Character Name: Otandai Shoma
Preferred name: Shoma
Village: Stone
BL/CA: One with the Sky
Custom Class:
IC Rank: Jounin
Character Age: 35
Gender: Male
Character's Physical Description: Shoma has the appearance of a man in a standard black ninja outfit with a red left shoulder pad and red shin guards, while on duty. While off duty he dresses as a commoner. He has stubby facial hair and a ponytail. Wherever he may be or however he may dress, he always carries his sword with a blue hair bow tied to it that originally belonged to the young lady he is protecting. He is about 5'11 but has an average looking frame.
Character's Mental Description: Shoma is a very duty focused individual, put his master's wishes above his own. He seems to hold no interest in romance. Many say that the reason is that he is married to his sword. He desires to be challenged by strong opponents who would show him his weaknesses and provide opportunities to learn new techniques. Though he tries to remain humble and understanding, respect is paramount. He is not a bloodthrust individual but refuses to allow others to disrespect the names of himself and his master.
Character History: As a eleven year old, Shoma was taken in by sword master. As a test of the young man's dedication, he was given sword but instructed to never unsheathe for a year while taking care of it. Somehow, the young Shoma was obedient enough to resist his curiosity and was fully accepted as a student.
While learning the way of the sword, Shoma was told many stories and legends of past samurai. Some were lessons of moral and character, others were instructional. Among them was a legend of the samurai who, through dedication and a lifetime of practice, managed to split the clouds with a way of the sword. This legend has been Shoma's inspiration, as he practiced to become this very man. Over the years, he found the means to achieve this feat would require unmatched speed, speed that would break the barrier of sound. And in few battles he has fought in, the sonic booms he has caused were thought to be thunder cracks. These battles would take place before a great event...
Before the civil war in Leaf, his elderly master that resided there had a teenage daughter. During the Civil War, the master tasked Shoma to find safely for his daughter Ava. Having escaped Fire Country's rage, he sought refuge within the walls of Stone. Since then he has provided his serves as a bodyguard for escort missions mostly.
Stats: Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
CC: 600/600
PL: 3600
New OOC Rank: S Rank
One with the Sky: 19/20
<i></i>
New Core Ability:
Spiritualist 20/20
Abilities:
Affinities:
Weapons:
Equipment Slots:
W Holster 1. Cloud Splitter
W Holster 2. Cloud Shaper
1. Weapon Holster: Cloud Hopper
2. Backpack: -2 Dodge
- Syringe (Heaven's Touch)
- Lullaby Powder
- Mustard Gas
- Strainweed
- 8 Ninja Wire
3. 3 Energy Drinks
4. Belt Pouch 1
- 5 E- Notes
- 3 Binding Agent
5. Belt Pouch 2
- 8 Ninja Wire
- 8 Ninja Wire
ASP Slot 1. Weapon Holster: Cloud Whisperer
ASP Slot 2. Weapon Holster: Cloud Wonderer
Special:
Harry Houdini
+4 Roleplay Slot
+2 Equipment Slots
+ 1 Ability Slot
+ 2 Class Bonus Points
Training Thread Reference:
http://www.ninpocho.com/viewtopic.php?f=561&t=46545
Dojo Thread Reference:
http://www.ninpocho.com/viewtopic.php?f=560&t=46484
Preferred name: Shoma
Village: Stone
BL/CA: One with the Sky
Custom Class:
:Custom Class said:Code:[u]Conduit[/u] [b]HP[/b]: (60+lvl) x stamina [b]CP[/b]: (35+lvl) x chakra control Class Bonus: +2 Accuracy & Dodge & +10% Fire element Buff [i]High[/i]: Melee Acc. [i]Average[/i]: All others [i]Low[/i]: Puppet Acc
Main Branch/ANBU/Med-Nin: Main BranchCustom Class said:Law-bringer: Conduit
HP: (55+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: +2 to Dodge and Gen Save, +1 Free Basic Strike per round
High: Melee Acc.
Average: All others
Low: None
IC Rank: Jounin
Character Age: 35
Gender: Male
Character's Physical Description: Shoma has the appearance of a man in a standard black ninja outfit with a red left shoulder pad and red shin guards, while on duty. While off duty he dresses as a commoner. He has stubby facial hair and a ponytail. Wherever he may be or however he may dress, he always carries his sword with a blue hair bow tied to it that originally belonged to the young lady he is protecting. He is about 5'11 but has an average looking frame.
Character's Mental Description: Shoma is a very duty focused individual, put his master's wishes above his own. He seems to hold no interest in romance. Many say that the reason is that he is married to his sword. He desires to be challenged by strong opponents who would show him his weaknesses and provide opportunities to learn new techniques. Though he tries to remain humble and understanding, respect is paramount. He is not a bloodthrust individual but refuses to allow others to disrespect the names of himself and his master.
Character History: As a eleven year old, Shoma was taken in by sword master. As a test of the young man's dedication, he was given sword but instructed to never unsheathe for a year while taking care of it. Somehow, the young Shoma was obedient enough to resist his curiosity and was fully accepted as a student.
While learning the way of the sword, Shoma was told many stories and legends of past samurai. Some were lessons of moral and character, others were instructional. Among them was a legend of the samurai who, through dedication and a lifetime of practice, managed to split the clouds with a way of the sword. This legend has been Shoma's inspiration, as he practiced to become this very man. Over the years, he found the means to achieve this feat would require unmatched speed, speed that would break the barrier of sound. And in few battles he has fought in, the sonic booms he has caused were thought to be thunder cracks. These battles would take place before a great event...
Before the civil war in Leaf, his elderly master that resided there had a teenage daughter. During the Civil War, the master tasked Shoma to find safely for his daughter Ava. Having escaped Fire Country's rage, he sought refuge within the walls of Stone. Since then he has provided his serves as a bodyguard for escort missions mostly.
From Dusk till Dawn:
Shoma had just lose to a woman he thought was an ally. Since this, Ava his been by his side at his stay in the hospital. Shoma did find it strange that he was not killed. Was this meant as an insult to injury? Did she see use for him? Did she spare him due to an honorable effort? He had quite some time to contemplate these things and more as his own master aided in his recovery. Not only this but he began to ponder his own hesitation in the bout. Aware that such things could not be changed, he sought to learn from them for although he had survived more than one battle, he had been getting toppled time and time again as of late.
Many things had occurred since the shinobi's time in recovery. "One monkey doesn't stop the show," as some may say. During his time of rest, major winds of change stirred in the lands of Leaf and Stone. Shinobi had managed to liberate themselves from the grip of the Daimyo of Fire Country. Word of such events did spread far and wide and the Young Master would bring such news back to her guardian. What had become of the leaders of each side of the war? Most important to the swordsman, which was the side of with a just cause? Deciding would not be an easy task, and an even greater task it would be when not properly informed.
Positions did shift among villages as time elapsed. After nearly half a years rest, Shoma not only manages to work his way back to his feet, but back into fighting capacity as well. Although he knew that taking up the sword again would eventually lead him to Death' Door, he had left behind the thoughts of a peaceful life a long time ago. Giving up a grand opportunity to allow his wounds to retire him to peaceful days as a civilian, the swordsman returns to the life he knows best to find his place in the fight, a place to raise his sword and lay down his life.
Stats: Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
CC: 600/600
PL: 3600
New OOC Rank: S Rank
Taijutsu
!!!New stuff Added!!! Bludgeoning
Pound Mastered
Smash Mastered
Precise Interruption Mastered
Buffing:
Charge - Mastered
Block - Mastered
Unbound - Mastered
Cover - Mastered
Devastating Aura - Mastered
Piercing
Iron Pinpoint Prison - Mastered
Spike Shield - Mastered
Ultimate Counter Measure - Mastered
Projectile
Steel Dragon - Mastered
Pinpoint - Mastered
Slashing
Overhead Strike Mastered
Gasher - Mastered
Higuma - Mastered
Heavenly Sword - Mastered
Unarmed:
The One Two - Mastered
Uncalled-for Shot -Mastered
4-Hit Combo - Mastered
Step-In Flash - Mastered
Roaring Combination -Mastered
Grapple -Mastered
Suplex - Mastered
Submission - Mastered
Spear Hand - Mastered
16 Hit Combo - Mastered
Eagle Drop - Mastered
Fist of Virtue - Mastered
Fist of Sin - Mastered
Pound Mastered
Smash Mastered
Precise Interruption Mastered
Buffing:
Charge - Mastered
Block - Mastered
Unbound - Mastered
Cover - Mastered
Devastating Aura - Mastered
Piercing
Iron Pinpoint Prison - Mastered
Spike Shield - Mastered
Ultimate Counter Measure - Mastered
Projectile
Steel Dragon - Mastered
Pinpoint - Mastered
Slashing
Overhead Strike Mastered
Gasher - Mastered
Higuma - Mastered
Heavenly Sword - Mastered
Unarmed:
The One Two - Mastered
Uncalled-for Shot -Mastered
4-Hit Combo - Mastered
Step-In Flash - Mastered
Roaring Combination -Mastered
Grapple -Mastered
Suplex - Mastered
Submission - Mastered
Spear Hand - Mastered
16 Hit Combo - Mastered
Eagle Drop - Mastered
Fist of Virtue - Mastered
Fist of Sin - Mastered
Ninjutsu
Earth:
Stone Bullet - Mastered
Gravel Shift - Mastered
Sinkhole Fist - Mastered
Earth Flow River - Mastered
Mud Clone - Mastered
Inner Earth Reflection Lure - Mastered
Earth Flow Wave - Mastered
Rock Golem - Mastered
Earthen Coating - Mastered
Antlion Sinkhole - Mastered
Bedrock Coffin - Mastered
Weighted Rock - Mastered
Earth Spiker - Mastered
Fist of Gaia - Mastered
Earthen Magnitude - Mastered
Earthslide Wall - Mastered
Petrification - Mastered
--Wood
---Armor of Thorns - Mastered
Lightning:
Storm Bolt - Mastered
Thunderfist -Mastered
Thunderclap -Mastered
Electroshock -Mastered
Electrocution -Mastered
Volt Charge - Mastered
Chidori- Mastered
Amp Field -Mastered
Raijin's Revenge - Mastered
Thunder Dome - Mastered
--Gravity
---Gravity Distortion - Mastered
---Anti-Gravity - Mastered
---Orbital Strike - Mastered
---Gravitational Pull - Mastered
---Shinra Tensei - Mastered
---Chibaku Tensei - Mastered
--Radiation
---Atomic Shockwave Mastered
---Radioactive Glow - Mastered
---Atomic Detereation - Mastered
--Magnetic
---Ionic Infusion - Mastered
---Magnetic Control - Mastered
---Magnetize - Mastered
---Polarity Shift - Mastered
---Gigavolt Railgun - Mastered
---Magnetoblast - Mastered
Water:
Pressurized Mist - Mastered
Water Gun - Mastered
Water Whip - Mastered
Aqua Fang - Mastered
Rinse Off - Mastered
Grand Waterfall - Mastered
Impaling Hydro Jet - Mastered
Water Prison - Mastered
Great Hydra Excavation - Mastered
Wind:
Wind Slash - Mastered
Pressure Burst - Mastered
Whirlwind Spin - Mastered
Shredding Touch - Mastered
Tempest - Mastered
Gale Force - Mastered
Cyclone Movement - Mastered
Tatsumaki - Mastered
Hurricane - Mastered
Fire:
Infernal Ember - Mastered
Thermal Maw - Mastered
Fireball- Mastered
Immolation Armor - Mastered
Combustive Seal - Mastered
Heat Wave - Mastered
Spontaneous Combustion - Mastered
Abysmal Harbinger - Mastered
Flame Shield - Mastered
Non-Elemental:
Transformation - Mastered
Body-Switch -Mastered
Crystal Eye- Mastered
Cancel- Mastered
Spirit Lantern - Mastered
Contract Summoning Mastered
Stunt Double -Mastered
One Element Sealing - Mastered
Elemental Negation - Mastered
Elemental Clone - Mastered
Barrier - Mastered
Energy Transfer - Mastered
Leech Seal -Mastered
Charka Shield - Mastered
Rasengan -Mastered
Advanced Combination Transformation Mastered
Perfected Rasengan - Mastered
Morality Seal - Mastered
Nature's Guard - Mastered
Gate of Enma - Mastered
Curse Sealing Rank 1
Medical:
Mystical Hand - Mastered
Coagulation- Mastered
System Shock - Mastered
Medical Assistant - Mastered
Tranquilize- Mastered
Medical Ward - Mastered
Regeneration - Mastered
Anbu:
Mask Summon Mastered
Critical Exposure - Mastered
SnapShot - Mastered
Chakra Sense - Mastered
Active Camo - Mastered
Stone Bullet - Mastered
Gravel Shift - Mastered
Sinkhole Fist - Mastered
Earth Flow River - Mastered
Mud Clone - Mastered
Inner Earth Reflection Lure - Mastered
Earth Flow Wave - Mastered
Rock Golem - Mastered
Earthen Coating - Mastered
Antlion Sinkhole - Mastered
Bedrock Coffin - Mastered
Weighted Rock - Mastered
Earth Spiker - Mastered
Fist of Gaia - Mastered
Earthen Magnitude - Mastered
Earthslide Wall - Mastered
Petrification - Mastered
--Wood
---Armor of Thorns - Mastered
Lightning:
Storm Bolt - Mastered
Thunderfist -Mastered
Thunderclap -Mastered
Electroshock -Mastered
Electrocution -Mastered
Volt Charge - Mastered
Chidori- Mastered
Amp Field -Mastered
Raijin's Revenge - Mastered
Thunder Dome - Mastered
--Gravity
---Gravity Distortion - Mastered
---Anti-Gravity - Mastered
---Orbital Strike - Mastered
---Gravitational Pull - Mastered
---Shinra Tensei - Mastered
---Chibaku Tensei - Mastered
--Radiation
---Atomic Shockwave Mastered
---Radioactive Glow - Mastered
---Atomic Detereation - Mastered
--Magnetic
---Ionic Infusion - Mastered
---Magnetic Control - Mastered
---Magnetize - Mastered
---Polarity Shift - Mastered
---Gigavolt Railgun - Mastered
---Magnetoblast - Mastered
Water:
Pressurized Mist - Mastered
Water Gun - Mastered
Water Whip - Mastered
Aqua Fang - Mastered
Rinse Off - Mastered
Grand Waterfall - Mastered
Impaling Hydro Jet - Mastered
Water Prison - Mastered
Great Hydra Excavation - Mastered
Wind:
Wind Slash - Mastered
Pressure Burst - Mastered
Whirlwind Spin - Mastered
Shredding Touch - Mastered
Tempest - Mastered
Gale Force - Mastered
Cyclone Movement - Mastered
Tatsumaki - Mastered
Hurricane - Mastered
Fire:
Infernal Ember - Mastered
Thermal Maw - Mastered
Fireball- Mastered
Immolation Armor - Mastered
Combustive Seal - Mastered
Heat Wave - Mastered
Spontaneous Combustion - Mastered
Abysmal Harbinger - Mastered
Flame Shield - Mastered
Non-Elemental:
Transformation - Mastered
Body-Switch -Mastered
Crystal Eye- Mastered
Cancel- Mastered
Spirit Lantern - Mastered
Contract Summoning Mastered
Stunt Double -Mastered
One Element Sealing - Mastered
Elemental Negation - Mastered
Elemental Clone - Mastered
Barrier - Mastered
Energy Transfer - Mastered
Leech Seal -Mastered
Charka Shield - Mastered
Rasengan -Mastered
Advanced Combination Transformation Mastered
Perfected Rasengan - Mastered
Morality Seal - Mastered
Nature's Guard - Mastered
Gate of Enma - Mastered
Curse Sealing Rank 1
Medical:
Mystical Hand - Mastered
Coagulation- Mastered
System Shock - Mastered
Medical Assistant - Mastered
Tranquilize- Mastered
Medical Ward - Mastered
Regeneration - Mastered
Anbu:
Mask Summon Mastered
Critical Exposure - Mastered
SnapShot - Mastered
Chakra Sense - Mastered
Active Camo - Mastered
Genjutsu
Audial
Deception - Mastered
Favoritism - Mastered
Wasteful Mastered
Trebmling Music Mastered
Pained Expressions Mastered
Appreciation of Music Mastered
Gong Mastered
Sometimes Shouting Works Mastered
Deaf Mastered
Run It Back Mastered
Piercing Cry Mastered
Prolong Mastered
Kinetic:
Hot Weapon - Mastered
Stun - Mastered
1000 Years of Pain Kai - Mastered
Drunken Stupor - Mastered
Facepalm - Mastered
Crippled - Mastered
Silly Fingers - Mastered
Crossed Wires - Mastered
Phoenix Embrace - Mastered
Lingering Spark - Mastered
Petrification - Mastered
Crush Depth - Mastered
Puppet Betrayal - Mastered
Visual:
Mimic Mastered
False Surroundings - Mastered
Eye Strain Mastered
Basic Clone Mastered
Blur - Mastered
Rorschack Eye Mastered
Double Vision Mastered
Verse of Darkness Mastered
Mime Box - Mastered
The Reaper's Gaze - Mastered
Body Double - Mastered
Night - Mastered
Will
Lethargy- Mastered
Tourniquet - Mastered
Intimidation Mastered
Amnesia Mastered
Oblivious Rapture - Mastered
Corruption of the Earthly Plain - Mastered
Deception - Mastered
Favoritism - Mastered
Wasteful Mastered
Trebmling Music Mastered
Pained Expressions Mastered
Appreciation of Music Mastered
Gong Mastered
Sometimes Shouting Works Mastered
Deaf Mastered
Run It Back Mastered
Piercing Cry Mastered
Prolong Mastered
Kinetic:
Hot Weapon - Mastered
Stun - Mastered
1000 Years of Pain Kai - Mastered
Drunken Stupor - Mastered
Facepalm - Mastered
Crippled - Mastered
Silly Fingers - Mastered
Crossed Wires - Mastered
Phoenix Embrace - Mastered
Lingering Spark - Mastered
Petrification - Mastered
Crush Depth - Mastered
Puppet Betrayal - Mastered
Visual:
Mimic Mastered
False Surroundings - Mastered
Eye Strain Mastered
Basic Clone Mastered
Blur - Mastered
Rorschack Eye Mastered
Double Vision Mastered
Verse of Darkness Mastered
Mime Box - Mastered
The Reaper's Gaze - Mastered
Body Double - Mastered
Night - Mastered
Will
Lethargy- Mastered
Tourniquet - Mastered
Intimidation Mastered
Amnesia Mastered
Oblivious Rapture - Mastered
Corruption of the Earthly Plain - Mastered
One with the Sky: 19/20
[fontsize="12"]A ninja who is one with the sky is incredibly attuned to the elements of lightning. Their lightning jutsu are much more potent than the average shinobi, and they gain additional effects when they use them.
Lightning Absorption<i></i> - Passive (3 points)
Restriction- B Rank and up
Sky ninja with this ability are so attuned to lightning that most lightning attacks don’t even hurt them, and many weaker currents actually heal them. The slightest touch of a lightning bolt becomes a refreshing jolt of energy to one with this skill.
Effect: E-D Rank lightning jutsu heal the user for that much HP instead of damage. Take only 85% damage from C-Rank lightning jutsu and 90% damage from B-Rank lightning jutsu.
Shocking Current<i></i> - Passive (2 points)
Restriction- C Rank and up
Sky ninja who have this ability enhance their lightning jutsu to have lingering effects of stunning properties. The enemy moves much slower under this effect, their movements impeded, makingthem easier to hit.
Effect: Lightning jutsu have a 30% chance to impart a -1 dodge penalty for 3 rounds. This effect stacks up to 3 times; stacking does not renew old penalty timers.
Path of Raiden - Modification (3 points)
Restriction- Requires a Minor in Lightning
A true master of lightning and thunder, Raiden was able to control the elements and wield them through his weapon with amazing strength. The user does the same with their lightning jutsu, increasing the damage that they do when channeled jutsu are cast their their weapon.
Effect: When using the elemental affinity move "Channeling", weapon strikes deals 150 Lightning damage per hit as well as it's normal damage. Strikes with this weapon count as lightning damage while this technique is active. All strikes with this weapon give the target a 4% chance of paralysis when performing actions, for three rounds. When Chakra Extension is active, all hits deal an additional +10% on partial hits. When weapon strikes miss by1, lightning damage equal to 30% of the weapon's base damage is dealt to the opponent.
Charge<i></i> - Boost (1 point) *3
Restriction- May only be purchased up to three times.
Being more skilled with lightning jutsu than others, naturally their lightning jutsu do more damage. Their inner thunder seems to crackle outwardly when this skill is mastered, marking their skill with it.
Effect: +5% Lightning Damage
Static<i></i> - Passive (2 Points)
The electricity coursing through their bodies almost all the time has the potential to stun those with the misfortune to be hit by them. Beware when attacking at melee range; the voltage sparking through a Sky ninja can be quite shocking.
Effect: With any melee attack by the user, there is a 10% chance to inflict paralysis on the target, causing -1 AP usable for the next round. Effect does not stack on the same target more than once a round.
Electromagnetic Pulse<i></i> - Dependent Special Move (2 Points)
Restriction- Must have three lightning jutsu mastered.
Storing and releasing lightning energy at a later time is one thing, but sometimes you just need to hit everything, right now. This technique of the Sky nin has the added bonus of potentially stunning the opponent even without Shocking Current.
Effect: By increasing the chakra cost of a Lightning Ninjutsu by +20% CP, a lightning jutsu can be converted into an area of effect pulse that strikes up to three targets chosen by the user, inflicting +10% damage with an increased +5% chance to stun/paralyze/etc.
Thunder Armor - Independent Special Move (2 points)
Restriction- C Rank and Up, Three mastered Lightning jutsu
Immune to weaker Lightning attacks and resistant to stronger, Sky nin can also use their lightning power to build up a shocking shield around themselves. Anyone who draws near to them will feel a static shock, electricity coursing through them at an attempt to strike.
Effect: The user creates a shield of lightning around their body for 1000 CP and 1.5 AP. While it remains active, all melee attacks against the user do 20% recoil buffable lightning damage to the attacker and have a 20% chance to cause stun. Stunning causes -1 dodge for three rounds and cannot stack more than twice per target. Chance to stun stacks with Shocking Current, but the two combined cannot impart more than -4 dodge at once per target. Costs 300 CP/round to maintain.
Chain Lightning<i></i> - Jutsu (1 point, 1 to rank up) *2
Restriction- A-Rank and up
This fearsome lightning attack summons a powerful bolt of lightning that leaps from enemy to enemy until it runs out of power, wreaking havoc in large groups.
Rank 1: Deals 4000 damage at +1 accuracy, then randomly jumps to another enemy or metallic object within 15ft of the initial target, dealing 600 less damage at 2 less accuracy. Repeat this process until the bolt misses or deals no damage.
Rank 2: Deals 4500 damage at +2 accuracy, then randomly jumps to another enemy or metallic object within 20ft of the initial target, dealing 800 less damage at 2 less accuracy. Repeat this process until the bolt misses or deals no damage.
Cost: 3500 chakra and 3 AP
Notes:</I> Can only strike each target once.[/fontsize]
Lightning Absorption<i></i> - Passive (3 points)
Restriction- B Rank and up
Sky ninja with this ability are so attuned to lightning that most lightning attacks don’t even hurt them, and many weaker currents actually heal them. The slightest touch of a lightning bolt becomes a refreshing jolt of energy to one with this skill.
Effect: E-D Rank lightning jutsu heal the user for that much HP instead of damage. Take only 85% damage from C-Rank lightning jutsu and 90% damage from B-Rank lightning jutsu.
Shocking Current<i></i> - Passive (2 points)
Restriction- C Rank and up
Sky ninja who have this ability enhance their lightning jutsu to have lingering effects of stunning properties. The enemy moves much slower under this effect, their movements impeded, makingthem easier to hit.
Effect: Lightning jutsu have a 30% chance to impart a -1 dodge penalty for 3 rounds. This effect stacks up to 3 times; stacking does not renew old penalty timers.
Path of Raiden - Modification (3 points)
Restriction- Requires a Minor in Lightning
A true master of lightning and thunder, Raiden was able to control the elements and wield them through his weapon with amazing strength. The user does the same with their lightning jutsu, increasing the damage that they do when channeled jutsu are cast their their weapon.
Effect: When using the elemental affinity move "Channeling", weapon strikes deals 150 Lightning damage per hit as well as it's normal damage. Strikes with this weapon count as lightning damage while this technique is active. All strikes with this weapon give the target a 4% chance of paralysis when performing actions, for three rounds. When Chakra Extension is active, all hits deal an additional +10% on partial hits. When weapon strikes miss by1, lightning damage equal to 30% of the weapon's base damage is dealt to the opponent.
Charge<i></i> - Boost (1 point) *3
Restriction- May only be purchased up to three times.
Being more skilled with lightning jutsu than others, naturally their lightning jutsu do more damage. Their inner thunder seems to crackle outwardly when this skill is mastered, marking their skill with it.
Effect: +5% Lightning Damage
Static<i></i> - Passive (2 Points)
The electricity coursing through their bodies almost all the time has the potential to stun those with the misfortune to be hit by them. Beware when attacking at melee range; the voltage sparking through a Sky ninja can be quite shocking.
Effect: With any melee attack by the user, there is a 10% chance to inflict paralysis on the target, causing -1 AP usable for the next round. Effect does not stack on the same target more than once a round.
Electromagnetic Pulse<i></i> - Dependent Special Move (2 Points)
Restriction- Must have three lightning jutsu mastered.
Storing and releasing lightning energy at a later time is one thing, but sometimes you just need to hit everything, right now. This technique of the Sky nin has the added bonus of potentially stunning the opponent even without Shocking Current.
Effect: By increasing the chakra cost of a Lightning Ninjutsu by +20% CP, a lightning jutsu can be converted into an area of effect pulse that strikes up to three targets chosen by the user, inflicting +10% damage with an increased +5% chance to stun/paralyze/etc.
Thunder Armor - Independent Special Move (2 points)
Restriction- C Rank and Up, Three mastered Lightning jutsu
Immune to weaker Lightning attacks and resistant to stronger, Sky nin can also use their lightning power to build up a shocking shield around themselves. Anyone who draws near to them will feel a static shock, electricity coursing through them at an attempt to strike.
Effect: The user creates a shield of lightning around their body for 1000 CP and 1.5 AP. While it remains active, all melee attacks against the user do 20% recoil buffable lightning damage to the attacker and have a 20% chance to cause stun. Stunning causes -1 dodge for three rounds and cannot stack more than twice per target. Chance to stun stacks with Shocking Current, but the two combined cannot impart more than -4 dodge at once per target. Costs 300 CP/round to maintain.
Chain Lightning<i></i> - Jutsu (1 point, 1 to rank up) *2
Restriction- A-Rank and up
This fearsome lightning attack summons a powerful bolt of lightning that leaps from enemy to enemy until it runs out of power, wreaking havoc in large groups.
Rank 1: Deals 4000 damage at +1 accuracy, then randomly jumps to another enemy or metallic object within 15ft of the initial target, dealing 600 less damage at 2 less accuracy. Repeat this process until the bolt misses or deals no damage.
Rank 2: Deals 4500 damage at +2 accuracy, then randomly jumps to another enemy or metallic object within 20ft of the initial target, dealing 800 less damage at 2 less accuracy. Repeat this process until the bolt misses or deals no damage.
Cost: 3500 chakra and 3 AP
Notes:</I> Can only strike each target once.[/fontsize]
New Core Ability:
Spiritualist 20/20
[fontsize="12"]Disparaging of evil, the Spiritualist is one who believes in the path of purification, using their spiritual talents to ward off demons and protect the innocent. Traditionally guardians of shrines, more recently they have started applying their spiritual powers to protecting in a more active way. Their powers of healing and channeling are said to come directly from divinity.
Note: All techniques and buffs from this Core Ability are classified as Light.
Note: One of these following three must be followed when being a Spiritualist:
Holy Weapon<i></i> - Passive (3 points) 3 points
The blade of the Spiritualist must be mighty and strike true, just as all their blows must. One with this special affinity can strike well indeed. The inner light of the user's chakra shimmers off a blade with this power in it, and they are said never to grow dull or rusty, and the wood of their wooden weapons to never rot or need polishing.
Effect: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
White Blessing<i></i> - Boost (1 point) 2 points
Restriction- Can only be purchased twice
Spiritualist emanate a calming, pacifying aura that washes over their allies, imbuing them with a sense of precision and clear-mindedness that makes their strikes more precise.
Effect: User and allies gain +1 accuracy. Does not stack with other users of White Blessing.
Holy Embodiment<i></i> - Passive (3 points) 3 points
Restriction- C Rank and up
As guardians against evil, Spiritualists are naturally resistant to the effects of it. They do not shirk in the face of fear, nor are they repelled easily. Those Spiritualists with this skill are said to have the appearance of a shimmering white aura around them by those sensitive to such things, as if to shield them.
Effect: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.
Sacred Style<i></i> - Physical Style (2 points) 2 points
Restriction- C Rank and up, requires Holy Weapon
Occasionally their natural passive aura isn't strong enough, so the Spiritualist must sharpen and hone their aura to let them move faster and with more precision than normal. In this state, anyone can see the radiant white chakra that spills off of both the Spiritualist and their weapon, and they are able to swing around the heaviest of weapons one-handed with little regard to weight.
Effect: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction. All CP costs are increased by 15% while active.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
Divine Health<i></i> - Boost (1 points) 3 points
Restriction- Can be purchased up to three times
As their spiritual powers are divine, so is their ability to repair and restore others. A Spiritualist not only is able to fix others wounds at an increased rate, but when the favor is returned, they heal more quickly themselves as well.
Effect: All Healing jutsu used by or on the user is increased by +5%. In addition, the user recovers +1% Max HP while resting.
Clarity Strike<i></i> - Dependent Special Move (3 points) 3 points
Not only skilled with their weapons, the Spiritualist is able to channel their specialized chakra into a spell, making it bypass even the strongest defenses. The Ninjutsu cast using this technique are enhanced with the natural aura of the user.
Effect: Able to convert one Ninjutsu into a single-target non-elemental attack at +20% damage for an extra +20% chakra. This attack is considered 'light' element and cuts through half of all Ninjutsu damage reduction.
Spiritual Chakra<i></i> - Boost (1 point) 2 points
Restriction- Can be purchased twice
The default chakra of a Spiritualist is not the same as that of their fellow ninja, but rather gifted with a different kind of power altogether. It seems to cut through anything that hinders it with little effort.
Effect: +5% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
Illuminate<i></i> - Jutsu (1 point, 1 point to rank up) 2 points
Restriction- A-Rank and up
The most powerful weapon in a Spiritualist's arsenal, this technique consists of a flurry of their special chakra directed at the opponent, striking them in a series of damaging rays. The attack usually stuns those who haven't seen it before, as the flashes of light emitted are quite bright and as unnatural-seeming as the rest of the Spiritualist's skills.
Rank 1: Five flashes of light chakra at 1000 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Rank 2: Five flashes of light chakra at 1200 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Cost: 2750 CP and 3 AP
Notes:<I> Counts as a light energy technique.[/fontsize]
Note: All techniques and buffs from this Core Ability are classified as Light.
Note: One of these following three must be followed when being a Spiritualist:
- If Spiritualist outside of Medical Branch: Allowed access to learn all medical jutsus.
- If Spiritualist inside Medical Branch: Given a second free medical ability.
- If Spiritualist inside Medical Branch leaves: Second free medical ability takes up a slot or is lost, depending on players choice.
Holy Weapon<i></i> - Passive (3 points) 3 points
The blade of the Spiritualist must be mighty and strike true, just as all their blows must. One with this special affinity can strike well indeed. The inner light of the user's chakra shimmers off a blade with this power in it, and they are said never to grow dull or rusty, and the wood of their wooden weapons to never rot or need polishing.
Effect: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
White Blessing<i></i> - Boost (1 point) 2 points
Restriction- Can only be purchased twice
Spiritualist emanate a calming, pacifying aura that washes over their allies, imbuing them with a sense of precision and clear-mindedness that makes their strikes more precise.
Effect: User and allies gain +1 accuracy. Does not stack with other users of White Blessing.
Holy Embodiment<i></i> - Passive (3 points) 3 points
Restriction- C Rank and up
As guardians against evil, Spiritualists are naturally resistant to the effects of it. They do not shirk in the face of fear, nor are they repelled easily. Those Spiritualists with this skill are said to have the appearance of a shimmering white aura around them by those sensitive to such things, as if to shield them.
Effect: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.
Sacred Style<i></i> - Physical Style (2 points) 2 points
Restriction- C Rank and up, requires Holy Weapon
Occasionally their natural passive aura isn't strong enough, so the Spiritualist must sharpen and hone their aura to let them move faster and with more precision than normal. In this state, anyone can see the radiant white chakra that spills off of both the Spiritualist and their weapon, and they are able to swing around the heaviest of weapons one-handed with little regard to weight.
Effect: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction. All CP costs are increased by 15% while active.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
Divine Health<i></i> - Boost (1 points) 3 points
Restriction- Can be purchased up to three times
As their spiritual powers are divine, so is their ability to repair and restore others. A Spiritualist not only is able to fix others wounds at an increased rate, but when the favor is returned, they heal more quickly themselves as well.
Effect: All Healing jutsu used by or on the user is increased by +5%. In addition, the user recovers +1% Max HP while resting.
Clarity Strike<i></i> - Dependent Special Move (3 points) 3 points
Not only skilled with their weapons, the Spiritualist is able to channel their specialized chakra into a spell, making it bypass even the strongest defenses. The Ninjutsu cast using this technique are enhanced with the natural aura of the user.
Effect: Able to convert one Ninjutsu into a single-target non-elemental attack at +20% damage for an extra +20% chakra. This attack is considered 'light' element and cuts through half of all Ninjutsu damage reduction.
Spiritual Chakra<i></i> - Boost (1 point) 2 points
Restriction- Can be purchased twice
The default chakra of a Spiritualist is not the same as that of their fellow ninja, but rather gifted with a different kind of power altogether. It seems to cut through anything that hinders it with little effort.
Effect: +5% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
Illuminate<i></i> - Jutsu (1 point, 1 point to rank up) 2 points
Restriction- A-Rank and up
The most powerful weapon in a Spiritualist's arsenal, this technique consists of a flurry of their special chakra directed at the opponent, striking them in a series of damaging rays. The attack usually stuns those who haven't seen it before, as the flashes of light emitted are quite bright and as unnatural-seeming as the rest of the Spiritualist's skills.
Rank 1: Five flashes of light chakra at 1000 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Rank 2: Five flashes of light chakra at 1200 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Cost: 2750 CP and 3 AP
Notes:<I> Counts as a light energy technique.[/fontsize]
0. Shinobi 101 Journeyman (Will Gen using Melee Accuracy)
1. Quick Draw
2. Defensive Technique
3. Fire Stance
4. Initiative
5. Strategist
6. Weapon Mastery - Projectile
7. Poison Mastery
8. Deadeye
9. Bloody Mess
10. Human Anatomy
11.Called Shot
ASP. Tactical Pacifist
1. Quick Draw
2. Defensive Technique
3. Fire Stance
4. Initiative
5. Strategist
6. Weapon Mastery - Projectile
7. Poison Mastery
8. Deadeye
9. Bloody Mess
10. Human Anatomy
11.Called Shot
ASP. Tactical Pacifist
Affinities:
Total Elemental Affinity Result:
Major: Non-elemental, Lightning, Earth
Minor: Fire, Wind, Gravity, Magnetic, Radiation, Wood
Advanced Elements Acquired: Gravity, Magnetic, Radiation, Wood
Total Sensory Affinities Result:
Mastery: Will
Knowledge: Kinetic, Audial, Visual
Major: Non-elemental, Lightning, Earth
Minor: Fire, Wind, Gravity, Magnetic, Radiation, Wood
Advanced Elements Acquired: Gravity, Magnetic, Radiation, Wood
Total Sensory Affinities Result:
Mastery: Will
Knowledge: Kinetic, Audial, Visual
Weapons:
*Choosen Holy Weapon*Cloud Splitter: Slashing - Suppression
Accuracy Modifier: +2
Damage Modifier: -10%
1. Trick Weapon - Projectile Taijutsu
2. Blood Rack
3. Primal
Holy Weapon: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
Cloud Shaper: Slashing - Bleeding
Accuracy Modifier: +2
Damage Modifier: -10%
1. Trick Weapon - Piercing Taijutsu
2. Wired
3. Primal
Cloud Whisperer: Projectile - Suppression
Accuracy Modifier: +2
Damage Modifier: -10%
1. Tracer
2. Quick Switch
3. Lantern
Cloud Hopper: Unarmed - Hand-seal allowance
Accuracy Modifier: +2
Damage Modifier: -10%
1. Steady
2. Vampiric
3. Chakra Drain
Cloud Wonderer: Bludgeoning - Suppression
Accuracy Modifier: +2
Damage Modifier: -10%
1. Steady
2. Vanguard
3. Primal
Accuracy Modifier: +2
Damage Modifier: -10%
1. Trick Weapon - Projectile Taijutsu
2. Blood Rack
3. Primal
Holy Weapon: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
Cloud Shaper: Slashing - Bleeding
Accuracy Modifier: +2
Damage Modifier: -10%
1. Trick Weapon - Piercing Taijutsu
2. Wired
3. Primal
Cloud Whisperer: Projectile - Suppression
Accuracy Modifier: +2
Damage Modifier: -10%
1. Tracer
2. Quick Switch
3. Lantern
Cloud Hopper: Unarmed - Hand-seal allowance
Accuracy Modifier: +2
Damage Modifier: -10%
1. Steady
2. Vampiric
3. Chakra Drain
Cloud Wonderer: Bludgeoning - Suppression
Accuracy Modifier: +2
Damage Modifier: -10%
1. Steady
2. Vanguard
3. Primal
Equipment Slots:
W Holster 1. Cloud Splitter
W Holster 2. Cloud Shaper
1. Weapon Holster: Cloud Hopper
2. Backpack: -2 Dodge
- Syringe (Heaven's Touch)
- Lullaby Powder
- Mustard Gas
- Strainweed
- 8 Ninja Wire
3. 3 Energy Drinks
4. Belt Pouch 1
- 5 E- Notes
- 3 Binding Agent
5. Belt Pouch 2
- 8 Ninja Wire
- 8 Ninja Wire
ASP Slot 1. Weapon Holster: Cloud Whisperer
ASP Slot 2. Weapon Holster: Cloud Wonderer
Special:
Harry Houdini
+4 Roleplay Slot
+2 Equipment Slots
+ 1 Ability Slot
+ 2 Class Bonus Points
Training Thread Reference:
http://www.ninpocho.com/viewtopic.php?f=561&t=46545
Dojo Thread Reference:
http://www.ninpocho.com/viewtopic.php?f=560&t=46484