contract Ability
While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.

3. Predatory Precision - General Contract Ability
All techniques used by this contract are modded as if costing as -.5 Ap, to a minimum of .5 Ap.


Jutsu Sub-types

1. Slashing,
2. Unarmed,
3. Electric Base Jutsu
Stick
Type: Slashing (Supressing)Mods: +2 acc / -10% dmg
Augments:
1. Trick Weapon - Unarmed (handseals)
2. Blitz
3. Lucky Strike

Jutsu List
 
Last edited:
Farshooter
HP: (55+lvl) x Stamina
CP: (45+lvl) x Chakra Control
Class Feature: +5% Auto-dodge and Auto-hit (4pt) +1 Accuracy (2pt)
ASP card: -5 CP Costs
High: Ranged Acc
Average: Dodge, Gen save, Melee acc.
Low: Nin acc, Genjutsu DC

OOC Rank: B-Rank

Bloodline/Core Ability:
Hawkeye.jpg

A Hawkeye is said to have the gaze of a raptor, able to see farther and with greater detail than any normal person. With uncanny aim and precision, Hawkeyes are able to riddle an enemy with arrows, kunai, and other thrown weapons.

Note: A "Ranged Weapon" referred to in this table is defined as the Projectile, Thrown, and Puppet weapon subtypes.

Vital Strike - Passive (3 points)
Restrictions - C Rank and up
Taking their training to the next level, the Hawkeye masters to art of attacking enemy weak points, hitting them at an alarming rate.
Effect: Ranged weapon attacks have +2 Critical chance

Rapid Assault - Ability Modification (2 points)
Restrictions - Requires the Deadeye ability
By training ceaselessly in multi-hit attacks, a Hawkeye gains the speed and precision to fire off more attacks, more accurately in the same period of time.
Effect: When performing a Multi-hit action with a Ranged weapon, the first check that misses may be rerolled.

Flickering Shadow - Dependent Special Move (2 points)
By repeatedly experimenting with the Shadow Shuriken technique, the Hawkeye learns to apply it with their other techniques, bending the light and shadows within their attack, momentarily confusing their foes as they attempt to discern where will the attack will fly.
Effect: By paying +30% CP, the user may have a Ranged weapon attack trigger an opponent's conditional to use a Reflexive action, even if the attack would not normally trigger said conditional. This will only apply if the target had a conditional set to use an action reflexively during a round. This special move has two usages per battle, but regains a use every-other round.

Composite - Boost (1 point)
Restriction - may only be purchased a maximum of three times
The Hawkeye’s bows are tensed and well - balanced, and their kunai and shuriken have been sharpened for hours on end. Ranged weapons used by the Hawkeye are simply better and more effective.
Effect: Ranged weapons deal +5% Damage

Precise Strike - Dependent Special Move (3 points)
By taking their time to aim and waiting for environmental factors or an enemy opening, the Hawkeye is able to set up a shot far more accurate and deadly than normal. Through patience and discipline, they can deal a ferocious hit.
Effect: When attacking with a Ranged weapon, the user may choose to delay the attack. The attack will be delayed until the user performs another attack directed at the same target as the Precise Strike, the user drops or otherwise unequips the Ranged weapon used with Precise Strike, or the attack has been delayed for 10 seconds (a full round). For each second delayed, the attack gains +1 Critical and +10% CP cost, both of which bypass caps. The attack used with this may only target a single target, ignores the damage penalty of Suppressing Fire, and if a critical, the bonus critical multiplier is halved. This attack fails if the user is bound at any point during this delay. This special move has a round cooldown upon completion.

Full Shot - Dependent Special Move (2 points)
Restriction- C Rank and up
That archers are frail and possess little strength is a myth, encouraged by those who wish a little edge against their opponents. In fact, a ranged fighter must possess a great deal of strength to wield a bow--and even greater to use it to its maximum power.
Effect: When attacking with a Ranged weapon, The user may pay +10% CP and lower its Accuracy by -1 to raise its damage by +7.5%. May stack up to three times.

Sureshot - Passive (2 points)
The focus of a Hawkeye is intense. When they're on their game, the world narrows down to a single target and they are able to land a hit, no matter how many factors go against them.
Effect: All Ranged weapon attacks have a 10% chance to auto-hit their intended target. Attacks that auto-hit override any type of effect that would cause the user to miss this target. and land a 100% hit. Does not override auto-fail or other attack interrupting effects.

Keen Sight - Boost (1 point)
Restriction - May only be purchased up to three times.
With their sharp senses, a Hawkeye's shots tend to be far more accurate than the average bowman's. They are said to be dead shots, able to knock a fly off a target without brushing the target.
Effect: Ranged weapons gain +1 Accuracy

Suppressing Fire - Physical Style (3 points)
Restriction - C Rank and up
Though many Hawkeye are known for swiftly eliminating key targets on their own, their are others that use their impeccable aiming skill to support their allies and harass their enemies.
Effect: The user deals -30% damage after all other calculations. However, their Ranged weapon attacks which fully hit cause their targets to take +15% damage and deal -15% damage for the remainder of the round or until the user drops this styles.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

Bounce Shot - Dependent Special Move (3 Points)
Restriction - C Rank and up
Often what looks like it missed is merely a surprise, trick shot. Hawkeyes can do funny things to their shots, making them bounce off obstacles or even thin air before hitting their targets.
Effect: By paying +30% Cp and lowering its Accuracy by -2, the user may have a Ranged weapon attack rerolled upon missing their targe. If it misses again, a secondary target may be chosen instead. May be used once per round.

Sniper - Passive (2 Points)
By their innate knowledge of how the human body moves and where to aim, a Hawkeye is able to make their critical hits that much more devastating.
Effect: Critical hits done by the user's Ranged attacks deal x2.3 damage instead of x2.

See The Wind - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This jutsu is the pinnacle of Hawkeye secret techniques, allowing the user for a brief moment to see the exact trajectory, pull, and timing required to make the perfect shot. When used, the entire world seems to slow down as they aim and fire, allowing them to determine exactly what to do. Once fired, the projectile speeds through the air and becomes nigh unstoppable, as anything that the opponent might try to do was probably already factored in.
Rank 1: A single strike dealing 2,970 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. Counts as the users equipped Ranged weapon type.
Rank 2: A single strike dealing 3,795 Damage at +2 Ranged Accuracy. Cannot be stopped by Wind Jutsu, Barrier Jutsu, the Deflection ability, or instant block effects. This attack pierces through all damage reduction. Counts as the users equipped Ranged weapon type.

Costs:
Rank 1: 1,485 Cp; 2.75 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Core Ability Choices: (Updated)

0084 => Keen Sight
0168 => Keen Sight
0252 => Keen Sight
0336 => Sniper
0420 => Sniper
0504 => Composite
0588 => Composite
0672 => Composite
0756 => Vital Strike
0840 => Vital Strike
0924 => Vital Strike
1008 => Sureshot
1092 => Sureshot
1176 => Flickering Shadow
1260 => Flickering Shadow
1344 => Bounce Shot (NA Till 1554)
1428 => 17 Bounce Shot (reserved)
1554 => 18 Bounce Shot (reserved)
1648 => 19 See The Wind - Jutsu (Reserved)
1764 => 20 See The Wind - Jutsu (Reserved)

Kinjutsu:

Curse Seals:

Advanced Shop Battle Related Purchases:
Half the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities: (Update)

0. Shinobi-101 Non-Elemental Ninjutsu uses Range accuracy. (new)

0. Free Branch -> Journeyman (MB) » Sentinel (AB)
  • Journeyman techniques have -5% CP costs.
  • Journeyman can also learn one ANBU or Mednin ability (not style) without it taking up a slot.
  • The user gains +45 Minutes to catch any timed topic within their own Village.
  • Missing/Mercs with this ability cannot be caught using the +45 minutes from this ability and negate the ANBU +45 minute catch time,
  • The user has a 5% Damage Reduction.
1.Versatile Arms
  • The Trick Weapon augment [Link] does not take up an augment slot, and the user may perform the following special action;
2. Duelist
  • +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO'd, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
  • The user ignores % Auto-dodge chances their chosen target may have.
  • -2 Dodge/Save to any other opponents targeting the user
3. Teamwork:
  • The user gains +1 Accuracy and Dodge per ally present in battle, up to +2 Accuracy and Dodge.
4. Weapon Attunement:
  • +5% Weapon Damage Modifier. +3% Suppression and/or +3% Bleeding, depending on which status the weapon is capable of inflicting. Reduces all Natural Negative Accuracy Modifiers from Custom Weapons by -1 to a minimum of 0.
5. Initiative:
  • The user is capable of prioritizing actions up to a total cost of 1 AP which is modded as 0 AP Timing per round. All expenses are paid as normal.
6. Jutsu Mastery
  • All Jutsu cost -10% Chakra, this includes Maintains.
  • All Chakra cost penalties from choosing to use 'Special Actions' are halved.
7. Ambidexterity
  • The Dual Weapon augment does not take up an augment slot, and the user may perform the following special action;
8. B-Rank -> Main Branch Style - Branch Style (new)
9. B-Rank
10. A-Rank
11. A-Rank
12. ASP-Card: Contract Mastery
Wordcounter for nr. 0 and 8 https://ninpocho.com/threads/his-molten-core.67026/latest

Affinities (Update)
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.

- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Major Affinities:
1. Base-Lightning
2.
3.
4.
5.
6.

Minor Affinities:
1. Non-Elemental
2.
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons
A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Vanguard
2. Blitz
3. Chakra Drain

Weapon (name): Power Glove (new)
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Lucky Strike
3. Chakra Drain

Weapon (name): Repaired Apprentice Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Weapon (name): Masters Bow
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Inventory:
  • The Utility Slot (may contain a Headband, Headset, or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor, or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison, or Trap. But keep in mind; No utility or Armor in misc slots.)

Contract Type Monkey
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Monkey's Buisness
HP
: 40 + User’s level) x Users Chakra Control
CP: 30 + User’s level) x Users Chakra Control
Class Bonus: -5% Cp cost (2pt.) +10% Chance of inflicting Suppression (2pt.)
High: Melee Accuracy
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
(Contract)Abilities & Jutsu Sub-typesWeapon
Pure Might - Monkey Contract Ability
Effect:

- All attacks have a 15% chance to inflict suppression. Should it already inflict suppression, it is increased by this amount.
- If an attack inflicts suppression, its damage bonus is increased to its maximum damage bonus limit. (+50% unless otherwise stated)

Guardbreak - Monkey Contract Independent Special Move
Effect: If the user's damage breaks the barrier of a target, then the user may reflexively pay 1 Ap to have the attack performed once again as a combo against the same target (regardless of its original AP). This attack does not inflict any effect other than damage, however. Once used, requires a round of cooldown.

Anger Point - Monkey Contract Senjutsu

Effect: Reduces the damage of an attack by 40%; this reduced amount is added to the user's next attack.

Cost: 2 Ap, CP equal to half the reduced damage.

Note:
- This technique is used reflexively.
- Can be used on an attack that is aimed a target other than the user; in this case, the reduced damage is dealt to the user, while the unreduced damage is still aimed at the original target.
- The user cannot dodge the attack this is used against.

Abilities
1. Ferocity - General Contract Ability
+10% Melee Damage; this additional damage bypasses barriers and damage resistance.

2. Ancient Wisdom - General Contract Ability
While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.

3. Predatory Precision - General Contract Ability
All techniques used by this contract are modded as if costing as -.5 Ap, to a minimum of .5 Ap.


Jutsu Sub-types

1. Slashing,
2. Unarmed,
3. Electric Base Jutsu
Stick
Type: Slashing (Supressing)Mods: +2 acc / -10% dmg
Augments:
1. Trick Weapon - Unarmed (handseals)
2. Blitz
3. Lucky Strike

Jutsu List
All changes approved
 
Learnings said:
Only Possible after training is approved; but wanted to post already.
Wordcounter for Ability nr. 0. 3. 7. 8. and Class. https://ninpocho.com/threads/puppy-bath-day.67158/#post-374692
Current ASP: 90
Paid ASP for class: 35
New ASP: 55
Proof of Ca to BL change said:

Class: (Changed)
Gentle eyes.
HP: (50+lvl) x Stamina
CP: (55+lvl) x Chakra Control
Class Feature: +5% Auto-dodge and Auto-hit (4pt) +1 Accuracy (2pt)
ASP card: -5 CP Costs
High: Melee acc.
Average: Dodge, Gen save,
Low: Nin acc, Genjutsu DC Ranged Acc

OOC Rank: A-Rank

Bloodline/Core Ability:

One of the most prestigious clans to originate in the Fire country, the Hyuuga are known far and wide for two reasons; their unique style of martial arts, the Gentle Fist, and their Doujutsu, the Byakugan. Wielding both with grace, the Hyuuga clan is one that consistently produces some of the finest martial artists from any land.
All techniques in this bloodline table require Byakugan or Hakumei Byakugan to be active
084 PL - Byakugan (Rank 1), Tenketsu Point Knowledge (Rank 1)
168 PL - Gentle Fist (Rank 1)
252 PL - Chakra Vision Scan (Rank 1)
336 PL - Gentle Fist (Rank 2)
420 PL - Byakugan (Rank 2), Eight Trigrams: Palm Strike(Rank 1)
504 PL - Tenketsu Point Knowledge (Rank 2)
588 PL - Gentle Fist (Rank 3), Chakra Vision Scan (Rank 2)
672 PL - Byakugan (Rank 3), Eight Trigrams: Palm Strike (Rank 2)
756 PL - Chakra Vision Scan (Rank 3)
840 PL - Tenketsu Point Knowledge (Rank 3), Eight Trigrams: Palm Strike (Rank 3)

---

Byakugan - Passive
The iconic power of the Hyuuga clan, their are few that have not heard of their famous "all seeing eye". The Hyuuga are born with white irises and pupils, and when the Byakugan is active, gain a near-360 degree field of vision to all but a small blind spot behind them. Not only is their field of vision expanded, but they also gain the capability of seeing chakra as a glowing light source; the tradeoff is that their vision loses detail, seeing things simply as shades of white/gray/black, aside from chakra.

Rank 1/2/3: The user gains +1/2/2 Accuracy/Dodge. Sneak Attacks against the user must make a special d20 roll. If the result of this roll is less than 6/6/8 + the user's Awareness modifiers, it is reduced to a non-sneak attack.

Cost: 0 AP, 2% Max CP/Rnd.

Notes:
  • Byakugan costs no AP to activate (it only needs to be declared), but takes the timing of 1 AP to come into effect.
---

Tenketsu Point Knowledge - Passive
The Tenketsu are small pressure points within a targets body which govern the flow of chakra. The Byakugangrants the Hyuuga the capability of seeing chakra, and the Tenketsu themselves appear as glowing points, like stars in the sky, only visible to their all-seeing-eye. By precisely striking these minuscule points, the Hyuuga may damage the chakra system of a target, impairing their capability of lasting in a prolonged battle.

Rank 1 The user is able to target a special Called Shot area in the body; only Hyuuga with this passive may affect the Tenketsu. [Link to Called Shot Rules]
Rank 2: +5% Called Shot chance when targeting Tenketsu.
Rank 3: Inflicting a Called shot Rank of Tenketsu causes the target to immediately lose Chakra based on its rank (as if they had inflicted suppression at that rank).

Called Shot:
  • Tenketsu:
    • Targeted at -4 Accuracy
    • Sprained = The victim loses 1.5% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Fractured = The victim loses 2% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Broken = The victim loses 2.5% Max CP for every 0.5 AP of Suppression inflicted on them.
Notes:
  • Like any other Called Shot limb, the Hyuuga must have some method of inflicting Broken penalties to raise Tenketsu to that status, such as the Called Shot abiity, or Eight Trigrams Palm Strike.

---

Gentle Fist - Physical Style
The fighting style of the Hyuuga clan, named after the"tap" like strikes it uses on the opponent. Unlike other styles of fighting, the Gentle Fist does not involve brute strength; it instead focuses on precise strikes of the used index and middle fingers, infused with chakra, to deal damage internally to the target. As the victim lacks any external wounds, the term "Gentle Fist" arose.

Rank 1/2/3: Unarmed Taijutsu gain +2 Accuracy, +1 Critical, and +8% Called Shot/Suppression chance. Unarmed Taijutsu attacks deal -25/20/15% Damage (also applied to their damage bonus cap).

---

Chakra Vision Scan - Independent Special Move
The Byakugan possesses the ability to see all within a certain radius, nothing being able to escape its wide field of vision. However...this visual sensory is beyond the processing of a normal mind. Using this however, one can focus and block out other senses and concentrate purely on their Byakugan sight, temporarily increasing the distance of their sensory range and enable to pin point their targets through their chakra view.

Rank 1/2/3: The user may reroll their Awareness vs all targets in battle with a +0/1/2 bonus (do not reroll for targets the user already is aware of). For the following 15 seconds, the user will not lose awareness of targets they are aware of.

Cost: 1 AP and 2% Max CP

Notes
  • Requires 15 second cooldown after use

---

Eight Trigrams: Palm Strike - Unarmed Taijutsu
The most powerful jutsu of the Hyuuga clan, this technique combines the Byakugan, Gentle Fist, and Taijutsu skill into one. Striking the targets chakra system with a barrage of tenketsu strikes, the Hyuuga seal away significant portions of the target's chakra system. The most skilled Hyuuga may also combine knowledge of the human body to strike critical points, rendering specific areas useless for a period of time.

Rank 1: Deals damage based on the user's rank. This jutsu ignores the user's damage modifiers (both positive and negative), as well as the target's Damage Reduction.
Rank 2: Gains access to the Special Acton.
Rank 3: Called Shots made with the special action may inflict Broken penalties, even if the user does not have the Called Shot ability.

Ranks are;
  • 2 Palms - Treated as a basic strike, but deals Chakra Damage instead This level is not part of the "once per round" limitation, and may be used as if a standard basic strike following all rules.
  • 4 Palms - Requires E-Rank. 2 attacks, each dealing 100 Chakra Damage. Costs 0.75 AP and 65 CP.
  • 8 Palms - Requires D-Rank. 3 attacks, each dealing 225 Chakra Damage. Costs 1.25 AP and 180 CP.
  • 16 Palms - Requires C-Rank. 4 attacks, each dealing 250 Chakra Damage. Costs 1.75 AP and 335 CP.
  • 32 Palms - Requires B-Rank. 5 attacks, each dealing 300 Chakra Damage. Costs 2.25 AP and 545 CP.
  • 64 Palms - Requires A-Rank. 6 attacks, each dealing 550 Chakra damage. Costs 2.75 AP and 1650 CP.
Special Action - 128 Palms: The user may use each strike as a Called Shot. Each strike has its own individual chance of inflicting called shot penalties, and multiple may succeed.

Notes:
  • May only be used once per round.
  • The user may choose a lower rank, but cannot choose a rank higher than their OOC rank.

Discipline of the Bold Step
2SpFT0g.png

The Bold Step is one of the twin disciplines belonging to the Gentle Fist style. Betraying the "Gentle" part of the name in favor of fierce aggression, Hyuuga who master this nature of the Gentle Fist are among the swiftest martial artists in the world, each touch capable of causing very lethal injuries.
924 PL - Flurry of Blows (Rank 1), Eight Trigrams: Air Palm (Rank 1)
1008 PL - Internal Bleeding (Rank 1)
1092 PL - Eight Trigrams: Air Palm (Rank 2)
1176 PL - Flurry of Blows (Rank 2), Internal Bleeding (Rank 2)
1260 PL - Eight Trigrams: Palm Rotation (Rank 1)
1344 PL - Flurry of Blows (Rank 3), Eight Trigrams: Air Palm (Rank 3)
1428 PL - Eight Trigrams: Palm Rotation (Rank 2),
1512 PL - Eight Trigrams: Divination Field (Rank 1)
1596 PL - Internal Bleeding (Rank 3)
1680 PL - Eight Trigrams: Palm Rotation (Rank 3), Eight Trigrams: Divination Field (Rank 2)
1764 PL - Eight Trigrams: Divination Field (Rank 3)

---

Flurry of Blows - Passive
The twin disciplines of the Gentle Fist is best represented by the symbol of Yin and Yang; and the Bold Step teaching believes that the Gentle Fist is a weapon which should only be used when prepared to fully remove the threat of an enemy entirely. With this belief, they believe in holding nothing back from disabling their opponent in the most direct way possible.

Rank 1/2/3: When attacking with a Taijutsu of B-rank or above, the user may make 2 free Basic Strikes upon the target(s). 0/1/2 of these may be used as Called Shots.

Notes:
  • A specific target may be affected by Flurry of Blows once per round.
  • Free Basic Strikes made through Flurry of Blows do not count toward the users limit of "Free Strikes".

---

Internal Bleeding - Passive
The strikes of a Hyuuga who has trained in the way of the Bold Step hold nothing back. While the Gentle Fist itself always appears as light strikes and taps on the Hyuuga, these practitioners focus their strikes on parts of the body which cause the most internal damage. A master of the Bold Step is said to be able to end the life of an unexpecting target with a touch to a vital organ.

Rank 1: The user's Unarmed Taijutsu which fully hit have a chance to inflict Bleeding. [Link to Bleeding rules]
Rank 2: The Gentle Fist style now also grants +8% Bleed chance.
Rank 3: Bleed ranks inflicted by Unarmed Taijutsu are treated as two Bleed ranks -only- for the purpose of removing/ignoring/etc Bleed ranks.

---

Eight Trigrams: Palm Rotation - Buffing Taijutsu
A special technique of the Hyuuga clan, this technique is performed by the Hyuuga releasing chakra from every tenketsu in their body while spinning themselves rapidly; the result being a chakra barrier to protect themselves from harm in all directions. Hyuuga loathe to mention the nausea which may or may not soon follow afterward.

Rank 1/2/3: This jutsu may be used reflexively. Upon use, the user chooses 1, 2 or 3 seconds; the user may not perform other actions during this time, but any non-genjutsu attack which hits them is affected by a Barrier which reduces the attack's damage by 45/55/65%. Any who attack the user during this time are attacked with two Basic Strikes at +2 accuracy (applied once per target)

Cost: 2.25 AP; 735 CP.

Notes:
  • Requires a 10 second cooldown after use.
  • This is a Barrier technique that does not have HP, and instead reduces the damage of incoming attack's by a percentage.
  • This Barrier does not receive the Barrier DR as it reduces the incoming damage.
  • While Eight Trigrams: Palm Rotation reduces the damage taken, it does not count as DR, and cannot be bypassed as such.
  • Attacks which have their damage reduced by Palm Rotation do not receive a chance to strike the user with any secondary effects.
  • Any who attacks the user are eligible to be targeted by the two basic strikes, even if their attack was not reduced by Palm Rotation.
  • The user suffers a -1 dodge penalty per blocked attack (stacking up to -3). This penalty lasts the remainder of the round.

---

Eight Trigrams: Air Palm - Buffing Taijutsu
Emphasizing their precise control over their Tenketsu, the teaching of the Bold Step allows the Hyuuga to precisely release blows of chakra from their Gentle Fist strikes, creating shock waves which my strike even distant targets.

Rank 1/2/3: The user’s Unarmed Taijutsu may target Airborne targets at -1/+0/+1 acc. Unarmed Taijutsu used this way does not count as Melee Contact, and gain +21% chance of suppression.

Cost: 2.25 AP, 820 CP, 410 CP/Rnd

Notes:
  • The accuracy of attacks against the non-Airborne targets are unaffected by this technique.
  • The additional suppression chance applies to Airborne and non-Airborne targets.

---

Eight Trigrams: Divination Field - Arena Taijutsu
More of a meditation than a technique, the Divination Field paints the vision of the 8 Trigrams within the mind's eye of the Hyuuga. To them, the world beyond the boundary of this field ceases to exist; but within the field they are enhanced. The extreme focus of this meditation grants them heightened speed and clarity, viewing the world in slow-motion. This grants them greater range to their techniques, capable of striking all within the envisioned field.

Rank 1/2/3: The user attempts to create a Divination Field around up to 3 targets at +1/1/2 Melee Accuracy. The user gains +1/2/2 Dodge while within the Divination Field. Rank 3 allows the user to access the special action. Failed escape/enter attempts allow the user to make 2 Basic Strikes against the target that failed.
[Hakumei Byakugan] Rank: May only be performed by those with Hakumei Byakugan. Functions as above, however, the user may forfeit the dodge bonus to make the first attack against a target a sneak attack.

Special Action: When making a Taijutsu attack, the user may choose to designate the Divination Field as the only target (forfeiting any other targets the attack may have). If this is used, this instead turns the Taijutsu into an AoE that strikes any amount of targets that are within Divination Field. The user may specify which targets they do and do not want to attack (by default, all enemies)

Cost: 2.75 AP, 2480 CP, 1240 CP/Rnd
HB Cost: 3.75 AP, 4250 CP, 2125 CP/Rnd

Notes:
  • May be maintained for up to 30 seconds.
  • This is an Arena Technique
  • Attempting to enter or exit requires a successful Taijutsu check against the user.
  • An additional escape attempt may be made for 1 Ap.
  • All failed checks cause the target to take 2 Basic Strikes from the user.
  • Free Basic Strikes made through failed attempts do not count toward the users limit of "Free Strikes"

Kinjutsu: N/A

Curse Seals: N/A

Advanced Shop Battle-Related Purchases:
Half-the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities: (Update)

0. Shinobi-101 Non-Elemental Ninjutsu uses Melee accuracy. (Changed)
00. Free Branch -> Journeyman (MB) » Sentinel (AB)
1. Versatile Arms
2. Duelist
3. Teamwork -> Sage mode (Changed)
4. Weapon Attunement
5. Initiative
6. Jutsu Mastery
7. Ambidexterity -> Mixed Martial (Changed)
8. Main Branch Style - Branch Style -> Unarmed - Physical Style (Changed)
9. B-Rank (Reserved Kin)
10. A-Rank (Reserved Kin)
11. A-Rank (Reserved Kin)
12. ASP-Card: Contract Mastery

Affinities
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.

- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Major Affinities:
1. Base-Lightning
2.
3.
4.
5.
6.

Minor Affinities:
1. Non-Elemental
2.
3.
4.
5.
6.

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons

A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Trick Weapon (Slashing) [[free]] (Changed)
1. Vanguard
2. Blitz
3. Chakra Drain

Weapon (name): Power Glove
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Trick Weapon (Slashing) [[free]] (Changed)
1. Quick Switch
2. Lucky Strike
3. Chakra Drain

Weapon (name): Repaired Apprentice Bow (Dropped)
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Weapon (name): Masters Bow
(Dropped)
Weapon Damage Type: Projectile Damage
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Dual Weapon [[free]]
00. Trick Weapon (Piercing) [[free]]
1. Quick Switch
2. Wide Edge
3.
Lucky Strike

Weapon (name): Trick Gloves (New)
Weapon Damage Type: Unarmed » Supressing
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Trick Weapon (slashing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Inventory:
  • The Utility Slot (may contain a Headband, Headset, or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor, or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison, or Trap. But keep in mind; No utility or Armor in misc slots.)

Contract Type
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Class Name
HP
: XX + User’s level) x Users Chakra Control
CP: XX + User’s level) x Users Chakra Control
Class Bonus:
High:
Average:
Low:
(Contract)Abilities & Jutsu Sub-typesWeapon

Abilities
1.
2.
3.

Jutsu Sub-types

1.
2.
3.
Weapon Name
Type:
Mods:
Augments:
1.
2.
3.

Jutsu List
E-RankD-Rank






C-RankB-RankA-Rank












Contract Type
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Class Name
HP
: XX + User’s level) x Users Chakra Control
CP: XX + User’s level) x Users Chakra Control
Class Bonus:
High:
Average:
Low:
(Contract)Abilities & Jutsu Sub-typesWeapon

Abilities
1.
2.
3.

Jutsu Sub-types

1.
2.
3.
Weapon Name
Type:
Mods:
Augments:
1.
2.
3.

Jutsu List
E-RankD-Rank






C-RankB-RankA-Rank











 
Learnings said:
Only Possible after training is approved; https://ninpocho.com/threads/novas-training-corner.66556/latest but wanted to post already.

Class:
Gentle eyes.
HP: (50+lvl) x Stamina
CP: (55+lvl) x Chakra Control
Class Feature: +5% Auto-dodge and Auto-hit (4pt) +1 Accuracy (2pt)
ASP card: -5 CP Costs
High: Melee acc.
Average: Dodge, Gen save,
Low: Nin acc, Genjutsu DC Ranged Acc

OOC Rank: A-Rank

Bloodline/Core Ability:

One of the most prestigious clans to originate in the Fire country, the Hyuuga are known far and wide for two reasons; their unique style of martial arts, the Gentle Fist, and their Doujutsu, the Byakugan. Wielding both with grace, the Hyuuga clan is one that consistently produces some of the finest martial artists from any land.
All techniques in this bloodline table require Byakugan or Hakumei Byakugan to be active
084 PL - Byakugan (Rank 1), Tenketsu Point Knowledge (Rank 1)
168 PL - Gentle Fist (Rank 1)
252 PL - Chakra Vision Scan (Rank 1)
336 PL - Gentle Fist (Rank 2)
420 PL - Byakugan (Rank 2), Eight Trigrams: Palm Strike(Rank 1)
504 PL - Tenketsu Point Knowledge (Rank 2)
588 PL - Gentle Fist (Rank 3), Chakra Vision Scan (Rank 2)
672 PL - Byakugan (Rank 3), Eight Trigrams: Palm Strike (Rank 2)
756 PL - Chakra Vision Scan (Rank 3)
840 PL - Tenketsu Point Knowledge (Rank 3), Eight Trigrams: Palm Strike (Rank 3)

---

Byakugan - Passive
The iconic power of the Hyuuga clan, their are few that have not heard of their famous "all seeing eye". The Hyuuga are born with white irises and pupils, and when the Byakugan is active, gain a near-360 degree field of vision to all but a small blind spot behind them. Not only is their field of vision expanded, but they also gain the capability of seeing chakra as a glowing light source; the tradeoff is that their vision loses detail, seeing things simply as shades of white/gray/black, aside from chakra.

Rank 1/2/3: The user gains +1/2/2 Accuracy/Dodge. Sneak Attacks against the user must make a special d20 roll. If the result of this roll is less than 6/6/8 + the user's Awareness modifiers, it is reduced to a non-sneak attack.

Cost: 0 AP, 2% Max CP/Rnd.

Notes:
  • Byakugan costs no AP to activate (it only needs to be declared), but takes the timing of 1 AP to come into effect.
---

Tenketsu Point Knowledge - Passive
The Tenketsu are small pressure points within a targets body which govern the flow of chakra. The Byakugangrants the Hyuuga the capability of seeing chakra, and the Tenketsu themselves appear as glowing points, like stars in the sky, only visible to their all-seeing-eye. By precisely striking these minuscule points, the Hyuuga may damage the chakra system of a target, impairing their capability of lasting in a prolonged battle.

Rank 1 The user is able to target a special Called Shot area in the body; only Hyuuga with this passive may affect the Tenketsu. [Link to Called Shot Rules]
Rank 2: +5% Called Shot chance when targeting Tenketsu.
Rank 3: Inflicting a Called shot Rank of Tenketsu causes the target to immediately lose Chakra based on its rank (as if they had inflicted suppression at that rank).

Called Shot:
  • Tenketsu:
    • Targeted at -4 Accuracy
    • Sprained = The victim loses 1.5% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Fractured = The victim loses 2% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Broken = The victim loses 2.5% Max CP for every 0.5 AP of Suppression inflicted on them.
Notes:
  • Like any other Called Shot limb, the Hyuuga must have some method of inflicting Broken penalties to raise Tenketsu to that status, such as the Called Shot abiity, or Eight Trigrams Palm Strike.

---

Gentle Fist - Physical Style
The fighting style of the Hyuuga clan, named after the"tap" like strikes it uses on the opponent. Unlike other styles of fighting, the Gentle Fist does not involve brute strength; it instead focuses on precise strikes of the used index and middle fingers, infused with chakra, to deal damage internally to the target. As the victim lacks any external wounds, the term "Gentle Fist" arose.

Rank 1/2/3: Unarmed Taijutsu gain +2 Accuracy, +1 Critical, and +8% Called Shot/Suppression chance. Unarmed Taijutsu attacks deal -25/20/15% Damage (also applied to their damage bonus cap).

---

Chakra Vision Scan - Independent Special Move
The Byakugan possesses the ability to see all within a certain radius, nothing being able to escape its wide field of vision. However...this visual sensory is beyond the processing of a normal mind. Using this however, one can focus and block out other senses and concentrate purely on their Byakugan sight, temporarily increasing the distance of their sensory range and enable to pin point their targets through their chakra view.

Rank 1/2/3: The user may reroll their Awareness vs all targets in battle with a +0/1/2 bonus (do not reroll for targets the user already is aware of). For the following 15 seconds, the user will not lose awareness of targets they are aware of.

Cost: 1 AP and 2% Max CP

Notes
  • Requires 15 second cooldown after use

---

Eight Trigrams: Palm Strike - Unarmed Taijutsu
The most powerful jutsu of the Hyuuga clan, this technique combines the Byakugan, Gentle Fist, and Taijutsu skill into one. Striking the targets chakra system with a barrage of tenketsu strikes, the Hyuuga seal away significant portions of the target's chakra system. The most skilled Hyuuga may also combine knowledge of the human body to strike critical points, rendering specific areas useless for a period of time.

Rank 1: Deals damage based on the user's rank. This jutsu ignores the user's damage modifiers (both positive and negative), as well as the target's Damage Reduction.
Rank 2: Gains access to the Special Acton.
Rank 3: Called Shots made with the special action may inflict Broken penalties, even if the user does not have the Called Shot ability.

Ranks are;
  • 2 Palms - Treated as a basic strike, but deals Chakra Damage instead This level is not part of the "once per round" limitation, and may be used as if a standard basic strike following all rules.
  • 4 Palms - Requires E-Rank. 2 attacks, each dealing 100 Chakra Damage. Costs 0.75 AP and 65 CP.
  • 8 Palms - Requires D-Rank. 3 attacks, each dealing 225 Chakra Damage. Costs 1.25 AP and 180 CP.
  • 16 Palms - Requires C-Rank. 4 attacks, each dealing 250 Chakra Damage. Costs 1.75 AP and 335 CP.
  • 32 Palms - Requires B-Rank. 5 attacks, each dealing 300 Chakra Damage. Costs 2.25 AP and 545 CP.
  • 64 Palms - Requires A-Rank. 6 attacks, each dealing 550 Chakra damage. Costs 2.75 AP and 1650 CP.
Special Action - 128 Palms: The user may use each strike as a Called Shot. Each strike has its own individual chance of inflicting called shot penalties, and multiple may succeed.

Notes:
  • May only be used once per round.
  • The user may choose a lower rank, but cannot choose a rank higher than their OOC rank.

Discipline of the Bold Step
2SpFT0g.png

The Bold Step is one of the twin disciplines belonging to the Gentle Fist style. Betraying the "Gentle" part of the name in favor of fierce aggression, Hyuuga who master this nature of the Gentle Fist are among the swiftest martial artists in the world, each touch capable of causing very lethal injuries.
924 PL - Flurry of Blows (Rank 1), Eight Trigrams: Air Palm (Rank 1)
1008 PL - Internal Bleeding (Rank 1)
1092 PL - Eight Trigrams: Air Palm (Rank 2)
1176 PL - Flurry of Blows (Rank 2), Internal Bleeding (Rank 2)
1260 PL - Eight Trigrams: Palm Rotation (Rank 1)
1344 PL - Flurry of Blows (Rank 3), Eight Trigrams: Air Palm (Rank 3)
1428 PL - Eight Trigrams: Palm Rotation (Rank 2),
1512 PL - Eight Trigrams: Divination Field (Rank 1)
1596 PL - Internal Bleeding (Rank 3)
1680 PL - Eight Trigrams: Palm Rotation (Rank 3), Eight Trigrams: Divination Field (Rank 2)
1764 PL - Eight Trigrams: Divination Field (Rank 3)

---

Flurry of Blows - Passive
The twin disciplines of the Gentle Fist is best represented by the symbol of Yin and Yang; and the Bold Step teaching believes that the Gentle Fist is a weapon which should only be used when prepared to fully remove the threat of an enemy entirely. With this belief, they believe in holding nothing back from disabling their opponent in the most direct way possible.

Rank 1/2/3: When attacking with a Taijutsu of B-rank or above, the user may make 2 free Basic Strikes upon the target(s). 0/1/2 of these may be used as Called Shots.

Notes:
  • A specific target may be affected by Flurry of Blows once per round.
  • Free Basic Strikes made through Flurry of Blows do not count toward the users limit of "Free Strikes".

---

Internal Bleeding - Passive
The strikes of a Hyuuga who has trained in the way of the Bold Step hold nothing back. While the Gentle Fist itself always appears as light strikes and taps on the Hyuuga, these practitioners focus their strikes on parts of the body which cause the most internal damage. A master of the Bold Step is said to be able to end the life of an unexpecting target with a touch to a vital organ.

Rank 1: The user's Unarmed Taijutsu which fully hit have a chance to inflict Bleeding. [Link to Bleeding rules]
Rank 2: The Gentle Fist style now also grants +8% Bleed chance.
Rank 3: Bleed ranks inflicted by Unarmed Taijutsu are treated as two Bleed ranks -only- for the purpose of removing/ignoring/etc Bleed ranks.

---

Eight Trigrams: Palm Rotation - Buffing Taijutsu
A special technique of the Hyuuga clan, this technique is performed by the Hyuuga releasing chakra from every tenketsu in their body while spinning themselves rapidly; the result being a chakra barrier to protect themselves from harm in all directions. Hyuuga loathe to mention the nausea which may or may not soon follow afterward.

Rank 1/2/3: This jutsu may be used reflexively. Upon use, the user chooses 1, 2 or 3 seconds; the user may not perform other actions during this time, but any non-genjutsu attack which hits them is affected by a Barrier which reduces the attack's damage by 45/55/65%. Any who attack the user during this time are attacked with two Basic Strikes at +2 accuracy (applied once per target)

Cost: 2.25 AP; 735 CP.

Notes:
  • Requires a 10 second cooldown after use.
  • This is a Barrier technique that does not have HP, and instead reduces the damage of incoming attack's by a percentage.
  • This Barrier does not receive the Barrier DR as it reduces the incoming damage.
  • While Eight Trigrams: Palm Rotation reduces the damage taken, it does not count as DR, and cannot be bypassed as such.
  • Attacks which have their damage reduced by Palm Rotation do not receive a chance to strike the user with any secondary effects.
  • Any who attacks the user are eligible to be targeted by the two basic strikes, even if their attack was not reduced by Palm Rotation.
  • The user suffers a -1 dodge penalty per blocked attack (stacking up to -3). This penalty lasts the remainder of the round.

---

Eight Trigrams: Air Palm - Buffing Taijutsu
Emphasizing their precise control over their Tenketsu, the teaching of the Bold Step allows the Hyuuga to precisely release blows of chakra from their Gentle Fist strikes, creating shock waves which my strike even distant targets.

Rank 1/2/3: The user’s Unarmed Taijutsu may target Airborne targets at -1/+0/+1 acc. Unarmed Taijutsu used this way does not count as Melee Contact, and gain +21% chance of suppression.

Cost: 2.25 AP, 820 CP, 410 CP/Rnd

Notes:
  • The accuracy of attacks against the non-Airborne targets are unaffected by this technique.
  • The additional suppression chance applies to Airborne and non-Airborne targets.

---

Eight Trigrams: Divination Field - Arena Taijutsu
More of a meditation than a technique, the Divination Field paints the vision of the 8 Trigrams within the mind's eye of the Hyuuga. To them, the world beyond the boundary of this field ceases to exist; but within the field they are enhanced. The extreme focus of this meditation grants them heightened speed and clarity, viewing the world in slow-motion. This grants them greater range to their techniques, capable of striking all within the envisioned field.

Rank 1/2/3: The user attempts to create a Divination Field around up to 3 targets at +1/1/2 Melee Accuracy. The user gains +1/2/2 Dodge while within the Divination Field. Rank 3 allows the user to access the special action. Failed escape/enter attempts allow the user to make 2 Basic Strikes against the target that failed.
[Hakumei Byakugan] Rank: May only be performed by those with Hakumei Byakugan. Functions as above, however, the user may forfeit the dodge bonus to make the first attack against a target a sneak attack.

Special Action: When making a Taijutsu attack, the user may choose to designate the Divination Field as the only target (forfeiting any other targets the attack may have). If this is used, this instead turns the Taijutsu into an AoE that strikes any amount of targets that are within Divination Field. The user may specify which targets they do and do not want to attack (by default, all enemies)

Cost: 2.75 AP, 2480 CP, 1240 CP/Rnd
HB Cost: 3.75 AP, 4250 CP, 2125 CP/Rnd

Notes:
  • May be maintained for up to 30 seconds.
  • This is an Arena Technique
  • Attempting to enter or exit requires a successful Taijutsu check against the user.
  • An additional escape attempt may be made for 1 Ap.
  • All failed checks cause the target to take 2 Basic Strikes from the user.
  • Free Basic Strikes made through failed attempts do not count toward the users limit of "Free Strikes"

Kinjutsu: N/A

Curse Seals: N/A

Advanced Shop Battle-Related Purchases:
Half-the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities:

0. Shinobi-101 Non-Elemental Ninjutsu uses Melee accuracy.
00. Free Branch -> Journeyman (MB) » Sentinel (AB)
1. Versatile Arms
2. Duelist
3. Sage mode
4. Weapon Attunement
5. Initiative
6. Jutsu Mastery
7. Mixed Martial
8. Main Branch Style - Branch Style -> Unarmed - Physical Style
9. B-Rank (Reserved Kin)
10. A-Rank (Reserved Kin)
11. A-Rank (Reserved Kin)
12. ASP-Card: Contract Mastery

Affinities (CHANGED)
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.

- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Sensory Knowledge
1. Kinetic,
2. Will,
3. Visual,
4. Audial.

Sensory Mastery
1. Kinetic,
2. Will,
3. Visual,
4. Audial.

Major Affinities
:
1. Base-Lightning
2. Base-Fire
3. Base-Water
4. Base-Earth
5. Base-Wind
6. Non-Elemental

Minor Affinities:
1. Base-Lightning
2. Base-Fire
3. Base-Water
4. Base-Earth
5. Base-Wind
6. Non-Elemental

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons

A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Trick Weapon (Slashing) [[free]]
1. Vanguard
2. Blitz
3. Chakra Drain

Weapon (name): Power Glove
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Trick Weapon (Slashing) [[free]]
1. Quick Switch
2. Lucky Strike
3. Chakra Drain

Weapon (name): Trick Gloves
Weapon Damage Type: Unarmed » Supressing
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Trick Weapon (slashing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Inventory:
  • The Utility Slot (may contain a Headband, Headset, or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor, or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison, or Trap. But keep in mind; No utility or Armor in misc slots.)

Contract Type
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Class Name
HP
: XX + User’s level) x Users Chakra Control
CP: XX + User’s level) x Users Chakra Control
Class Bonus:
High:
Average:
Low:
(Contract)Abilities & Jutsu Sub-typesWeapon

Abilities
1.
2.
3.

Jutsu Sub-types

1.
2.
3.
Weapon Name
Type:
Mods:
Augments:
1.
2.
3.

Jutsu List
E-RankD-Rank






C-RankB-RankA-Rank












Contract Type
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Class Name
HP
: XX + User’s level) x Users Chakra Control
CP: XX + User’s level) x Users Chakra Control
Class Bonus:
High:
Average:
Low:
(Contract)Abilities & Jutsu Sub-typesWeapon

Abilities
1.
2.
3.

Jutsu Sub-types

1.
2.
3.
Weapon Name
Type:
Mods:
Augments:
1.
2.
3.

Jutsu List
E-RankD-Rank






C-RankB-RankA-Rank











[/QUOTE]
 
Learnings said:
Only Possible after training is approved; https://ninpocho.com/threads/novas-training-corner.66556/latest but wanted to post already.

Class:
Gentle eyes.
HP: (50+lvl) x Stamina
CP: (55+lvl) x Chakra Control
Class Feature: +5% Auto-dodge and Auto-hit (4pt) +1 Accuracy (2pt)
ASP card: -5 CP Costs
High: Melee acc.
Average: Dodge, Gen save,
Low: Nin acc, Genjutsu DC Ranged Acc

OOC Rank: A-Rank

Bloodline/Core Ability:

One of the most prestigious clans to originate in the Fire country, the Hyuuga are known far and wide for two reasons; their unique style of martial arts, the Gentle Fist, and their Doujutsu, the Byakugan. Wielding both with grace, the Hyuuga clan is one that consistently produces some of the finest martial artists from any land.
All techniques in this bloodline table require Byakugan or Hakumei Byakugan to be active
084 PL - Byakugan (Rank 1), Tenketsu Point Knowledge (Rank 1)
168 PL - Gentle Fist (Rank 1)
252 PL - Chakra Vision Scan (Rank 1)
336 PL - Gentle Fist (Rank 2)
420 PL - Byakugan (Rank 2), Eight Trigrams: Palm Strike(Rank 1)
504 PL - Tenketsu Point Knowledge (Rank 2)
588 PL - Gentle Fist (Rank 3), Chakra Vision Scan (Rank 2)
672 PL - Byakugan (Rank 3), Eight Trigrams: Palm Strike (Rank 2)
756 PL - Chakra Vision Scan (Rank 3)
840 PL - Tenketsu Point Knowledge (Rank 3), Eight Trigrams: Palm Strike (Rank 3)

---

Byakugan - Passive
The iconic power of the Hyuuga clan, their are few that have not heard of their famous "all seeing eye". The Hyuuga are born with white irises and pupils, and when the Byakugan is active, gain a near-360 degree field of vision to all but a small blind spot behind them. Not only is their field of vision expanded, but they also gain the capability of seeing chakra as a glowing light source; the tradeoff is that their vision loses detail, seeing things simply as shades of white/gray/black, aside from chakra.

Rank 1/2/3: The user gains +1/2/2 Accuracy/Dodge. Sneak Attacks against the user must make a special d20 roll. If the result of this roll is less than 6/6/8 + the user's Awareness modifiers, it is reduced to a non-sneak attack.

Cost: 0 AP, 2% Max CP/Rnd.

Notes:
  • Byakugan costs no AP to activate (it only needs to be declared), but takes the timing of 1 AP to come into effect.
---

Tenketsu Point Knowledge - Passive
The Tenketsu are small pressure points within a targets body which govern the flow of chakra. The Byakugangrants the Hyuuga the capability of seeing chakra, and the Tenketsu themselves appear as glowing points, like stars in the sky, only visible to their all-seeing-eye. By precisely striking these minuscule points, the Hyuuga may damage the chakra system of a target, impairing their capability of lasting in a prolonged battle.

Rank 1 The user is able to target a special Called Shot area in the body; only Hyuuga with this passive may affect the Tenketsu. [Link to Called Shot Rules]
Rank 2: +5% Called Shot chance when targeting Tenketsu.
Rank 3: Inflicting a Called shot Rank of Tenketsu causes the target to immediately lose Chakra based on its rank (as if they had inflicted suppression at that rank).

Called Shot:
  • Tenketsu:
    • Targeted at -4 Accuracy
    • Sprained = The victim loses 1.5% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Fractured = The victim loses 2% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Broken = The victim loses 2.5% Max CP for every 0.5 AP of Suppression inflicted on them.
Notes:
  • Like any other Called Shot limb, the Hyuuga must have some method of inflicting Broken penalties to raise Tenketsu to that status, such as the Called Shot abiity, or Eight Trigrams Palm Strike.

---

Gentle Fist - Physical Style
The fighting style of the Hyuuga clan, named after the"tap" like strikes it uses on the opponent. Unlike other styles of fighting, the Gentle Fist does not involve brute strength; it instead focuses on precise strikes of the used index and middle fingers, infused with chakra, to deal damage internally to the target. As the victim lacks any external wounds, the term "Gentle Fist" arose.

Rank 1/2/3: Unarmed Taijutsu gain +2 Accuracy, +1 Critical, and +8% Called Shot/Suppression chance. Unarmed Taijutsu attacks deal -25/20/15% Damage (also applied to their damage bonus cap).

---

Chakra Vision Scan - Independent Special Move
The Byakugan possesses the ability to see all within a certain radius, nothing being able to escape its wide field of vision. However...this visual sensory is beyond the processing of a normal mind. Using this however, one can focus and block out other senses and concentrate purely on their Byakugan sight, temporarily increasing the distance of their sensory range and enable to pin point their targets through their chakra view.

Rank 1/2/3: The user may reroll their Awareness vs all targets in battle with a +0/1/2 bonus (do not reroll for targets the user already is aware of). For the following 15 seconds, the user will not lose awareness of targets they are aware of.

Cost: 1 AP and 2% Max CP

Notes
  • Requires 15 second cooldown after use

---

Eight Trigrams: Palm Strike - Unarmed Taijutsu
The most powerful jutsu of the Hyuuga clan, this technique combines the Byakugan, Gentle Fist, and Taijutsu skill into one. Striking the targets chakra system with a barrage of tenketsu strikes, the Hyuuga seal away significant portions of the target's chakra system. The most skilled Hyuuga may also combine knowledge of the human body to strike critical points, rendering specific areas useless for a period of time.

Rank 1: Deals damage based on the user's rank. This jutsu ignores the user's damage modifiers (both positive and negative), as well as the target's Damage Reduction.
Rank 2: Gains access to the Special Acton.
Rank 3: Called Shots made with the special action may inflict Broken penalties, even if the user does not have the Called Shot ability.

Ranks are;
  • 2 Palms - Treated as a basic strike, but deals Chakra Damage instead This level is not part of the "once per round" limitation, and may be used as if a standard basic strike following all rules.
  • 4 Palms - Requires E-Rank. 2 attacks, each dealing 100 Chakra Damage. Costs 0.75 AP and 65 CP.
  • 8 Palms - Requires D-Rank. 3 attacks, each dealing 225 Chakra Damage. Costs 1.25 AP and 180 CP.
  • 16 Palms - Requires C-Rank. 4 attacks, each dealing 250 Chakra Damage. Costs 1.75 AP and 335 CP.
  • 32 Palms - Requires B-Rank. 5 attacks, each dealing 300 Chakra Damage. Costs 2.25 AP and 545 CP.
  • 64 Palms - Requires A-Rank. 6 attacks, each dealing 550 Chakra damage. Costs 2.75 AP and 1650 CP.
Special Action - 128 Palms: The user may use each strike as a Called Shot. Each strike has its own individual chance of inflicting called shot penalties, and multiple may succeed.

Notes:
  • May only be used once per round.
  • The user may choose a lower rank, but cannot choose a rank higher than their OOC rank.

Discipline of the Bold Step
2SpFT0g.png

The Bold Step is one of the twin disciplines belonging to the Gentle Fist style. Betraying the "Gentle" part of the name in favor of fierce aggression, Hyuuga who master this nature of the Gentle Fist are among the swiftest martial artists in the world, each touch capable of causing very lethal injuries.
924 PL - Flurry of Blows (Rank 1), Eight Trigrams: Air Palm (Rank 1)
1008 PL - Internal Bleeding (Rank 1)
1092 PL - Eight Trigrams: Air Palm (Rank 2)
1176 PL - Flurry of Blows (Rank 2), Internal Bleeding (Rank 2)
1260 PL - Eight Trigrams: Palm Rotation (Rank 1)
1344 PL - Flurry of Blows (Rank 3), Eight Trigrams: Air Palm (Rank 3)
1428 PL - Eight Trigrams: Palm Rotation (Rank 2),
1512 PL - Eight Trigrams: Divination Field (Rank 1)
1596 PL - Internal Bleeding (Rank 3)
1680 PL - Eight Trigrams: Palm Rotation (Rank 3), Eight Trigrams: Divination Field (Rank 2)
1764 PL - Eight Trigrams: Divination Field (Rank 3)

---

Flurry of Blows - Passive
The twin disciplines of the Gentle Fist is best represented by the symbol of Yin and Yang; and the Bold Step teaching believes that the Gentle Fist is a weapon which should only be used when prepared to fully remove the threat of an enemy entirely. With this belief, they believe in holding nothing back from disabling their opponent in the most direct way possible.

Rank 1/2/3: When attacking with a Taijutsu of B-rank or above, the user may make 2 free Basic Strikes upon the target(s). 0/1/2 of these may be used as Called Shots.

Notes:
  • A specific target may be affected by Flurry of Blows once per round.
  • Free Basic Strikes made through Flurry of Blows do not count toward the users limit of "Free Strikes".

---

Internal Bleeding - Passive
The strikes of a Hyuuga who has trained in the way of the Bold Step hold nothing back. While the Gentle Fist itself always appears as light strikes and taps on the Hyuuga, these practitioners focus their strikes on parts of the body which cause the most internal damage. A master of the Bold Step is said to be able to end the life of an unexpecting target with a touch to a vital organ.

Rank 1: The user's Unarmed Taijutsu which fully hit have a chance to inflict Bleeding. [Link to Bleeding rules]
Rank 2: The Gentle Fist style now also grants +8% Bleed chance.
Rank 3: Bleed ranks inflicted by Unarmed Taijutsu are treated as two Bleed ranks -only- for the purpose of removing/ignoring/etc Bleed ranks.

---

Eight Trigrams: Palm Rotation - Buffing Taijutsu
A special technique of the Hyuuga clan, this technique is performed by the Hyuuga releasing chakra from every tenketsu in their body while spinning themselves rapidly; the result being a chakra barrier to protect themselves from harm in all directions. Hyuuga loathe to mention the nausea which may or may not soon follow afterward.

Rank 1/2/3: This jutsu may be used reflexively. Upon use, the user chooses 1, 2 or 3 seconds; the user may not perform other actions during this time, but any non-genjutsu attack which hits them is affected by a Barrier which reduces the attack's damage by 45/55/65%. Any who attack the user during this time are attacked with two Basic Strikes at +2 accuracy (applied once per target)

Cost: 2.25 AP; 735 CP.

Notes:
  • Requires a 10 second cooldown after use.
  • This is a Barrier technique that does not have HP, and instead reduces the damage of incoming attack's by a percentage.
  • This Barrier does not receive the Barrier DR as it reduces the incoming damage.
  • While Eight Trigrams: Palm Rotation reduces the damage taken, it does not count as DR, and cannot be bypassed as such.
  • Attacks which have their damage reduced by Palm Rotation do not receive a chance to strike the user with any secondary effects.
  • Any who attacks the user are eligible to be targeted by the two basic strikes, even if their attack was not reduced by Palm Rotation.
  • The user suffers a -1 dodge penalty per blocked attack (stacking up to -3). This penalty lasts the remainder of the round.

---

Eight Trigrams: Air Palm - Buffing Taijutsu
Emphasizing their precise control over their Tenketsu, the teaching of the Bold Step allows the Hyuuga to precisely release blows of chakra from their Gentle Fist strikes, creating shock waves which my strike even distant targets.

Rank 1/2/3: The user’s Unarmed Taijutsu may target Airborne targets at -1/+0/+1 acc. Unarmed Taijutsu used this way does not count as Melee Contact, and gain +21% chance of suppression.

Cost: 2.25 AP, 820 CP, 410 CP/Rnd

Notes:
  • The accuracy of attacks against the non-Airborne targets are unaffected by this technique.
  • The additional suppression chance applies to Airborne and non-Airborne targets.

---

Eight Trigrams: Divination Field - Arena Taijutsu
More of a meditation than a technique, the Divination Field paints the vision of the 8 Trigrams within the mind's eye of the Hyuuga. To them, the world beyond the boundary of this field ceases to exist; but within the field they are enhanced. The extreme focus of this meditation grants them heightened speed and clarity, viewing the world in slow-motion. This grants them greater range to their techniques, capable of striking all within the envisioned field.

Rank 1/2/3: The user attempts to create a Divination Field around up to 3 targets at +1/1/2 Melee Accuracy. The user gains +1/2/2 Dodge while within the Divination Field. Rank 3 allows the user to access the special action. Failed escape/enter attempts allow the user to make 2 Basic Strikes against the target that failed.
[Hakumei Byakugan] Rank: May only be performed by those with Hakumei Byakugan. Functions as above, however, the user may forfeit the dodge bonus to make the first attack against a target a sneak attack.

Special Action: When making a Taijutsu attack, the user may choose to designate the Divination Field as the only target (forfeiting any other targets the attack may have). If this is used, this instead turns the Taijutsu into an AoE that strikes any amount of targets that are within Divination Field. The user may specify which targets they do and do not want to attack (by default, all enemies)

Cost: 2.75 AP, 2480 CP, 1240 CP/Rnd
HB Cost: 3.75 AP, 4250 CP, 2125 CP/Rnd

Notes:
  • May be maintained for up to 30 seconds.
  • This is an Arena Technique
  • Attempting to enter or exit requires a successful Taijutsu check against the user.
  • An additional escape attempt may be made for 1 Ap.
  • All failed checks cause the target to take 2 Basic Strikes from the user.
  • Free Basic Strikes made through failed attempts do not count toward the users limit of "Free Strikes"

Kinjutsu: N/A

Curse Seals: N/A

Advanced Shop Battle-Related Purchases:
Half-the Time Card
Additional Advanced Element
Ability Card
Class Point Card

Abilities:

0. Shinobi-101 Non-Elemental Ninjutsu uses Melee accuracy.
00. Free Branch -> Journeyman (MB) » Sentinel (AB)
1. Versatile Arms
2. Duelist
3. Sage mode
4. Weapon Attunement
5. Initiative
6. Jutsu Mastery
7. Mixed Martial
8. Main Branch Style - Branch Style -> Unarmed - Physical Style
9. B-Rank (Reserved Kin)
10. A-Rank (Reserved Kin)
11. A-Rank (Reserved Kin)
12. ASP-Card: Contract Mastery

Affinities (CHANGED)
- At D-Rank a player gains a free Minor Affinity to any Base Element.
- At C-Rank a player's original free affinity now becomes a Major Affinity, and they unlock a free Minor Affinity in another Base Element.

- By mastering half the Jutsu of a Base Element, the player unlocks the Minor Affinity to that Base Element.
- By mastering all the Jutsu of a Base Element, the player unlocks the Major Affinity to that Base Element.
Sensory Knowledge
1. Kinetic,
2. Will,
3. Visual,
4. Audial.

Sensory Mastery
1. Kinetic,
2. Will,
3. Visual,
4. Audial.

Major Affinities
:
1. Base-Lightning
2. Base-Fire
3. Base-Water
4. Base-Earth
5. Base-Wind
6. Non-Elemental

Minor Affinities:
1. Base-Lightning
2. Base-Fire
3. Base-Water
4. Base-Earth
5. Base-Wind
6. Non-Elemental

Advanced Elements:
1.
2.
3.
4.
*5: Card:

Weapons:
E-rank: 2 Weapons
D-rank: 3 Weapons
C-rank: 4 Weapons
B-rank: 4 Weapons

A-rank: 5 Weapons
S-rank: 6 Weapons

Weapon (name): Climbing Gloves
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Trick Weapon (Slashing) [[free]]
1. Vanguard
2. Blitz
3. Chakra Drain

Weapon (name): Power Glove
Weapon Damage Type: Unarmed -> Handseals
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Trick Weapon (Slashing) [[free]]
1. Quick Switch
2. Lucky Strike
3. Chakra Drain

Weapon (name): Trick Gloves
Weapon Damage Type: Unarmed » Supressing
Damage Modifier: 5%
Accuracy modifier: +1
Augment:
0. Trick Weapon (slashing) [[free]]
1. Quick Switch
2. Wide Edge
3. Lucky Strike

Inventory:
  • The Utility Slot (may contain a Headband, Headset, or a Respirator.)
    • 1. Headset
  • The Armor Slot (may contain either Heavy Armor, Light Armor, or No Armor.)
    • 1. Light Armor
  • The Miscellaneous Slots (may have any Gear, Tool, Poison, or Trap. But keep in mind; No utility or Armor in misc slots.)

Contract Type
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Class Name
HP
: XX + User’s level) x Users Chakra Control
CP: XX + User’s level) x Users Chakra Control
Class Bonus:
High:
Average:
Low:
(Contract)Abilities & Jutsu Sub-typesWeapon

Abilities
1.
2.
3.

Jutsu Sub-types

1.
2.
3.
Weapon Name
Type:
Mods:
Augments:
1.
2.
3.

Jutsu List
E-RankD-Rank






C-RankB-RankA-Rank












Contract Type
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Class Name
HP
: XX + User’s level) x Users Chakra Control
CP: XX + User’s level) x Users Chakra Control
Class Bonus:
High:
Average:
Low:
(Contract)Abilities & Jutsu Sub-typesWeapon

Abilities
1.
2.
3.

Jutsu Sub-types

1.
2.
3.
Weapon Name
Type:
Mods:
Augments:
1.
2.
3.

Jutsu List
E-RankD-Rank






C-RankB-RankA-Rank











[/QUOTE]
approved
-35 asp from the class change
 
Gentle eyes.
HP: (50+lvl) x Stamina
CP: (55+lvl) x Chakra Control
Class Feature: KINJUTSU
ASP card: -5 CP Costs
High: Melee acc.
Average: Dodge, Gen save,
Low: Nin acc, Genjutsu DC Ranged Acc

BL: Hyuuga both paths

Kin: Doujutsu

Abilities:

0. Shinobi-101 Non-Elemental Ninjutsu uses Melee accuracy.
00. Free Branch -> Journeyman (MB) » Sentinel (AB)
1. Versatile Arms
2. Duelist
3. Sage mode
4. Weapon Attunement
5. Initiative
6. Jutsu Mastery
7. Mixed Martial
8. Main Branch Style - Branch Style -> Unarmed - Physical Style
9. Kin
10. Kin
11. Kin
12. ASP-Card: Contract Mastery
 
Gentle eyes.
HP: (50+lvl) x Stamina
CP: (55+lvl) x Chakra Control
Class Feature: KINJUTSU
ASP card: -5 CP Costs
High: Melee acc.
Average: Dodge, Gen save,
Low: Nin acc, Genjutsu DC Ranged Acc

BL: Hyuuga both paths

Kin: Doujutsu

Abilities:

0. Shinobi-101 Non-Elemental Ninjutsu uses Melee accuracy.
00. Free Branch -> Journeyman (MB) » Sentinel (AB)
1. Versatile Arms
2. Duelist
3. Sage mode
4. Weapon Attunement
5. Initiative
6. Jutsu Mastery
7. Mixed Martial
8. Main Branch Style - Branch Style -> Unarmed - Physical Style
9. Kin
10. Kin
11. Kin
12. ASP-Card: Contract Mastery
Approved
 

Contract Type: Tsukumogomi ghostie
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Class Name
HP
: 40 + User’s level) x Users Chakra Control
CP: 30 + User’s level) x Users Chakra Control
Class Bonus: +20% Chance of inflicting Bleeding
High: Melee Accuracy
Average: Dodge, Genjutsu Save. Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
(Contract)Abilities & Jutsu Sub-typesWeapon
Contract specific abilities
Abilities
1. Ancient Wisdom - General Contract Ability
2. Ferocity - General Contract Ability
3. Predatory Precision - General Contract Ability

Jutsu Sub-types

1. Unarmed taijutsu,
2. Slashing taijutsu,
3. Buffing Taijutsu,
Weapon Name: Short sword
Type: Slashing - Bleeding
Mods: +2 ACC - 10%dmg
Augments:
1. Razor Strike
2. Blitz
3. Lucky Strike

Jutsu List
E-RankD-Rank
C-RankB-RankA-Rank
 
Last edited by a moderator:

Contract Type: Tsukumogomi ghostie
StatisticsCustom Class
Your Contract Secondary stats equal 75% of your base stats.
Agility
Taijutsu
Ninjutsu
Genjutsu

Health Points
Chakra Points
Class Name
HP
: 40 + User’s level) x Users Chakra Control
CP: 30 + User’s level) x Users Chakra Control
Class Bonus: +20% Chance of inflicting Bleeding
High: Melee Accuracy
Average: Dodge, Genjutsu Save. Ninjutsu Accuracy
Low: Ranged Accuracy, Genjutsu DC
(Contract)Abilities & Jutsu Sub-typesWeapon
Contract specific abilities
Abilities
1. Ancient Wisdom - General Contract Ability
2. Ferocity - General Contract Ability
3. Predatory Precision - General Contract Ability

Jutsu Sub-types

1. Unarmed taijutsu,
2. Slashing taijutsu,
3. Buffing Taijutsu,
Weapon Name: Short sword
Type: Slashing - Bleeding
Mods: +2 ACC - 10%dmg
Augments:
1. Razor Strike
2. Blitz
3. Lucky Strike

Jutsu List
E-RankD-Rank
C-RankB-RankA-Rank
Approved!
 

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