Jinchuuriki 3/11 Ability Slots
Abilities 8+2/11+2 Ability Slots
Effects:
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinchuuriki skills do not require handseals.
- All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
- All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.
Note:
- Because of their Inner Demon's Chakra, when any Demon Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their demon's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the demon's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinchuuriki and their Bloodline/CA do not stack beyond +10.
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this demon can be made freely, this demon cannot be tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.
- When gaining this kinjutsu, the user may choose any base or advanced element of Ninjutsu to be the affinity of their inner demon. All Ninjutsu of this Element do not require Handseals as the demon bestows unnatural abilities to the user.
- They are treated as having a 'minor' affinity to this element in their base form, and a 'major' affinity in it when in either Demon Cloak form.
- If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- While in the Demon Cloak, the user has a chance to not be able to detect friend or foe due to the power of their inner demon. Every attack has a certain percentage chance to cause the Jinchuuriki to attack a random target on the field. This only applies to the effected action, not the rest of the fight.
- Jinchuuriki skills do not require handseals.
- All Jinchuuriki techniques receive Damage/Cp reduction buffs to the user's chosen Element.
- All melee attacks made by the Jinchuuriki use their chosen element's Ninjutsu Accuracy, receiving the chosen element's Damage and Cp buffs and replacing the Melee accuracy/damage buffs.
Note:
- Because of their Inner Demon's Chakra, when any Demon Cloak is activated, any Bloodline and CA Transformation-type technique becomes negated as the user now becomes somewhat possessed by their demon's energies. This does not apply to 'Activated' passives such as Doujutsu or other Core Ability Activated Passives. In addition, No curse seal's may be active during this time as the demon's strength is too powerful to be overridden. Accuracy/Dodge buffs from Jinchuuriki and their Bloodline/CA do not stack beyond +10.
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this demon can be made freely, this demon cannot be tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.
Abilities 8+2/11+2 Ability Slots
00. Journeyman - Main Branch
0. Shinobi 101 - Kinetic Genjutsu -> Ninjutsu Accuracy
- Jutsu cost -5% Chakra.
- Being in a [Mission] does not take up an Rp slot. The user is still limited to normal Mission rules.
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1. Healing Factor
- The user gains 3% Max HP at the end of each round.
- All Medical Jutsu are +10% more effective on the user.
Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
2. Elementalist
- The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element.
- Cannot stack either Channeling ability.
3. Combat Instinct
- Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries.
- At lower than 80% Max Hp, this is +.5, at below 60% Max Hp this is +1, at below 40% Max Hp this is +1.5, at below 20% Max Hp this is +2.
4. Supercharge
- When the user is hit with a Ninjutsu attack, any damage taken by it is reduced by 5%. This reduced damage is then added to their next Ninjutsu attack as bonus damage that cannot be buffed through any source (it can still be reduced).
- The user can be charged with the bonus damage of up to three attacks at a time. If this ability activates any further, then the newest damage will overwrite the oldest bonus damage.
- Effects which cut through, bypass, or otherwise negate Damage Reduction do not apply to this ability.
5. Hyperactive
The user regains +3% of their Max CP back at the beginning of every round.
6. Jutsu Mastery
- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.
- Example: A Special Action that requires 20% of the CP paid, would now cost 10% of the CP paid.
7. Elemental Aura
- Chakra Armor cost .5 Ap less than usual, and gain +1 to overall round limitation.
- While Chakra Armor is active, any Secondary Effect chances of the same element used by or against the user are treated +/- 10% in the user's favor. This only applies to the effect's chance of activating, not the actual effect itself.
8. Human Anatomy
- The user gains +1 Critical Range to all attacks.
- All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).
0. Shinobi 101 - Kinetic Genjutsu -> Ninjutsu Accuracy
- Jutsu cost -5% Chakra.
- Being in a [Mission] does not take up an Rp slot. The user is still limited to normal Mission rules.
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1. Healing Factor
- The user gains 3% Max HP at the end of each round.
- All Medical Jutsu are +10% more effective on the user.
Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
2. Elementalist
- The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element.
- Cannot stack either Channeling ability.
3. Combat Instinct
- Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries.
- At lower than 80% Max Hp, this is +.5, at below 60% Max Hp this is +1, at below 40% Max Hp this is +1.5, at below 20% Max Hp this is +2.
4. Supercharge
- When the user is hit with a Ninjutsu attack, any damage taken by it is reduced by 5%. This reduced damage is then added to their next Ninjutsu attack as bonus damage that cannot be buffed through any source (it can still be reduced).
- The user can be charged with the bonus damage of up to three attacks at a time. If this ability activates any further, then the newest damage will overwrite the oldest bonus damage.
- Effects which cut through, bypass, or otherwise negate Damage Reduction do not apply to this ability.
5. Hyperactive
The user regains +3% of their Max CP back at the beginning of every round.
6. Jutsu Mastery
- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.
- Example: A Special Action that requires 20% of the CP paid, would now cost 10% of the CP paid.
7. Elemental Aura
- Chakra Armor cost .5 Ap less than usual, and gain +1 to overall round limitation.
- While Chakra Armor is active, any Secondary Effect chances of the same element used by or against the user are treated +/- 10% in the user's favor. This only applies to the effect's chance of activating, not the actual effect itself.
8. Human Anatomy
- The user gains +1 Critical Range to all attacks.
- All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).