Re: Haru Training Thread.
Training Post 11 WC: 272
Stats:
Agility: 50/100
Stamina: 50/100
Taijutsu: 50/100
Ninjutsu: 77/100
Genjutsu: 50/100
Chakra Control: 55/100
Power Level: 332
Blood Line Control: 90 (+35 from class ability)
Jutsu:
+35 Agility
Training Post 11 WC: 272
Stats:
Agility: 50/100
Stamina: 50/100
Taijutsu: 50/100
Ninjutsu: 77/100
Genjutsu: 50/100
Chakra Control: 55/100
Power Level: 332
Blood Line Control: 90 (+35 from class ability)
Jutsu:
E Rank:
Storm Fist
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.
Information
Prerequisites: E-rank
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.
Master Cost: 120 Cp
Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
Uncalled for shot. A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.
Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.
Master: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Master Cost: 70 Cp
Notes:
- This does not stack.
Stun - Level 1 Kinetic
A simple genjutsu that causes one to feel a sudden spark of electricity that lasts for a split second, but can be used to mess up techniques involving concentration..
Information
Prerequisites: Genjutsu 10
Master: 10% chance to cause a random maintained jutsu to be dispelled.
Cost: 30 Chakra to initiate
D Rank:
Thunderclap
A technique that gathers lightning energy into a small area, condensing them together before releasing it, causing multiple lightning bolts to strike out and attack all those nearby. The bolts themselves are not accurate or powerful, but they are numerous enough to make up for that shortcoming.
Information
Prerequisites: D-rank
Rank 1: Creates a field that releases 6 lightning bolts to strike an area. Each deals 170 Damage at +2 Accuracy.
Master: Creates a field that releases 7 lightning bolts to strike an area. Each deals 215 Damage at +2 Accuracy.
Special Action - Storm Chaser: By paying +20% Cp, the user may give this jutsu a 12%/16% chance of being rerolled if an initial strike misses.
Rank 1 Cost: 190 Cp
Master Cost: 240 Cp
Notes:
- A target may only be hit by three bolts; however this may be split among multiple targets.
viewtopic.php?f=360&t=5044
Electrocution
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.
Information
Prerequisites: D-rank
Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.
Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.
Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.
Rank 1 Cost: 240 Cp
Master Cost: 300 Cp
Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
Electroshock
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.
Information
Prerequisites: D-rank
Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.
Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.
Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd
Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.
Storm Fist
A jutsu that concentrates and condenses electrical energy into the fingertips of the user. Once used, this charged energy may be release at a distant target by simply pointing two fingers, releasing the electrons in the form of a quick bolt of lightning. Though fast, this technique moves in a straight line once shot.
Information
Prerequisites: E-rank
Master: Shoots a bolt of lightning that deals 355 damage at -1 accuracy. This has a 8% chance to 'Stun' the target.
Master Cost: 120 Cp
Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
Uncalled for shot. A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.
Information
Prerequisites: E-rank, A weapon with the Unarmed Damage Type.
Master: 1 Strike at +3 Accuracy dealing 220 Damage. Upon a Full Hit, this has a 10% chance to inflict a -1 Dodge to the next Offensive Action targeting the target.
Master Cost: 70 Cp
Notes:
- This does not stack.
Stun - Level 1 Kinetic
A simple genjutsu that causes one to feel a sudden spark of electricity that lasts for a split second, but can be used to mess up techniques involving concentration..
Information
Prerequisites: Genjutsu 10
Master: 10% chance to cause a random maintained jutsu to be dispelled.
Cost: 30 Chakra to initiate
D Rank:
Thunderclap
A technique that gathers lightning energy into a small area, condensing them together before releasing it, causing multiple lightning bolts to strike out and attack all those nearby. The bolts themselves are not accurate or powerful, but they are numerous enough to make up for that shortcoming.
Information
Prerequisites: D-rank
Rank 1: Creates a field that releases 6 lightning bolts to strike an area. Each deals 170 Damage at +2 Accuracy.
Master: Creates a field that releases 7 lightning bolts to strike an area. Each deals 215 Damage at +2 Accuracy.
Special Action - Storm Chaser: By paying +20% Cp, the user may give this jutsu a 12%/16% chance of being rerolled if an initial strike misses.
Rank 1 Cost: 190 Cp
Master Cost: 240 Cp
Notes:
- A target may only be hit by three bolts; however this may be split among multiple targets.
viewtopic.php?f=360&t=5044
Electrocution
A technique which allows the user to strike their targets with electrical energy by channeling their chakra into the ground or other substance touching a target. Guided by chakra, this burst of lightning travels through the medium until it reaches the target, often catching them by surprise. As it is guided by chakra, this technique is capable of moving through Lightning-proof objects.
Information
Prerequisites: D-rank
Rank 1: Channels lightning through a surface to deal 720 damage. This jutsu has a 8% chance to 'Stun' the target and be treated as a sneak attack.
Master: Channels lightning through a surface to deal 900 damage. This jutsu has a 12% chance to 'Stun' the target and be treated as a sneak attack.
Special Action: By paying +20% Cp, the user may allow this jutsu to use Melee Accuracy, and ignore Damage Reduction. This has no chance of being a Sneak Attack.
Special Action: By paying +20% Cp, the user may sacrifice both effects to allow this jutsu to bypass barriers.
Rank 1 Cost: 240 Cp
Master Cost: 300 Cp
Notes:
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
Electroshock
This jutsu channels intense electricity to course through a target to cause completely uncontrollable convulsions throughout their muscles and body; effectively paralyzing them for the duration of their shock.
Information
Prerequisites: D-rank
Rank 1: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 12% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active. - While a target is effected by this jutsu, 'Paralysis' has no limit and may effect multiple actions during a round.
Master Rank: Shocks a target, inflicting one level of 'Paralysis' and 'Electrocution'. Additionally, their is a 16% chance that 'Paralysis' will have no limit to how many actions it may effect while this jutsu is in active.
Special Action: The user may pay +20% CP to sacrifice the 'Electrocution' effect and make the no-limit paralysis effect apply automatically.
Rank 1 Cost: 240 CP, 225 CP/Rnd
Master Rank Cost: 300 CP, 280 CP/Rnd
Notes:
- Lasts 2 Rounds or until it is resisted. A Nin check is made at the start of each round.
- The 'Paralysis' effect gives the victim a 10% to auto-fail a single action performed during a round. This effect lasts a full round, and may stack twice. Only one action may auto-fail per round.
- The 'Electrocution' effect causes a target to take damage equal to HP damage equal to 10% of the CP the target uses. This lasts a full round, and stacks up to three times.
+35 Agility
