B rank 9 abilities
0. Journeyman - Main Branch
0. Shinobi 101 - Ninjutsu - shadow
1. Strategist
2. Sixth Sense
3. Initiative
4. Poison Mastery
5. Willpower
6. Quickdraw
7. Stalker
8. Quick Reaction
9. Duelist
Demonic Ancestry 1260 => 15
[fontsize="10"]Third Eye - Modification[/fontsize] Paranoid Schizophrenic (3 points)
Restriction - C Rank and up, requires Sixth Sense
is a subtype of schizophrenia in which an individual's mind has delusions (false beliefs) that a person or some individuals are plotting against them... This effect replaces Sixth Sense.
Effect - +2 to all Stealth, Genjutsu Save, and Awareness checks.
[fontsize="10"]Daunting Presence[/fontsize] Panic Boost (1 point) x2
Restriction- Can be taken up to two times
Demons instill a great deal of fear into their opponents. This fear can make them quite hesitant--and easier to take advantage of. Hesitation is all a demon needs to strike.
Effect: Opponents take a -1 dodge penalty during rounds where they attempt to attack the user.
[fontsize="10"]Demon Blessing[/fontsize] Frantic Mind Passive (2 points)
The mind that's constantly wild, distraught with fear, anxiety, and other emotions is much less susceptible to attack than that of a normal man, restricting Genjutsu from targeting him too easily. Being so alien to most forms of social thought and behavior, a practitioner of the mind arts will find him harder to snare.
Effect: +2 Genjutsu Save.
[fontsize="10"]Death Touch[/fontsize] Venom- Independent Special Move (2 points)
Venom is a type of neuro toxin that is attached to his mask and is inhaled to enhances his physical abilities to superhuman levels. So too is the energy he can channel too. Needless to say a drug of this caliber has a heavy effect on the user.
Effect: For one round, Melee Taijutsu attacks Deal twice their normal damage, however cost 2x the CP. Damage cannot be buffed by -anything-, but bypass half of all damage reduction. Can only be used once every other round and twice per battle, and this does not increase called shot chances.
Weapons
Dummy Capsule
Damage type: Puppet/support
Acc: +2 -10%
A- Storage Slot
Stunt Dummy
Damage type: Puppet/support
Acc: +2 -10%
A- Storage Slot
Mimic Dummy
Damage type: Puppet/support
Acc: +2 -10%
Red Daggers
Damage type: Projectile/head seals
Acc: +2 -10%
Equipment
1. Silver Bells x3
2. Flash Bombs x3
3. Makibishi Spikes x3
4. K target
5. K target
Weapon Holster- Brass Knuckles
Weapon Holster- Dummy Capsule -Storage Slot- Stunt Dummy -Storage Slot- Mimic Dummy
0. Journeyman - Main Branch
0. Shinobi 101 - Ninjutsu - shadow
1. Strategist
2. Sixth Sense
3. Initiative
4. Poison Mastery
5. Willpower
6. Quickdraw
7. Stalker
8. Quick Reaction
9. Duelist
Demonic Ancestry 1260 => 15
[fontsize="10"]Third Eye - Modification[/fontsize] Paranoid Schizophrenic (3 points)
Restriction - C Rank and up, requires Sixth Sense
is a subtype of schizophrenia in which an individual's mind has delusions (false beliefs) that a person or some individuals are plotting against them... This effect replaces Sixth Sense.
Effect - +2 to all Stealth, Genjutsu Save, and Awareness checks.
[fontsize="10"]Daunting Presence[/fontsize] Panic Boost (1 point) x2
Restriction- Can be taken up to two times
Demons instill a great deal of fear into their opponents. This fear can make them quite hesitant--and easier to take advantage of. Hesitation is all a demon needs to strike.
Effect: Opponents take a -1 dodge penalty during rounds where they attempt to attack the user.
[fontsize="10"]Demon Blessing[/fontsize] Frantic Mind Passive (2 points)
The mind that's constantly wild, distraught with fear, anxiety, and other emotions is much less susceptible to attack than that of a normal man, restricting Genjutsu from targeting him too easily. Being so alien to most forms of social thought and behavior, a practitioner of the mind arts will find him harder to snare.
Effect: +2 Genjutsu Save.
[fontsize="10"]Death Touch[/fontsize] Venom- Independent Special Move (2 points)
Venom is a type of neuro toxin that is attached to his mask and is inhaled to enhances his physical abilities to superhuman levels. So too is the energy he can channel too. Needless to say a drug of this caliber has a heavy effect on the user.
Effect: For one round, Melee Taijutsu attacks Deal twice their normal damage, however cost 2x the CP. Damage cannot be buffed by -anything-, but bypass half of all damage reduction. Can only be used once every other round and twice per battle, and this does not increase called shot chances.
Weapons
Dummy Capsule
Damage type: Puppet/support
Acc: +2 -10%
A- Storage Slot
Stunt Dummy
Damage type: Puppet/support
Acc: +2 -10%
A- Storage Slot
Mimic Dummy
Damage type: Puppet/support
Acc: +2 -10%
Red Daggers
Damage type: Projectile/head seals
Acc: +2 -10%
Equipment
1. Silver Bells x3
2. Flash Bombs x3
3. Makibishi Spikes x3
4. K target
5. K target
Weapon Holster- Brass Knuckles
Weapon Holster- Dummy Capsule -Storage Slot- Stunt Dummy -Storage Slot- Mimic Dummy
Ability rps