Name: Rounin Satsu
IC Rank: Jounin
OOC Rank: A
Age:21
Gender: Male
Kinjutsu: Rikudou Sennin
Character Physical Description:
Character History:
Stats:
Agility 475/525
Stamina 330/525
Ninjutsu 240/525
Taijutsu 475/525
Genjutsu 245/525
Chakra Control 240/525
PL: 2005
Stat Avarage: 319
Character Level: 9
HP: 24,420
CP: 10,320
AP: 8
Class:
<Lord> [Veteran]
HP: (65+9) x 330 =24,420
CP: (35+9) x 240 = 10,320
Class Bonus: Kinjutsu
High: Melee Accuracy
Average: Evade, Genjutsu DC, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Puppet Accuracy
BL:
jutsu:
Abilities
0) Shinobi101 Taijutsu Slashing
0) MB - Journeyman
1) Bloody Mess
2) Combat Instinct
3) Called Shot
4) Nimble Hands
5) Concentration
6) Hidden Power
7) Human Anatomy
8) Insight
9) Kinjutsu
10) Kinjutsu
11) Kinjutsu
Equipment
1. Explosive Notes x5
2. Headset
3. Health Pills x3
4. Energy Drink x3
5. Belt Pouch [Ninja Wire , Kawarimi Target]
IC Rank: Jounin
OOC Rank: A
Age:21
Gender: Male
Kinjutsu: Rikudou Sennin
Character Physical Description:
Hair: dark brown, mid length.
Eye color: complicated( applying for RS right off the bat)
Hight:180 centimeters
Build: a bit skinny and muscular.
Satsu has mid lengthed black hair, usually wears a black sleevless shirt with golden linings, pure gold buttons, white weapon strap that goes in an X form across his chest and a white cape connected to a shoulder armor with his family's crest carved into it. Black linen pants with tall gray boots and mostly he ware shades to cover his eyes. All and all, he looked very nobal.
Character Behavioral Description:Satsu is a friendly guy, makes friends easily and remains loyal to them. Most of the times he is being serous he's working, but even then he manages to sneak in a cheesy joke or pun to lighten the mood.
Eye color: complicated( applying for RS right off the bat)
Hight:180 centimeters
Build: a bit skinny and muscular.
Satsu has mid lengthed black hair, usually wears a black sleevless shirt with golden linings, pure gold buttons, white weapon strap that goes in an X form across his chest and a white cape connected to a shoulder armor with his family's crest carved into it. Black linen pants with tall gray boots and mostly he ware shades to cover his eyes. All and all, he looked very nobal.
Character Behavioral Description:Satsu is a friendly guy, makes friends easily and remains loyal to them. Most of the times he is being serous he's working, but even then he manages to sneak in a cheesy joke or pun to lighten the mood.
Character History:
Academy days:
Rounin Satsu born to the Rounin royal family, at the Rounin estate just outside the Iwagakure village. His parents were loving and kind, in turn he grew up to be a noble lad always looking to give a hand to the workers of his family's lands. He would never look down on people and was well trained by his father to protect their lands. One day, his parents went to a nobles meeting in the village. That day a crime organization bursted in and killed all the nobles including his mother and father. That day, he made it his goal to become a detective and try to make this world a better place. He left his estate to his butler's care and headed off to the Shinobi Academy in Iwagakure village. Since he was already trained before, he was already noticed by his peers and teachers alike although he always kept one secret from everyone, hiding behind his shades. In no time, he proved himself and past the Genin exam and was closer to achieve his goal of becoming a detective.
Genin till Jonin days:
When he was a Genin Satsu was driven to perfect his Taijutsu arts and started working harder on his swordsmanship and physical training. It paid off very well for him and he just became stronger and more sharp minded as he continued on. He would go on missions and proved his worth to his superiors when at the age of 13 he passed the Chunin exam and a few years later at the age of 17 he became a Jonin, but he still had a bit more to go.
Jonin till today:
Being Jonin is not an easy feat. Arrests , drug busts, and sting operations became a regular thing for Satsu, his skills sharp his jutsus mastered, yet there was still more to explore. For 4 years he was dedicated to stop crimes and apprehend suspects, working with medics ANBU operatives and informants. It was his last case that got him promoted, he got to a distress call in an apartment building, but he was there just one moment too late, he found the mutilated body of a teen girl in her room.
He looked around the room realizing that the man in charge couldn't be too far ahead, his sharp mind realizing that he had seen this method before, it was a serial killer who was active in the past few weeks, praying on the young and beautiful. He followed the evidence the scene rewinding in his minds eye. He didn't wait for the detectives to arrive, he was closer and he could take the man responsible down. And so he did, he followed the evidence to a near by shack there he captured the psychopath using his skills as a Shinobi. These actions made him stand out in the precinct and in no time he got promoted to detective.
Now he made it to the position he was aiming for and he is off to begin his new adventure.
Rounin Satsu born to the Rounin royal family, at the Rounin estate just outside the Iwagakure village. His parents were loving and kind, in turn he grew up to be a noble lad always looking to give a hand to the workers of his family's lands. He would never look down on people and was well trained by his father to protect their lands. One day, his parents went to a nobles meeting in the village. That day a crime organization bursted in and killed all the nobles including his mother and father. That day, he made it his goal to become a detective and try to make this world a better place. He left his estate to his butler's care and headed off to the Shinobi Academy in Iwagakure village. Since he was already trained before, he was already noticed by his peers and teachers alike although he always kept one secret from everyone, hiding behind his shades. In no time, he proved himself and past the Genin exam and was closer to achieve his goal of becoming a detective.
Genin till Jonin days:
When he was a Genin Satsu was driven to perfect his Taijutsu arts and started working harder on his swordsmanship and physical training. It paid off very well for him and he just became stronger and more sharp minded as he continued on. He would go on missions and proved his worth to his superiors when at the age of 13 he passed the Chunin exam and a few years later at the age of 17 he became a Jonin, but he still had a bit more to go.
Jonin till today:
Being Jonin is not an easy feat. Arrests , drug busts, and sting operations became a regular thing for Satsu, his skills sharp his jutsus mastered, yet there was still more to explore. For 4 years he was dedicated to stop crimes and apprehend suspects, working with medics ANBU operatives and informants. It was his last case that got him promoted, he got to a distress call in an apartment building, but he was there just one moment too late, he found the mutilated body of a teen girl in her room.
He looked around the room realizing that the man in charge couldn't be too far ahead, his sharp mind realizing that he had seen this method before, it was a serial killer who was active in the past few weeks, praying on the young and beautiful. He followed the evidence the scene rewinding in his minds eye. He didn't wait for the detectives to arrive, he was closer and he could take the man responsible down. And so he did, he followed the evidence to a near by shack there he captured the psychopath using his skills as a Shinobi. These actions made him stand out in the precinct and in no time he got promoted to detective.
Now he made it to the position he was aiming for and he is off to begin his new adventure.
Agility 475/525
Stamina 330/525
Ninjutsu 240/525
Taijutsu 475/525
Genjutsu 245/525
Chakra Control 240/525
PL: 2005
Stat Avarage: 319
Character Level: 9
HP: 24,420
CP: 10,320
AP: 8
Class:
<Lord> [Veteran]
HP: (65+9) x 330 =24,420
CP: (35+9) x 240 = 10,320
Class Bonus: Kinjutsu
High: Melee Accuracy
Average: Evade, Genjutsu DC, Genjutsu Save, Ninjutsu Accuracy
Low: Ranged Accuracy, Puppet Accuracy
BL:
[fontsize="12"]A distinct clan, blessed with the blood of their ancestors, the Nanjirou are a people destined to be samurai. Their distinct codes of honor have bred them into some of the most formidable swordsman across the land. While most Nanjirou take the path of the Samurai, their are others that wander the lands as simple swordsmen, testing their skills and teachings against those of others. It has been said that those gifted with the blood of the Nanjirou have a unique connection with the past of their ancestors, often having access to skills and abilities far more ancient than themselves.
Note: All techniques and buffs from this Bloodline are considered Spiritual.
014% Control -Sword Affinity (Rank One)/Blood Seeking Blade (Rank One)
028% Control -Iaido (Rank One)
042% Control -Energy Slash (Rank One)
056% Control -Life Tap (Rank One)
070% Control -Sword Affinity (Rank Two)
084% Control -Energy Slash (Rank Two)
098% Control -Temporized Slash (Rank One)/Blood Seeking Blade (Rank Two)
112% Control -Iaido (Rank Two)/Wrath Seal (Rank One)
126% Control -Sword Affinity (Rank Three)/Life Tap (Rank Two)
140% Control -Energy Slash (Rank Three)/Wrath Seal (Rank Two)
154% Control -Temporized Slash (Rank Two)
168% Control -Iaido (Rank Three)/Wrath Seal (Rank Three)
182% Control -Blood Seeking Blade (Rank Three)/Temporized Slash (Rank Three)
196% Control -Life Tap (Rank Three)
210% Control -Battoujutsu (Rank One)
224% Control -Fury of the Thousand Samurai (Rank One)
238% Control -Battoujutsu (Rank Two)
252% Control -Fury of Time (Rank One)
266% Control -Battoujutsu (Rank Three)/Fury of the Thousand Samurai (Rank Two)
280% Control -Fury of the Thousand Samurai (Rank Three)/Fury of Time (Rank Two)
294% Control -The Fury of Time (Rank Three)
---
Sword Affinity- Passive
The Nanjirou are a people who have lived with swords since the earliest History of their clan, with each samurai passing their secret skills and techniques down to each generation, with each generation adding their own skills into the mix. Eventually over centuries, it is said that the knowledge and use of the sword became instinctive to each Nanjirou at birth, and that the skill and mastery over their swords is a natural birthright to each of them.
Rank 1: +5% Slashing and Piercing Damage
Rank 2: +10% Slashing and Piercing Damage
Rank 3: +15% Slashing and Piercing Damage
---
Blood Seeking Blade - Passive
The Ancients within the Nanjirou's blade are constantly hungry for more and more blood to be spilled, continually attacking its user for their share of blood. If it does not get its daily dosage of blood, it then attacks the user. However, once it tastes the blood of it's victims, it is said that the blade glows with bloodlust, sensing the victim and guiding the user with each strike
Rank 1: +1 Awareness against the victim.
Rank 2: +1.5 Awareness and +.5 Accuracy against the victim.
Rank 3: +2 Awareness and +1 Accuracy against the victim.
Notes:
- The user chooses any Bladed weapon (Swords/Shortswords/Daggers/Giant Blades) in their inventory at the start of the battle. Blood Seeking Blade can only be used by this sword.
- Activates automatically as soon as the sword inflicts Bleeding damage.
- Should the user not inflict damage in the first round of combat, they lose 5% Max Hp at the start of each round until they inflict damage.
---
Iaido - Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. This adds to the strength of their slash. Due to the firmness of their stance, they are able to brace themselves to take more damage then usual
Rank 1: +5% Damage, -1 dodge
Rank 2: +5% Damage, User takes -5% damage, -1 Dodge
Rank 3: +10 Damage, User takes -10% damage, -2 Dodge
Notes:
- Can be used with -Any- Slashing or Piercing Weapon.
- All CP costs are increased by 5% while active
---
Energy Slash - Ranged Cutting Technique
A technique which uses focused chakra to send out arcs of energy from their sword. Only a Nanjirou is able to complete the array of techniques that accompany this basic trick, allowing them to attack enemies at any range with their own energy Strikes.
Rank 1: The user strikes once dealing 250 Damage.
Rank 2: The user strikes once dealing 640 Damage at +1 Accuracy.
Rank 3: The user strikes once dealing 1,160 Damage at +2 Accuracy.
Cost:
Rank 1: 80 Cp; 0.75 Ap
Rank 2: 215 Cp; 1.25 Ap
Rank 3: 385 Cp; 1.75 Ap
Notes:
- Can be used with Ranged Accuracy.
- If used with Melee Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy
---
Life Tap - Activated Passive
A powerful technique frowned upon by the clan save for emergencies. This technique allows the Nanjirou to convert a portion of their own Spirit and life force to charge their blade with its power, granting much more powerful techniques capable of damaging their target's very own Soul.
Rank 1: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 10% final damage.
Rank 2: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 20% final damage.
Rank 3: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 30% final damage.
Cost: User takes Hp damage equal to 30% the Cp Cost.
Notes:
- This does not cost Ap, and only needs to be declared upon attacking.
- This can only be used with the sword with the Blood Seeking Blade ability, and it must be in effect. This can be used with any attack using that blade.
- Attack deals +15% Damage against any form of barrier.
- Attacks made with this skill cannot have their Cp cost reduced in any way.
---
Temporized Slash - Delayed Sword Strike
Performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. This causes those who battle the Nanjirou to be unsure of when they've been cut and when they've escaped harm. Often seen involving the user passing by the enemy in an apparent miss...Until Blood suddenly gushes from the enemy's wound.
Rank 1: The user strikes once dealing 1,060 Damage at -1 Accuracy.
Rank 2: The user strikes once dealing 1,265 Damage at Normal Accuracy.
Rank 3: The user strikes once dealing 1,465 Damage at +1 Accuracy.
Costs:
Rank 1: 350 Cp; 1.75 Ap
Rank 2: 420 Cp; 1.75 Ap
Rank 3: 485 Cp; 1.75 Ap
Notes:
- User may choose to have the effects delayed, up to three rounds. If delayed the mod will show it as a miss, neither party will know if it was a hit or a miss until the time is up.
---
Wrath Seal - Activated Passive
The Wrath Seal is a seal put on every Nanjirou that contains the thoughts and knowledge of every generation in their ancestral family. Once activated, it releases all of the knowledge into the Nanjirou, granting them the powers and skill honed through the generations of Samurai. Though the seal's power comes with the cost: the price of having the spirit's of the past guides you rapidly deteriorates the Nanjirou's own Soul.
Rank 1: +2 Dodge, +1 accuracy.
Rank 2: +2.5 Dodge, +1.5 accuracy.
Rank 3: +3 Dodge, +2 accuracy.
Costs:
Rank 1: 1.5 Ap; 400 Cp to initiate, 200 Cp/Hp/Rnd.
Rank 2: 2 Ap; 700 Cp to initiate, 350 Cp/Hp/Rnd.
Rank 3: 2 Ap; 1000 Cp to initiate, 500 Cp/Hp/Rnd.
---
Battoujutsu - Secret Sword Technique
One of the deadliest moves learned in the Nanjirou's Aresonal, this move combines sheer strength and speed to ensure quick victory. Only a Nanjirou can pull off the quick movement and inhumane speed required to draw and sheath the sword for a move like this, combining strength and speed in the blink of an Eye. It is said that when mastered, One cannot even see the Nanjirou draw and resheath their blade during this technique, much less the actual strike.
Rank 1: The user strikes a single time dealing 1,425 Damage at +1 Accuracy.
Rank 2: The user strikes a single time dealing 1,725 Damage at +2 Accuracy.
Rank 3: The user strikes a single time dealing 2,025 Damage at +3 Accuracy.
Costs:
Rank 1: 520 Cp; 2.25 Ap
Rank 2: 625 Cp; 2.25 Ap
Rank 3: 735 Cp; 2.25 Ap
Notes:
- May only be used once per round.
- May be used at .5ap time.
- May only be used if Iaido has been used at least for a full round.
---
Fury of a Thousand Samurai - Impairing Curse Genjutsu
A technique developed by the most ancient Nanjirou, this attack focuses on crippling the defender. It is considered to be one of the most frightening in the Nanjirou arsenal, and yet, it is not even a taijutsu- it is a mind game of pure power. It instills fear and intimidation into the enemy, gradually reducing their resolve to fight against the Nanjirou.
Rank 1: Opponent gets -5% damage to all jutsu and takes -2 accuracy. During this time, the victim has a 10% chance per round to be affected by "Fear".
Rank 2: Opponent gets -10% damage to all jutsu, -2.5 accuracy. During this time, the victim has a 15% chance per round to be affected by "Fear".
Rank 3: Opponent gets -15% damage to all jutsu, -3 accuracy. During this time, the victim has a 20% chance per round to be affected by "Fear".
Costs: 2.5 Ap; 910 Cp
Notes:
- This Jutsu Lasts 2 Rounds.
- Counts as a Will/Visual Genjutsu
- Must have Wrath Seal activated, and Must have eye contact
- "Fear", causes the opponent to take on -3 dodge and take +10% More damage during that round.
---
Fury of Time - Space/Time Jutsu
It has been said the ultimate jutsu of the Nanjirou is one that does not even relate to sword-fighting. Rather, it is the ability to slow time down. These powerful swordsman have honed their abilities to a point, where time is meaningless to them, and they can perform a complex series of attacks. They are able to slow down time due to their connection with their ancient ancestors.
Rank 1: The Nanjirou strikes the ground, dealing 2,400 Damage. Those hit by the attack are effected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -2 Dodge and has a 6% Chance of Auto-missing. When slowed down everyone affected gains +2 Dodge and +6% Auto-Dodge.
Rank 2: The Nanjirou strikes the ground, dealing 3,300 Damage. Those hit by the attack are effected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -3 Dodge and has a 7% Chance of Auto-missing. When slowed down everyone affected gains +3 Dodge and +7% Auto-Dodge.
Rank 3: The Nanjirou strikes the ground, dealing 4,125 Damage. Those hit by the attack are affected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -3 Dodge and has a 8% Chance of Auto-missing. When slowed down everyone affected gains +3 Dodge and +8% Auto-Dodge.
Costs:
Rank 1: 820 Cp and 2.25 Ap to initiate; 410 Cp Per Round to Maintain
Rank 2: 1,650 Cp and 2.75 Ap to initiate; 825 Cp Per Round to Maintain
Rank 3: 2,065 Cp and 2.75 Ap to initiate; 1,035 Cp Per Round to Maintain
Notes:
- Lasts up to three rounds.
- Must be in Iaido for at least a single round to use this.
- After this has been used, The Nanjirou has -3 Dodge for an equal amount of time this was active.
---
Items
Ancient Spirit Sword
A sacred blade often passed down through the generations of individual Nanjirou Families, these swords are inherited and passed on down the generations, and many date back to the original roots of the Nanjirou's Ancestry. Each Katana varies widely different from others and is said to possess part of the spirit of each individual who has used it in the passed. While family Heirlooms, to doubt the strength of these blades would be a grave mistake.
Effect: Grants the user access to Ancestral Spirit Unique Augment which they can place on one of their weapons.
Basic Augment Effect: Whenever the user performs a Nanjirou Technique, they gain +2% Damage Reduction, capping at +10% Damage Reduction.
Special Augment Effect: Upon activation, the Damage Reduction received from Ancestral Spirit is converted to Damage Modifier and the user gains bonus chance of inflicting Bleeding equal to half of the +% Damage Modifier they received rounding to the nearest whole number.
Notes:
- Unique Augments are considered both Basic and Special thus both rules may apply to them.
- Bleeding Chance obtained from Ancestral Spirit only applies to Nanjirou Techniques.
- Damage Reduction gained through Ancestral Spirit only lasts for the remainder of the round.[/fontsize]
Note: All techniques and buffs from this Bloodline are considered Spiritual.
014% Control -Sword Affinity (Rank One)/Blood Seeking Blade (Rank One)
028% Control -Iaido (Rank One)
042% Control -Energy Slash (Rank One)
056% Control -Life Tap (Rank One)
070% Control -Sword Affinity (Rank Two)
084% Control -Energy Slash (Rank Two)
098% Control -Temporized Slash (Rank One)/Blood Seeking Blade (Rank Two)
112% Control -Iaido (Rank Two)/Wrath Seal (Rank One)
126% Control -Sword Affinity (Rank Three)/Life Tap (Rank Two)
140% Control -Energy Slash (Rank Three)/Wrath Seal (Rank Two)
154% Control -Temporized Slash (Rank Two)
168% Control -Iaido (Rank Three)/Wrath Seal (Rank Three)
182% Control -Blood Seeking Blade (Rank Three)/Temporized Slash (Rank Three)
196% Control -Life Tap (Rank Three)
210% Control -Battoujutsu (Rank One)
224% Control -Fury of the Thousand Samurai (Rank One)
238% Control -Battoujutsu (Rank Two)
252% Control -Fury of Time (Rank One)
266% Control -Battoujutsu (Rank Three)/Fury of the Thousand Samurai (Rank Two)
280% Control -Fury of the Thousand Samurai (Rank Three)/Fury of Time (Rank Two)
294% Control -The Fury of Time (Rank Three)
---
Sword Affinity- Passive
The Nanjirou are a people who have lived with swords since the earliest History of their clan, with each samurai passing their secret skills and techniques down to each generation, with each generation adding their own skills into the mix. Eventually over centuries, it is said that the knowledge and use of the sword became instinctive to each Nanjirou at birth, and that the skill and mastery over their swords is a natural birthright to each of them.
Rank 1: +5% Slashing and Piercing Damage
Rank 2: +10% Slashing and Piercing Damage
Rank 3: +15% Slashing and Piercing Damage
---
Blood Seeking Blade - Passive
The Ancients within the Nanjirou's blade are constantly hungry for more and more blood to be spilled, continually attacking its user for their share of blood. If it does not get its daily dosage of blood, it then attacks the user. However, once it tastes the blood of it's victims, it is said that the blade glows with bloodlust, sensing the victim and guiding the user with each strike
Rank 1: +1 Awareness against the victim.
Rank 2: +1.5 Awareness and +.5 Accuracy against the victim.
Rank 3: +2 Awareness and +1 Accuracy against the victim.
Notes:
- The user chooses any Bladed weapon (Swords/Shortswords/Daggers/Giant Blades) in their inventory at the start of the battle. Blood Seeking Blade can only be used by this sword.
- Activates automatically as soon as the sword inflicts Bleeding damage.
- Should the user not inflict damage in the first round of combat, they lose 5% Max Hp at the start of each round until they inflict damage.
---
Iaido - Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. This adds to the strength of their slash. Due to the firmness of their stance, they are able to brace themselves to take more damage then usual
Rank 1: +5% Damage, -1 dodge
Rank 2: +5% Damage, User takes -5% damage, -1 Dodge
Rank 3: +10 Damage, User takes -10% damage, -2 Dodge
Notes:
- Can be used with -Any- Slashing or Piercing Weapon.
- All CP costs are increased by 5% while active
---
Energy Slash - Ranged Cutting Technique
A technique which uses focused chakra to send out arcs of energy from their sword. Only a Nanjirou is able to complete the array of techniques that accompany this basic trick, allowing them to attack enemies at any range with their own energy Strikes.
Rank 1: The user strikes once dealing 250 Damage.
Rank 2: The user strikes once dealing 640 Damage at +1 Accuracy.
Rank 3: The user strikes once dealing 1,160 Damage at +2 Accuracy.
Cost:
Rank 1: 80 Cp; 0.75 Ap
Rank 2: 215 Cp; 1.25 Ap
Rank 3: 385 Cp; 1.75 Ap
Notes:
- Can be used with Ranged Accuracy.
- If used with Melee Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy
---
Life Tap - Activated Passive
A powerful technique frowned upon by the clan save for emergencies. This technique allows the Nanjirou to convert a portion of their own Spirit and life force to charge their blade with its power, granting much more powerful techniques capable of damaging their target's very own Soul.
Rank 1: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 10% final damage.
Rank 2: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 20% final damage.
Rank 3: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 30% final damage.
Cost: User takes Hp damage equal to 30% the Cp Cost.
Notes:
- This does not cost Ap, and only needs to be declared upon attacking.
- This can only be used with the sword with the Blood Seeking Blade ability, and it must be in effect. This can be used with any attack using that blade.
- Attack deals +15% Damage against any form of barrier.
- Attacks made with this skill cannot have their Cp cost reduced in any way.
---
Temporized Slash - Delayed Sword Strike
Performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. This causes those who battle the Nanjirou to be unsure of when they've been cut and when they've escaped harm. Often seen involving the user passing by the enemy in an apparent miss...Until Blood suddenly gushes from the enemy's wound.
Rank 1: The user strikes once dealing 1,060 Damage at -1 Accuracy.
Rank 2: The user strikes once dealing 1,265 Damage at Normal Accuracy.
Rank 3: The user strikes once dealing 1,465 Damage at +1 Accuracy.
Costs:
Rank 1: 350 Cp; 1.75 Ap
Rank 2: 420 Cp; 1.75 Ap
Rank 3: 485 Cp; 1.75 Ap
Notes:
- User may choose to have the effects delayed, up to three rounds. If delayed the mod will show it as a miss, neither party will know if it was a hit or a miss until the time is up.
---
Wrath Seal - Activated Passive
The Wrath Seal is a seal put on every Nanjirou that contains the thoughts and knowledge of every generation in their ancestral family. Once activated, it releases all of the knowledge into the Nanjirou, granting them the powers and skill honed through the generations of Samurai. Though the seal's power comes with the cost: the price of having the spirit's of the past guides you rapidly deteriorates the Nanjirou's own Soul.
Rank 1: +2 Dodge, +1 accuracy.
Rank 2: +2.5 Dodge, +1.5 accuracy.
Rank 3: +3 Dodge, +2 accuracy.
Costs:
Rank 1: 1.5 Ap; 400 Cp to initiate, 200 Cp/Hp/Rnd.
Rank 2: 2 Ap; 700 Cp to initiate, 350 Cp/Hp/Rnd.
Rank 3: 2 Ap; 1000 Cp to initiate, 500 Cp/Hp/Rnd.
---
Battoujutsu - Secret Sword Technique
One of the deadliest moves learned in the Nanjirou's Aresonal, this move combines sheer strength and speed to ensure quick victory. Only a Nanjirou can pull off the quick movement and inhumane speed required to draw and sheath the sword for a move like this, combining strength and speed in the blink of an Eye. It is said that when mastered, One cannot even see the Nanjirou draw and resheath their blade during this technique, much less the actual strike.
Rank 1: The user strikes a single time dealing 1,425 Damage at +1 Accuracy.
Rank 2: The user strikes a single time dealing 1,725 Damage at +2 Accuracy.
Rank 3: The user strikes a single time dealing 2,025 Damage at +3 Accuracy.
Costs:
Rank 1: 520 Cp; 2.25 Ap
Rank 2: 625 Cp; 2.25 Ap
Rank 3: 735 Cp; 2.25 Ap
Notes:
- May only be used once per round.
- May be used at .5ap time.
- May only be used if Iaido has been used at least for a full round.
---
Fury of a Thousand Samurai - Impairing Curse Genjutsu
A technique developed by the most ancient Nanjirou, this attack focuses on crippling the defender. It is considered to be one of the most frightening in the Nanjirou arsenal, and yet, it is not even a taijutsu- it is a mind game of pure power. It instills fear and intimidation into the enemy, gradually reducing their resolve to fight against the Nanjirou.
Rank 1: Opponent gets -5% damage to all jutsu and takes -2 accuracy. During this time, the victim has a 10% chance per round to be affected by "Fear".
Rank 2: Opponent gets -10% damage to all jutsu, -2.5 accuracy. During this time, the victim has a 15% chance per round to be affected by "Fear".
Rank 3: Opponent gets -15% damage to all jutsu, -3 accuracy. During this time, the victim has a 20% chance per round to be affected by "Fear".
Costs: 2.5 Ap; 910 Cp
Notes:
- This Jutsu Lasts 2 Rounds.
- Counts as a Will/Visual Genjutsu
- Must have Wrath Seal activated, and Must have eye contact
- "Fear", causes the opponent to take on -3 dodge and take +10% More damage during that round.
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Fury of Time - Space/Time Jutsu
It has been said the ultimate jutsu of the Nanjirou is one that does not even relate to sword-fighting. Rather, it is the ability to slow time down. These powerful swordsman have honed their abilities to a point, where time is meaningless to them, and they can perform a complex series of attacks. They are able to slow down time due to their connection with their ancient ancestors.
Rank 1: The Nanjirou strikes the ground, dealing 2,400 Damage. Those hit by the attack are effected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -2 Dodge and has a 6% Chance of Auto-missing. When slowed down everyone affected gains +2 Dodge and +6% Auto-Dodge.
Rank 2: The Nanjirou strikes the ground, dealing 3,300 Damage. Those hit by the attack are effected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -3 Dodge and has a 7% Chance of Auto-missing. When slowed down everyone affected gains +3 Dodge and +7% Auto-Dodge.
Rank 3: The Nanjirou strikes the ground, dealing 4,125 Damage. Those hit by the attack are affected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -3 Dodge and has a 8% Chance of Auto-missing. When slowed down everyone affected gains +3 Dodge and +8% Auto-Dodge.
Costs:
Rank 1: 820 Cp and 2.25 Ap to initiate; 410 Cp Per Round to Maintain
Rank 2: 1,650 Cp and 2.75 Ap to initiate; 825 Cp Per Round to Maintain
Rank 3: 2,065 Cp and 2.75 Ap to initiate; 1,035 Cp Per Round to Maintain
Notes:
- Lasts up to three rounds.
- Must be in Iaido for at least a single round to use this.
- After this has been used, The Nanjirou has -3 Dodge for an equal amount of time this was active.
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Items
Ancient Spirit Sword
A sacred blade often passed down through the generations of individual Nanjirou Families, these swords are inherited and passed on down the generations, and many date back to the original roots of the Nanjirou's Ancestry. Each Katana varies widely different from others and is said to possess part of the spirit of each individual who has used it in the passed. While family Heirlooms, to doubt the strength of these blades would be a grave mistake.
Effect: Grants the user access to Ancestral Spirit Unique Augment which they can place on one of their weapons.
Basic Augment Effect: Whenever the user performs a Nanjirou Technique, they gain +2% Damage Reduction, capping at +10% Damage Reduction.
Special Augment Effect: Upon activation, the Damage Reduction received from Ancestral Spirit is converted to Damage Modifier and the user gains bonus chance of inflicting Bleeding equal to half of the +% Damage Modifier they received rounding to the nearest whole number.
Notes:
- Unique Augments are considered both Basic and Special thus both rules may apply to them.
- Bleeding Chance obtained from Ancestral Spirit only applies to Nanjirou Techniques.
- Damage Reduction gained through Ancestral Spirit only lasts for the remainder of the round.[/fontsize]
jutsu:
Taijutsu
D Rank:
C Rank:
B Rank:
Ninjutsu
None Elemental
E Rank:
D Rank:
C Rank:
Wind
D Rank
C Rank
Metal
C Rank
B Rank
A Rank
Kinjutsu
D Rank:
- Cross Rip [Mastered]
- Heavy Tow [Mastered]
- Crimson Flash [Mastered]
C Rank:
- Lunar Steps [Mastered]
- Sword Juggle [Mastered]
- Zero Slash Counter [Mastered]
- Blade Trail [Mastered]
B Rank:
- Kill Driver [Mastered]
- Focal Blade [Mastered]
- Steel Weaving [Mastered]
- Flight Aerial Strike [Mastered]
- Executioner [Mastered]
Ninjutsu
None Elemental
E Rank:
- Transformation [Mastered]
- Body Switch [Mastered]
D Rank:
- Cancel [Mastered]
C Rank:
- Stunt Double [Mastered]
Wind
D Rank
- Shredding Touch [Mastered]
- Whirlwind Spin [Mastered]
C Rank
- Wind Scythe [Mastered]
- Gale Force [Mastered]
- Wind Release [Mastered]
- Tempest [Mastered]
Metal
C Rank
- Steel Slam [Mastered]
- Mercury Poisoning [Mastered]
- Steel Clone [Mastered]
B Rank
- Alloy Spiral Mastered]
A Rank
- Senbon Coating [Mastered]
- Superalloy Tempest [Mastered]
Kinjutsu
- Rinnegan
- Six Paths of Judgment
- Chakra Disruption Blade
- Summoning: Demonic Statue of the Outer Path - A-Rank Ninjutsu [Rank 1]
Abilities
0) Shinobi101 Taijutsu Slashing
0) MB - Journeyman
1) Bloody Mess
2) Combat Instinct
3) Called Shot
4) Nimble Hands
5) Concentration
6) Hidden Power
7) Human Anatomy
8) Insight
9) Kinjutsu
10) Kinjutsu
11) Kinjutsu
Equipment
1. Explosive Notes x5
2. Headset
3. Health Pills x3
4. Energy Drink x3
5. Belt Pouch [Ninja Wire , Kawarimi Target]