Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Something like a Hero [Tsukino Nanami's Training]

Tsukino Nanami

Faithful Ninja
Joined
Oct 23, 2012
Messages
4,276
Yen
18,538
ASP
0
OCR


http://www.ninpocho.com/viewtopic.php?p=177868#p177868

Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 52

Everything into ASP.
I also haven't received this months' special points or this month's special pay either.
 
http://www.ninpocho.com/viewtopic.php?p=178820#p178820
Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 247

I Am the Darkness
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: +2 Stealth, +2 Dodge
High: Melee Accuracy
Average: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy


Spending: 150 ASP: Cursed Seal Gaia
Spending: 100 ASP: Class Point Card - +1 Dodge

247+70=317-250=67 ASP remaining
 
Advanced Shop Points: 247 (+70 [Double Training]) = 317
Purchase of Cursed Seal Gaia: 317 (-150) = 167 ASP
Purchase of Class Point Card (+1 Dodge): 167 (-100) = 67 ASP
Adding 15,000 Yen.

Approved.

NOTE: Next time please place your word count and also list your jutsu and their ranks. It's part of the new training rules.
 
http://www.ninpocho.com/viewtopic.php?p=179702#p179702
WC: 450
[col]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 67|I Am the Darkness
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: +2 Stealth, +3 Dodge
High: Melee Accuracy
Average: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
*+1 Dodge bought with ASP[/col]

[col3][spoilername="Taijutsu"]Slashing Jutsu
C Rank
B Rank
A Rank

Ranged Taijutsu
C Rank
B Rank
A Rank

Buffing Taijutsu
D Rank
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Genjutsu"]Visual Genjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

Audial Genjutsu
C Rank
A Rank

Kinetic Genjutsu
C Rank

Will Genjutsu
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Ninjutsu"]Non-Elemental Ninjutsu
E Rank
D Rank
C Rank
B Rank
A Rank
ANBU Jutsu -- All 14 Mastered
D Rank
C Rank
B Rank
A Rank
[/spoilername][/col3]
[col][spoilername="Core Ability Opportunist"]
[fontsize="12"]Opportunists are those who take advantage of every mistake their opponents make - and every good situation they find themselves in. Opportunists care little about honor and have no delusions about war - they fight to survive, and will resort to any means necessary to ensure they are the last ones standing.

Sneak Attack - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Counterattack - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

Enhanced Counter - Modification (2 points)
Restriction- C Rank and up, requires Deflection
While many skilled ninja can deflect attacks, only an Opportunist sees the opening that an enemy leaves and can take advantage of it. A ninja with this skill can catch and throw back projectiles at a surprising speed.
Effect: The Deflection ability now applies to Jutsu up to level 6, gains an additional +5% chance of activating, and no longer has an Accuracy penalty when using the special action. Â Additionally, If the special action is used upon an attack using Ranged accuracy successfully, the user is able to deflect it towards a different target at -3 Accuracy and 70% damage.

Sniper - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

Crippling Strike - Dependent Special Move (3 points)
Don't turn your back on an Opportunist. They'll only take advantage of it and hit you hard. Very hard. They don't care about fighting fair, and this technique is one of their most surprising to be caught in.
Effect: While in Stealth, the user may allow a Taijutsu to bypass Damage Reduction and Barriers. If performed against a clone, this has a 60% chance at dispelling the clone. This may only be done once per round.

Slippery Mind - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.

Feint - Dependent Special Move (2 points)
Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.

Combat Roll - Independent Special Move (3 points)
A true Opportunist can turn a life-threatening situation into a potential win with a simple movement. The risk involved is only part of the fun--and, of course, the deception.
Effect: The user gains +3 Dodge to the next attack aimed at them. Should they dodge, they may immediately strike the attacker at +1 Accuracy and +10% Damage. If they Are hit, they take +15% Damage and a partial hit is treated as full. Multi-hitting jutsu must inflict at least more the 50% of its maximum damage.

Quick Step - Boost (1 point)
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Counter Disarm - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

Flash Counter - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.[/fontsize]
Obtained Techniques:
Shadow Step
Counterattack
Sniper
Feint
Counter Disarm
Flash Counter [Ranked up to rank 2]
Sneak Attack
Quick Step [Purchased 3 times]
Total: 19 points[/spoilername]|[spoilername="Abilities"]Branch: Sentinel
101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
1: Technical Pacifist
2: Called Shots
3: Illusionist
4: Stalker
5: Duelist
6: Insight
7: Nimble Hands
8: Quick Reaction
9: Combat Instinct
10: Defensive Technique
11: Fearless[/spoilername][/col]
[col][spoilername="Weapons"]Tristan and Isolde
A pair of heavy-set gauntlets that appear to be created for defense. These iron gauntlets are widened at the forearms to double as a shield to protect the user from damage if the need arises.
Damage Type: Unarmed
Unarmed Special: May use Handseals while armed with an Unarmed Weapon
Accuracy: +0
Augments:
  • Vanguard
  • Steady
  • Raid

Samson
A single-edged sword with a curved tip. There is a weight on the tip that increasing the swinging speed. This weapon was fashioned after reading a story of an emperor who had a bad habit of putting his enemy's to die on a pike.
Damage Type: Slashing
Slashing Special: May naturally inflict Bleeding
Accuracy: -1 / +5% damage
Augments:
  • Crippler
  • Silencer
  • Steady

Aquarius
A black bow that has a special spot with a barrel. The barrel has rifling throughout to make the attacks more accurate. This bow was built for the soul purpose of dismantling a person's movement rather than causing bodily harm.
Damage Type: Ranged
Ranged Special: +3 Called Shots
Accuracy: +2
Augments:
  • Crippler
  • Silencer
  • Steady
[/spoilername]|[spoilername="Items Taken to battle"]0: Weapon Holster
  • Aquarius [Bow Weapon]
    Samson [Sword Weapon]
1: Triston and Isolde
2: Belt Pouch
3: Belt Pouch
4: Smoke Bombs x3
5: Health Pills x3
Sentinel Slot: Energy Drink x3[/spoilername][/col]
[legend="[b]Cursed Seal: Gaia[/b]"]Current Rank: 1
gsM7aVZ.jpg

The Gaia Seal is a cursed seal that focuses on improving the user's physical aspects. While under the effects of this seal, the user is more resistant to physical damage, strikes harder, and moves faster than normal. As with all Cursed Seals however, the Gaia Seal breaks down the user's body over time and can cripple the user's body if Used Too much.

Rank 1: Covers the user's body in runic glyphs, giving them +10% Taijutsu and Basic Strike Damage. -5% Damage Taken, +2 Melee/Ranged Accuracy, +2% chance to cause Bleeding/Suppression. In addition the user takes an additional 2% damage from Illusionary and Ninjutsu sources.
Rank 2: Covers the user in a dark aura, giving them +15% Taijutsu and Basic Strike Damage. -10% Damage Taken, +3 Melee/Ranged Accuracy, +4% chance to cause Bleeding/Suppression. In addition the user takes an additional 4% damage from Illusionary and Ninjutsu sources.
Rank 3: Completely alters the user into a totally different figure, giving them +20% Taijutsu and Basic Strike Damage. -15% Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active[/legend]

67 ASP + 70 (Double Training) = 137 ASP.
Buying: Ability Card [75 ASP]
137 - 75 = 62 ASP remaining

15000 Yen (double stipend)
 
http://www.ninpocho.com/viewtopic.php?p=181173#p181173
WC: 487

Current ASP: 62
+70 Double Training
+40 Rewards for this month

-35 to use for Class Swap
-50 Rank up Cursed Seal Gaia to Rank 2
-70 Rank up Cursed Seal Gaia to Rank 3
New Current ASP: 17

+15k Yen double training
+20k Yen rewards for this month.

[col]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 62
Character Level: 15
OOC Rank: S|I Am the Darkness
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: +2 Stealth, +3 Dodge
High: Melee Accuracy
Average: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
*+1 Dodge bought with ASP[/col]

[col3][spoilername="Taijutsu"]Slashing Jutsu
C Rank
B Rank
A Rank

Ranged Taijutsu
C Rank
B Rank
A Rank

Buffing Taijutsu
D Rank
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Genjutsu"]Visual Genjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

Audial Genjutsu
C Rank
A Rank

Kinetic Genjutsu
C Rank

Will Genjutsu
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Ninjutsu"]Non-Elemental Ninjutsu
E Rank
D Rank
C Rank
B Rank
A Rank
ANBU Jutsu -- All 14 Mastered
D Rank
C Rank
B Rank
A Rank
[/spoilername][/col3]
[col][spoilername="Core Ability Opportunist"]
[fontsize="12"]Opportunists are those who take advantage of every mistake their opponents make - and every good situation they find themselves in. Opportunists care little about honor and have no delusions about war - they fight to survive, and will resort to any means necessary to ensure they are the last ones standing.

Sneak Attack - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Counterattack - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

Enhanced Counter - Modification (2 points)
Restriction- C Rank and up, requires Deflection
While many skilled ninja can deflect attacks, only an Opportunist sees the opening that an enemy leaves and can take advantage of it. A ninja with this skill can catch and throw back projectiles at a surprising speed.
Effect: The Deflection ability now applies to Jutsu up to level 6, gains an additional +5% chance of activating, and no longer has an Accuracy penalty when using the special action. Â Additionally, If the special action is used upon an attack using Ranged accuracy successfully, the user is able to deflect it towards a different target at -3 Accuracy and 70% damage.

Sniper - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

Crippling Strike - Dependent Special Move (3 points)
Don't turn your back on an Opportunist. They'll only take advantage of it and hit you hard. Very hard. They don't care about fighting fair, and this technique is one of their most surprising to be caught in.
Effect: While in Stealth, the user may allow a Taijutsu to bypass Damage Reduction and Barriers. If performed against a clone, this has a 60% chance at dispelling the clone. This may only be done once per round.

Slippery Mind - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.

Feint - Dependent Special Move (2 points)
Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.

Combat Roll - Independent Special Move (3 points)
A true Opportunist can turn a life-threatening situation into a potential win with a simple movement. The risk involved is only part of the fun--and, of course, the deception.
Effect: The user gains +3 Dodge to the next attack aimed at them. Should they dodge, they may immediately strike the attacker at +1 Accuracy and +10% Damage. If they Are hit, they take +15% Damage and a partial hit is treated as full. Multi-hitting jutsu must inflict at least more the 50% of its maximum damage.

Quick Step - Boost (1 point)
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Counter Disarm - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

Flash Counter - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.[/fontsize]
Obtained Techniques:
Shadow Step
Counterattack
Sniper
Feint
Counter Disarm
Flash Counter [Ranked up to rank 2]
Sneak Attack
Quick Step [Purchased 3 times]
Total: 19 points[/spoilername]|[spoilername="Abilities"]Branch: Sentinel
101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
1: Technical Pacifist
2: Called Shots
3: Illusionist
4: Stalker
5: Duelist
6: Insight
7: Deflection
8: Quick Reaction
9: Combat Instinct
10: Defensive Technique
11: Fearless
*12: Teamwork
*Bought with ASP.[/spoilername][/col]
[col][spoilername="Weapons"]Tristan and Isolde
A pair of heavy-set gauntlets that appear to be created for defense. These iron gauntlets are widened at the forearms to double as a shield to protect the user from damage if the need arises.
Damage Type: Unarmed
Unarmed Special: May use Handseals while armed with an Unarmed Weapon
Accuracy: +0
Augments:
  • Vanguard
  • Steady
  • Raid

Samson
A single-edged sword with a curved tip. There is a weight on the tip that increasing the swinging speed. This weapon was fashioned after reading a story of an emperor who had a bad habit of putting his enemy's to die on a pike.
Damage Type: Slashing
Slashing Special: May naturally inflict Bleeding
Accuracy: +0 / +0% damage
Augments:

Aquarius
A black bow that has a special spot with a barrel. The barrel has rifling throughout to make the attacks more accurate. This bow was built for the soul purpose of dismantling a person's movement rather than causing bodily harm.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2
Augments:
  • Crippler
  • Silencer
  • Steady

Kiss of the Dragon
A small dart located within Nanami's cheek. The dart is spit at the opponent, capable of dealing dizzying effects.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2 Acc/-10% dmg
Augment:
[/spoilername]|[spoilername="Items Taken to battle"]0: Weapon Holster
  • Aquarius [Bow Weapon]
    Samson [Sword Weapon]
1: Weapon Holster: Triston and Isolde [Unarmed Weapon]
2: Belt Pouch
3: Belt Pouch
4: Smoke Bombs x3
5: Health Pills x3
Sentinel Slot: Weapon Holster: Kiss of the Dragon [Weapon][/spoilername][/col]
[legend="Cursed Seal: Gaia"]Current Rank: 1
gsM7aVZ.jpg

The Gaia Seal is a cursed seal that focuses on improving the user's physical aspects. While under the effects of this seal, the user is more resistant to physical damage, strikes harder, and moves faster than normal. As with all Cursed Seals however, the Gaia Seal breaks down the user's body over time and can cripple the user's body if Used Too much.

Rank 1: Covers the user's body in runic glyphs, giving them +10% Taijutsu and Basic Strike Damage. -5% Damage Taken, +2 Melee/Ranged Accuracy, +2% chance to cause Bleeding/Suppression. In addition the user takes an additional 2% damage from Illusionary and Ninjutsu sources.
Rank 2: Covers the user in a dark aura, giving them +15% Taijutsu and Basic Strike Damage. -10% Damage Taken, +3 Melee/Ranged Accuracy, +4% chance to cause Bleeding/Suppression. In addition the user takes an additional 4% damage from Illusionary and Ninjutsu sources.
Rank 3: Completely alters the user into a totally different figure, giving them +20% Taijutsu and Basic Strike Damage. -15% Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active[/legend]
 
Advanced Shop Points deducted for purchase of class swap.
Gaia Seal Ranks 2 and 3 achieved.
Total Advanced Shop Points remaining: 17

Yen on hand: 0
Yen gifted: 35,000
New yen on hand: 35,000

Let me know if there is an error or something I forgot.
 
http://www.ninpocho.com/viewtopic.php?p=181852#p181852
WC: 327

Rankups
C Rank: Distortion: R1 -> R2 [10 pts]
C Rank: Ocular Trauma: R1 -> R2 [10 pts]
C Rank: Black Flash: R1 -> R2 [10 pts]
C Rank: After Image: R1 -> R2 [10 pts]
B Rank: Perception Filter: R1 -> R2 [12 pts]

17 ASP current
+35 Pts this training
-52 Pts for Rankups
= 0 ASP Remaining

[col]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 17
Character Level: 15
OOC Rank: S|I Am the Darkness 2.0
HP: (55+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +6 Stealth, +4 Awareness
High: Melee Accuracy
Average: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
*2 points bought with ASP[/col]

[col3][spoilername="Taijutsu"]Slashing Jutsu
C Rank
B Rank
A Rank

Ranged Taijutsu
C Rank
B Rank
A Rank

Buffing Taijutsu
D Rank
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Genjutsu"]Visual Genjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

Audial Genjutsu
C Rank
A Rank

Kinetic Genjutsu
C Rank

Will Genjutsu
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Ninjutsu"]Non-Elemental Ninjutsu
E Rank
D Rank
C Rank
B Rank
A Rank
ANBU Jutsu -- All 14 Mastered
D Rank
C Rank
B Rank
A Rank
[/spoilername][/col3]
[col][spoilername="Core Ability Opportunist"]
[fontsize="12"]Opportunists are those who take advantage of every mistake their opponents make - and every good situation they find themselves in. Opportunists care little about honor and have no delusions about war - they fight to survive, and will resort to any means necessary to ensure they are the last ones standing.

Sneak Attack - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Counterattack - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

Enhanced Counter - Modification (2 points)
Restriction- C Rank and up, requires Deflection
While many skilled ninja can deflect attacks, only an Opportunist sees the opening that an enemy leaves and can take advantage of it. A ninja with this skill can catch and throw back projectiles at a surprising speed.
Effect: The Deflection ability now applies to Jutsu up to level 6, gains an additional +5% chance of activating, and no longer has an Accuracy penalty when using the special action. Â Additionally, If the special action is used upon an attack using Ranged accuracy successfully, the user is able to deflect it towards a different target at -3 Accuracy and 70% damage.

Sniper - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

Crippling Strike - Dependent Special Move (3 points)
Don't turn your back on an Opportunist. They'll only take advantage of it and hit you hard. Very hard. They don't care about fighting fair, and this technique is one of their most surprising to be caught in.
Effect: While in Stealth, the user may allow a Taijutsu to bypass Damage Reduction and Barriers. If performed against a clone, this has a 60% chance at dispelling the clone. This may only be done once per round.

Slippery Mind - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.

Feint - Dependent Special Move (2 points)
Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.

Combat Roll - Independent Special Move (3 points)
A true Opportunist can turn a life-threatening situation into a potential win with a simple movement. The risk involved is only part of the fun--and, of course, the deception.
Effect: The user gains +3 Dodge to the next attack aimed at them. Should they dodge, they may immediately strike the attacker at +1 Accuracy and +10% Damage. If they Are hit, they take +15% Damage and a partial hit is treated as full. Multi-hitting jutsu must inflict at least more the 50% of its maximum damage.

Quick Step - Boost (1 point)
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Counter Disarm - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

Flash Counter - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.[/fontsize]
Obtained Techniques:
Shadow Step
Counterattack
Sniper
Feint
Counter Disarm
Flash Counter [Ranked up to rank 2]
Sneak Attack
Quick Step [Purchased 3 times]
Total: 19 points[/spoilername]|[spoilername="Abilities"]Branch: Sentinel
101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
1: Technical Pacifist
2: Called Shots
3: Illusionist
4: Stalker
5: Duelist
6: Insight
7: Deflection
8: Quick Reaction
9: Combat Instinct
10: Defensive Technique
11: Fearless
*12: Teamwork
*Bought with ASP.[/spoilername][/col]
[col][spoilername="Weapons"]Tristan and Isolde
A pair of heavy-set gauntlets that appear to be created for defense. These iron gauntlets are widened at the forearms to double as a shield to protect the user from damage if the need arises.
Damage Type: Unarmed
Unarmed Special: May use Handseals while armed with an Unarmed Weapon
Accuracy: +0
Augments:
  • Vanguard
  • Steady
  • Raid

Samson
A single-edged sword with a curved tip. There is a weight on the tip that increasing the swinging speed. This weapon was fashioned after reading a story of an emperor who had a bad habit of putting his enemy's to die on a pike.
Damage Type: Slashing
Slashing Special: May naturally inflict Bleeding
Accuracy: +0 / +0% damage
Augments:

Aquarius
A black bow that has a special spot with a barrel. The barrel has rifling throughout to make the attacks more accurate. This bow was built for the soul purpose of dismantling a person's movement rather than causing bodily harm.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2
Augments:
  • Crippler
  • Silencer
  • Steady

Kiss of the Dragon
A small dart located within Nanami's cheek. The dart is spit at the opponent, capable of dealing dizzying effects.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2 Acc/-10% dmg
Augment:
[/spoilername]|[spoilername="Items Taken to battle"]0: Weapon Holster
  • Aquarius [Bow Weapon]
    Samson [Sword Weapon]
1: Weapon Holster: Triston and Isolde [Unarmed Weapon]
2: Belt Pouch
3: Belt Pouch
4: Smoke Bombs x3
5: Health Pills x3
Sentinel Slot: Weapon Holster: Kiss of the Dragon [Weapon][/spoilername][/col]
[legend="Cursed Seal: Gaia"]Current Rank: Mastered
gsM7aVZ.jpg

The Gaia Seal is a cursed seal that focuses on improving the user's physical aspects. While under the effects of this seal, the user is more resistant to physical damage, strikes harder, and moves faster than normal. As with all Cursed Seals however, the Gaia Seal breaks down the user's body over time and can cripple the user's body if Used Too much.

Rank 1: Covers the user's body in runic glyphs, giving them +10% Taijutsu and Basic Strike Damage. -5% Damage Taken, +2 Melee/Ranged Accuracy, +2% chance to cause Bleeding/Suppression. In addition the user takes an additional 2% damage from Illusionary and Ninjutsu sources.
Rank 2: Covers the user in a dark aura, giving them +15% Taijutsu and Basic Strike Damage. -10% Damage Taken, +3 Melee/Ranged Accuracy, +4% chance to cause Bleeding/Suppression. In addition the user takes an additional 4% damage from Illusionary and Ninjutsu sources.
Rank 3: Completely alters the user into a totally different figure, giving them +20% Taijutsu and Basic Strike Damage. -15% Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active

"Initiating Program: Beowulf -- Protocol: 616 -- Password: Savior"
tumblr_nea242P0Z61qdxypao3_500.gif
[/legend]
 
Post: http://www.ninpocho.com/viewtopic.php?p=183351#p183351 and http://www.ninpocho.com/viewtopic.php?p=183370#p183370
WC: 457 total

Training: +35 ASP
Yen Stipend: 7500
[col]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 0
Character Level: 15
OOC Rank: S|I Am the Darkness 2.0
HP: (55+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +6 Stealth, +4 Awareness
High: Melee Accuracy
Average: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
*2 points bought with ASP[/col]

[col3][spoilername="Taijutsu"]Slashing Jutsu
C Rank
B Rank
A Rank

Ranged Taijutsu
C Rank
B Rank
A Rank

Buffing Taijutsu
D Rank
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Genjutsu"]Visual Genjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

Audial Genjutsu
C Rank
A Rank

Kinetic Genjutsu
C Rank

Will Genjutsu
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Ninjutsu"]Non-Elemental Ninjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

ANBU Jutsu -- All 14 Mastered
D Rank
C Rank
B Rank
A Rank
[/spoilername][/col3]
[col][spoilername="Core Ability Opportunist"]
[fontsize="12"]Opportunists are those who take advantage of every mistake their opponents make - and every good situation they find themselves in. Opportunists care little about honor and have no delusions about war - they fight to survive, and will resort to any means necessary to ensure they are the last ones standing.

Sneak Attack - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Counterattack - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

Enhanced Counter - Modification (2 points)
Restriction- C Rank and up, requires Deflection
While many skilled ninja can deflect attacks, only an Opportunist sees the opening that an enemy leaves and can take advantage of it. A ninja with this skill can catch and throw back projectiles at a surprising speed.
Effect: The Deflection ability now applies to Jutsu up to level 6, gains an additional +5% chance of activating, and no longer has an Accuracy penalty when using the special action. Â Additionally, If the special action is used upon an attack using Ranged accuracy successfully, the user is able to deflect it towards a different target at -3 Accuracy and 70% damage.

Sniper - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

Crippling Strike - Dependent Special Move (3 points)
Don't turn your back on an Opportunist. They'll only take advantage of it and hit you hard. Very hard. They don't care about fighting fair, and this technique is one of their most surprising to be caught in.
Effect: While in Stealth, the user may allow a Taijutsu to bypass Damage Reduction and Barriers. If performed against a clone, this has a 60% chance at dispelling the clone. This may only be done once per round.

Slippery Mind - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.

Feint - Dependent Special Move (2 points)
Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.

Combat Roll - Independent Special Move (3 points)
A true Opportunist can turn a life-threatening situation into a potential win with a simple movement. The risk involved is only part of the fun--and, of course, the deception.
Effect: The user gains +3 Dodge to the next attack aimed at them. Should they dodge, they may immediately strike the attacker at +1 Accuracy and +10% Damage. If they Are hit, they take +15% Damage and a partial hit is treated as full. Multi-hitting jutsu must inflict at least more the 50% of its maximum damage.

Quick Step - Boost (1 point)
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Counter Disarm - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

Flash Counter - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.[/fontsize]
Obtained Techniques:
Shadow Step
Counterattack
Sniper
Feint
Counter Disarm
Flash Counter [Ranked up to rank 2]
Sneak Attack
Quick Step [Purchased 3 times]
Total: 19 points[/spoilername]|[spoilername="Abilities"]Branch: Sentinel
101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
1: Technical Pacifist
2: Called Shots
3: Illusionist
4: Stalker
5: Duelist
6: Insight
7: Deflection
8: Quick Reaction
9: Combat Instinct
10: Defensive Technique
11: Fearless
*12: Teamwork
*Bought with ASP.[/spoilername][/col]
[col][spoilername="Weapons"]Tristan and Isolde
A pair of heavy-set gauntlets that appear to be created for defense. These iron gauntlets are widened at the forearms to double as a shield to protect the user from damage if the need arises.
Damage Type: Unarmed
Unarmed Special: May use Handseals while armed with an Unarmed Weapon
Accuracy: +0
Augments:
  • Vanguard
  • Steady
  • Raid

Samson
A single-edged sword with a curved tip. There is a weight on the tip that increasing the swinging speed. This weapon was fashioned after reading a story of an emperor who had a bad habit of putting his enemy's to die on a pike.
Damage Type: Slashing
Slashing Special: May naturally inflict Bleeding
Accuracy: +0 / +0% damage
Augments:

Aquarius
A black bow that has a special spot with a barrel. The barrel has rifling throughout to make the attacks more accurate. This bow was built for the soul purpose of dismantling a person's movement rather than causing bodily harm.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2
Augments:
  • Crippler
  • Silencer
  • Steady

Kiss of the Dragon
A small dart located within Nanami's cheek. The dart is spit at the opponent, capable of dealing dizzying effects.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2 Acc/-10% dmg
Augment:
[/spoilername]|[spoilername="Items Taken to battle"]0: Weapon Holster
  • Aquarius [Bow Weapon]
    Samson [Sword Weapon]
1: Weapon Holster: Triston and Isolde [Unarmed Weapon]
2: Belt Pouch
3: Belt Pouch
4: Smoke Bombs x3
5: Health Pills x3
Sentinel Slot: Weapon Holster: Kiss of the Dragon [Weapon][/spoilername][/col]
[legend="Cursed Seal: Gaia"]Current Rank: Mastered
gsM7aVZ.jpg

The Gaia Seal is a cursed seal that focuses on improving the user's physical aspects. While under the effects of this seal, the user is more resistant to physical damage, strikes harder, and moves faster than normal. As with all Cursed Seals however, the Gaia Seal breaks down the user's body over time and can cripple the user's body if Used Too much.

Rank 1: Covers the user's body in runic glyphs, giving them +10% Taijutsu and Basic Strike Damage. -5% Damage Taken, +2 Melee/Ranged Accuracy, +2% chance to cause Bleeding/Suppression. In addition the user takes an additional 2% damage from Illusionary and Ninjutsu sources.
Rank 2: Covers the user in a dark aura, giving them +15% Taijutsu and Basic Strike Damage. -10% Damage Taken, +3 Melee/Ranged Accuracy, +4% chance to cause Bleeding/Suppression. In addition the user takes an additional 4% damage from Illusionary and Ninjutsu sources.
Rank 3: Completely alters the user into a totally different figure, giving them +20% Taijutsu and Basic Strike Damage. -15% Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active

"Initiating Program: Beowulf -- Protocol: 616 -- Password: Savior"
tumblr_nea242P0Z61qdxypao3_500.gif
[/legend]
 
</B>
[fontsize="40"]Please don't forget to roll my last training too!

Actually, add that with this training please!!!!
[/fontsize]​
<i>
</i>

http://www.ninpocho.com/viewtopic.php?p=183727#p183727
As per This Announcement, I get double training and double yen.
I also get a choice between A) +100 ASP or B) Choice of anything in the ASP shop.

WC: 330

+70 ASP (Double Training) +35 (since nobody was nice enough to help me out with last week's training) = 110 ASP
+15000 Yen (Double Training) + 7500 (since nobody rolled my training for last week) = 22500 Yen
I choose: A) +100 ASP

110 ASP (this week and last week [Thanks guys]) + 100 = 210 ASP
22500 Yen

[col]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 0
Character Level: 15
OOC Rank: S|I Am the Darkness 2.0
HP: (55+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +6 Stealth, +4 Awareness
High: Melee Accuracy
Average: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
*2 points bought with ASP[/col]

[col3][spoilername="Taijutsu"]Slashing Jutsu
C Rank
B Rank
A Rank

Ranged Taijutsu
C Rank
B Rank
A Rank

Buffing Taijutsu
D Rank
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Genjutsu"]Visual Genjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

Audial Genjutsu
C Rank
A Rank

Kinetic Genjutsu
C Rank

Will Genjutsu
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Ninjutsu"]Non-Elemental Ninjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

ANBU Jutsu -- All 14 Mastered
D Rank
C Rank
B Rank
A Rank
[/spoilername][/col3]
[col][spoilername="Core Ability Opportunist"]
[fontsize="12"]Opportunists are those who take advantage of every mistake their opponents make - and every good situation they find themselves in. Opportunists care little about honor and have no delusions about war - they fight to survive, and will resort to any means necessary to ensure they are the last ones standing.

Sneak Attack - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Counterattack - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

Enhanced Counter - Modification (2 points)
Restriction- C Rank and up, requires Deflection
While many skilled ninja can deflect attacks, only an Opportunist sees the opening that an enemy leaves and can take advantage of it. A ninja with this skill can catch and throw back projectiles at a surprising speed.
Effect: The Deflection ability now applies to Jutsu up to level 6, gains an additional +5% chance of activating, and no longer has an Accuracy penalty when using the special action. Â Additionally, If the special action is used upon an attack using Ranged accuracy successfully, the user is able to deflect it towards a different target at -3 Accuracy and 70% damage.

Sniper - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

Crippling Strike - Dependent Special Move (3 points)
Don't turn your back on an Opportunist. They'll only take advantage of it and hit you hard. Very hard. They don't care about fighting fair, and this technique is one of their most surprising to be caught in.
Effect: While in Stealth, the user may allow a Taijutsu to bypass Damage Reduction and Barriers. If performed against a clone, this has a 60% chance at dispelling the clone. This may only be done once per round.

Slippery Mind - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.

Feint - Dependent Special Move (2 points)
Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.

Combat Roll - Independent Special Move (3 points)
A true Opportunist can turn a life-threatening situation into a potential win with a simple movement. The risk involved is only part of the fun--and, of course, the deception.
Effect: The user gains +3 Dodge to the next attack aimed at them. Should they dodge, they may immediately strike the attacker at +1 Accuracy and +10% Damage. If they Are hit, they take +15% Damage and a partial hit is treated as full. Multi-hitting jutsu must inflict at least more the 50% of its maximum damage.

Quick Step - Boost (1 point)
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Counter Disarm - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

Flash Counter - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.[/fontsize]
Obtained Techniques:
Shadow Step
Counterattack
Sniper
Feint
Counter Disarm
Flash Counter [Ranked up to rank 2]
Sneak Attack
Quick Step [Purchased 3 times]
Total: 19 points[/spoilername]|[spoilername="Abilities"]Branch: Sentinel
101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
1: Technical Pacifist
2: Called Shots
3: Illusionist
4: Stalker
5: Duelist
6: Insight
7: Deflection
8: Quick Reaction
9: Combat Instinct
10: Defensive Technique
11: Fearless
*12: Teamwork
*Bought with ASP.[/spoilername][/col]
[col][spoilername="Weapons"]Tristan and Isolde
A pair of heavy-set gauntlets that appear to be created for defense. These iron gauntlets are widened at the forearms to double as a shield to protect the user from damage if the need arises.
Damage Type: Unarmed
Unarmed Special: May use Handseals while armed with an Unarmed Weapon
Accuracy: +0
Augments:

Samson
A single-edged sword with a curved tip. There is a weight on the tip that increasing the swinging speed. This weapon was fashioned after reading a story of an emperor who had a bad habit of putting his enemy's to die on a pike.
Damage Type: Slashing
Slashing Special: May naturally inflict Bleeding
Accuracy: +0 / +0% damage
Augments:

Aquarius
A black bow that has a special spot with a barrel. The barrel has rifling throughout to make the attacks more accurate. This bow was built for the soul purpose of dismantling a person's movement rather than causing bodily harm.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2
Augments:

Kiss of the Dragon
A small dart located within Nanami's cheek. The dart is spit at the opponent, capable of dealing dizzying effects.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2 Acc/-10% dmg
Augment:
[/spoilername]|[spoilername="Items Taken to battle"]0: Weapon Holster
  • Aquarius [Bow Weapon]
    Samson [Sword Weapon]
1: Weapon Holster: Triston and Isolde [Unarmed Weapon]
2: Belt Pouch
3: Belt Pouch
4: Smoke Bombs x3
5: Health Pills x3
Sentinel Slot: Weapon Holster: Kiss of the Dragon [Weapon][/spoilername][/col]
[legend="Cursed Seal: Gaia"]Current Rank: Mastered
gsM7aVZ.jpg

The Gaia Seal is a cursed seal that focuses on improving the user's physical aspects. While under the effects of this seal, the user is more resistant to physical damage, strikes harder, and moves faster than normal. As with all Cursed Seals however, the Gaia Seal breaks down the user's body over time and can cripple the user's body if Used Too much.

Rank 1: Covers the user's body in runic glyphs, giving them +10% Taijutsu and Basic Strike Damage. -5% Damage Taken, +2 Melee/Ranged Accuracy, +2% chance to cause Bleeding/Suppression. In addition the user takes an additional 2% damage from Illusionary and Ninjutsu sources.
Rank 2: Covers the user in a dark aura, giving them +15% Taijutsu and Basic Strike Damage. -10% Damage Taken, +3 Melee/Ranged Accuracy, +4% chance to cause Bleeding/Suppression. In addition the user takes an additional 4% damage from Illusionary and Ninjutsu sources.
<B>Rank 3: Completely alters the user into a totally different figure, giving them +20% Taijutsu and Basic Strike Damage. -15% Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active

"Initiating Program: Beowulf -- Protocol: 616 -- Password: Savior"
tumblr_nea242P0Z61qdxypao3_500.gif
[/legend]
 
Side note: 70 + 35= 105... not 110 :D

so that being said here's what you gain:

ASP: 205(training) +0(on hand)= 205 asp

Yen: adding 22500 to onhand.

apologies for last week.
 
http://www.ninpocho.com/viewtopic.php?p=184608#p184608
WC: 342

+35 Capped Points
+7500 Yen
[col]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 105
Character Level: 15
OOC Rank: S|I Am the Darkness 2.0
HP: (55+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +6 Stealth, +4 Awareness
High: Melee Accuracy
Average: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
*2 points bought with ASP[/col]

[col3][spoilername="Taijutsu"]Slashing Jutsu
C Rank
B Rank
A Rank

Ranged Taijutsu
C Rank
B Rank
A Rank

Buffing Taijutsu
D Rank
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Genjutsu"]Visual Genjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

Audial Genjutsu
C Rank
A Rank

Kinetic Genjutsu
C Rank

Will Genjutsu
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Ninjutsu"]Non-Elemental Ninjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

ANBU Jutsu -- All 14 Mastered
D Rank
C Rank
B Rank
A Rank
[/spoilername][/col3]
[col][spoilername="Core Ability Opportunist"]
[fontsize="12"]Opportunists are those who take advantage of every mistake their opponents make - and every good situation they find themselves in. Opportunists care little about honor and have no delusions about war - they fight to survive, and will resort to any means necessary to ensure they are the last ones standing.

Sneak Attack - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Counterattack - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

Enhanced Counter - Modification (2 points)
Restriction- C Rank and up, requires Deflection
While many skilled ninja can deflect attacks, only an Opportunist sees the opening that an enemy leaves and can take advantage of it. A ninja with this skill can catch and throw back projectiles at a surprising speed.
Effect: The Deflection ability now applies to Jutsu up to level 6, gains an additional +5% chance of activating, and no longer has an Accuracy penalty when using the special action. Â Additionally, If the special action is used upon an attack using Ranged accuracy successfully, the user is able to deflect it towards a different target at -3 Accuracy and 70% damage.

Sniper - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

Crippling Strike - Dependent Special Move (3 points)
Don't turn your back on an Opportunist. They'll only take advantage of it and hit you hard. Very hard. They don't care about fighting fair, and this technique is one of their most surprising to be caught in.
Effect: While in Stealth, the user may allow a Taijutsu to bypass Damage Reduction and Barriers. If performed against a clone, this has a 60% chance at dispelling the clone. This may only be done once per round.

Slippery Mind - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.

Feint - Dependent Special Move (2 points)
Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.

Combat Roll - Independent Special Move (3 points)
A true Opportunist can turn a life-threatening situation into a potential win with a simple movement. The risk involved is only part of the fun--and, of course, the deception.
Effect: The user gains +3 Dodge to the next attack aimed at them. Should they dodge, they may immediately strike the attacker at +1 Accuracy and +10% Damage. If they Are hit, they take +15% Damage and a partial hit is treated as full. Multi-hitting jutsu must inflict at least more the 50% of its maximum damage.

Quick Step - Boost (1 point)
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Counter Disarm - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

Flash Counter - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.[/fontsize]
Obtained Techniques:
Shadow Step
Counterattack
Sniper
Feint
Counter Disarm
Flash Counter [Ranked up to rank 2]
Sneak Attack
Quick Step [Purchased 3 times]
Total: 19 points[/spoilername]|[spoilername="Abilities"]Branch: Sentinel
101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
1: Technical Pacifist
2: Called Shots
3: Illusionist
4: Stalker
5: Duelist
6: Insight
7: Deflection
8: Quick Reaction
9: Combat Instinct
10: Defensive Technique
11: Fearless
*12: Teamwork
*Bought with ASP.[/spoilername][/col]
[col][spoilername="Weapons"]Tristan and Isolde
A pair of heavy-set gauntlets that appear to be created for defense. These iron gauntlets are widened at the forearms to double as a shield to protect the user from damage if the need arises.
Damage Type: Unarmed
Unarmed Special: May use Handseals while armed with an Unarmed Weapon
Accuracy: +0
Augments:

Samson
A single-edged sword with a curved tip. There is a weight on the tip that increasing the swinging speed. This weapon was fashioned after reading a story of an emperor who had a bad habit of putting his enemy's to die on a pike.
Damage Type: Slashing
Slashing Special: May naturally inflict Bleeding
Accuracy: +0 / +0% damage
Augments:

Aquarius
A black bow that has a special spot with a barrel. The barrel has rifling throughout to make the attacks more accurate. This bow was built for the soul purpose of dismantling a person's movement rather than causing bodily harm.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2
Augments:

Kiss of the Dragon
A small dart located within Nanami's cheek. The dart is spit at the opponent, capable of dealing dizzying effects.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2 Acc/-10% dmg
Augment:
[/spoilername]|[spoilername="Items Taken to battle"]0: Weapon Holster
  • Aquarius [Bow Weapon]
    Samson [Sword Weapon]
1: Weapon Holster: Triston and Isolde [Unarmed Weapon]
2: Belt Pouch
3: Belt Pouch
4: Smoke Bombs x3
5: Health Pills x3
Sentinel Slot: Weapon Holster: Kiss of the Dragon [Weapon][/spoilername][/col]
[legend="Cursed Seal: Gaia"]Current Rank: Mastered
gsM7aVZ.jpg

The Gaia Seal is a cursed seal that focuses on improving the user's physical aspects. While under the effects of this seal, the user is more resistant to physical damage, strikes harder, and moves faster than normal. As with all Cursed Seals however, the Gaia Seal breaks down the user's body over time and can cripple the user's body if Used Too much.

Rank 1: Covers the user's body in runic glyphs, giving them +10% Taijutsu and Basic Strike Damage. -5% Damage Taken, +2 Melee/Ranged Accuracy, +2% chance to cause Bleeding/Suppression. In addition the user takes an additional 2% damage from Illusionary and Ninjutsu sources.
Rank 2: Covers the user in a dark aura, giving them +15% Taijutsu and Basic Strike Damage. -10% Damage Taken, +3 Melee/Ranged Accuracy, +4% chance to cause Bleeding/Suppression. In addition the user takes an additional 4% damage from Illusionary and Ninjutsu sources.
Rank 3: Completely alters the user into a totally different figure, giving them +20% Taijutsu and Basic Strike Damage. -15% Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active

"Initiating Program: Beowulf -- Protocol: 616 -- Password: Savior"
tumblr_nea242P0Z61qdxypao3_500.gif
[/legend]
 
http://www.ninpocho.com/viewtopic.php?p=185344#p185344
WC: 413

In accordance with: http://www.ninpocho.com/viewtopic.php?p=185539#p185539
Destroy Presence is no longer a thing.. and thus replaced with Incapacitate.
I also get a free mastery transfer to any jutsu I want..
And I bought Incapacitate.. So...
Destroy Presence r2 -> Incapacitate r2

+35 Capped points
+7500 Yen

Buying: Cursed Seal - Astral for 150 Capped Points.
[col]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 140
Character Level: 15
OOC Rank: S|I Am the Darkness 2.0
HP: (55+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +6 Stealth, +4 Awareness
High: Melee Accuracy
Average: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
*2 points bought with ASP[/col]

[col3][spoilername="Taijutsu"]Slashing Jutsu
C Rank
B Rank
A Rank

Ranged Taijutsu
C Rank
B Rank
A Rank

Buffing Taijutsu
D Rank
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Genjutsu"]Visual Genjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

Audial Genjutsu
C Rank
A Rank

Kinetic Genjutsu
C Rank

Will Genjutsu
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Ninjutsu"]Non-Elemental Ninjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

ANBU Jutsu -- All 14 Mastered
D Rank
C Rank
B Rank
A Rank
[/spoilername][/col3]
[col][spoilername="Core Ability Opportunist"]
[fontsize="12"]Opportunists are those who take advantage of every mistake their opponents make - and every good situation they find themselves in. Opportunists care little about honor and have no delusions about war - they fight to survive, and will resort to any means necessary to ensure they are the last ones standing.

Sneak Attack - Passive (3 points)
Restriction- C Rank and up
Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

Shadow Step - Passive (2 points)
Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

Counterattack - Passive (3 points)
Restriction- B Rank and up
Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

Enhanced Counter - Modification (2 points)
Restriction- C Rank and up, requires Deflection
While many skilled ninja can deflect attacks, only an Opportunist sees the opening that an enemy leaves and can take advantage of it. A ninja with this skill can catch and throw back projectiles at a surprising speed.
Effect: The Deflection ability now applies to Jutsu up to level 6, gains an additional +5% chance of activating, and no longer has an Accuracy penalty when using the special action. Â Additionally, If the special action is used upon an attack using Ranged accuracy successfully, the user is able to deflect it towards a different target at -3 Accuracy and 70% damage.

Sniper - Modification (2 points)
Restriction- Requires Called Shot
When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

Crippling Strike - Dependent Special Move (3 points)
Don't turn your back on an Opportunist. They'll only take advantage of it and hit you hard. Very hard. They don't care about fighting fair, and this technique is one of their most surprising to be caught in.
Effect: While in Stealth, the user may allow a Taijutsu to bypass Damage Reduction and Barriers. If performed against a clone, this has a 60% chance at dispelling the clone. This may only be done once per round.

Slippery Mind - Passive (3 points)
As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
Effect: +2 to Genjutsu Save and awareness rolls.

Feint - Dependent Special Move (2 points)
Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.

Combat Roll - Independent Special Move (3 points)
A true Opportunist can turn a life-threatening situation into a potential win with a simple movement. The risk involved is only part of the fun--and, of course, the deception.
Effect: The user gains +3 Dodge to the next attack aimed at them. Should they dodge, they may immediately strike the attacker at +1 Accuracy and +10% Damage. If they Are hit, they take +15% Damage and a partial hit is treated as full. Multi-hitting jutsu must inflict at least more the 50% of its maximum damage.

Quick Step - Boost (1 point)
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy

Counter Disarm - Passive (2 points)
Restriction- C Rank and up
In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

Flash Counter - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

Cost: 2,500 Cp; 2.5 Ap

Notes:
- This may be used Reactionary.
- This may only be used once a round.[/fontsize]
Obtained Techniques:
Shadow Step
Counterattack
Sniper
Feint
Counter Disarm
Flash Counter [Ranked up to rank 2]
Sneak Attack
Quick Step [Purchased 3 times]
Total: 19 points[/spoilername]|[spoilername="Abilities"]Branch: Sentinel
101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
1: Technical Pacifist
2: Called Shots
3: Illusionist
4: Stalker
5: Duelist
6: Insight
7: Deflection
8: Quick Reaction
9: Combat Instinct
10: Defensive Technique
11: Fearless
*12: Teamwork
*Bought with ASP.[/spoilername][/col]
[col][spoilername="Weapons"]Tristan and Isolde
A pair of heavy-set gauntlets that appear to be created for defense. These iron gauntlets are widened at the forearms to double as a shield to protect the user from damage if the need arises.
Damage Type: Unarmed
Unarmed Special: May use Handseals while armed with an Unarmed Weapon
Accuracy: +0
Augments:

Samson
A single-edged sword with a curved tip. There is a weight on the tip that increasing the swinging speed. This weapon was fashioned after reading a story of an emperor who had a bad habit of putting his enemy's to die on a pike.
Damage Type: Slashing
Slashing Special: May naturally inflict Bleeding
Accuracy: +0 / +0% damage
Augments:

Aquarius
A black bow that has a special spot with a barrel. The barrel has rifling throughout to make the attacks more accurate. This bow was built for the soul purpose of dismantling a person's movement rather than causing bodily harm.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2
Augments:

Kiss of the Dragon
A small dart located within Nanami's cheek. The dart is spit at the opponent, capable of dealing dizzying effects.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2 Acc/-10% dmg
Augment:
[/spoilername]|[spoilername="Items Taken to battle"]0: Weapon Holster
  • Aquarius [Bow Weapon]
    Samson [Sword Weapon]
1: Weapon Holster: Triston and Isolde [Unarmed Weapon]
2: Belt Pouch
3: Belt Pouch
4: Smoke Bombs x3
5: Health Pills x3
Sentinel Slot: Weapon Holster: Kiss of the Dragon [Weapon][/spoilername][/col]
[legend="Cursed Seal: Gaia"]Current Rank: Mastered
gsM7aVZ.jpg

The Gaia Seal is a cursed seal that focuses on improving the user's physical aspects. While under the effects of this seal, the user is more resistant to physical damage, strikes harder, and moves faster than normal. As with all Cursed Seals however, the Gaia Seal breaks down the user's body over time and can cripple the user's body if Used Too much.

Rank 1: Covers the user's body in runic glyphs, giving them +10% Taijutsu and Basic Strike Damage. -5% Damage Taken, +2 Melee/Ranged Accuracy, +2% chance to cause Bleeding/Suppression. In addition the user takes an additional 2% damage from Illusionary and Ninjutsu sources.
Rank 2: Covers the user in a dark aura, giving them +15% Taijutsu and Basic Strike Damage. -10% Damage Taken, +3 Melee/Ranged Accuracy, +4% chance to cause Bleeding/Suppression. In addition the user takes an additional 4% damage from Illusionary and Ninjutsu sources.
Rank 3: Completely alters the user into a totally different figure, giving them +20% Taijutsu and Basic Strike Damage. -15% Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active

"Initiating Program: Beowulf -- Protocol: 616 -- Password: Savior"
tumblr_nea242P0Z61qdxypao3_500.gif
[/legend]
 
Late but here!
For last week's training
My 1 for the month of Feb
Here
WC: 778
Rolls: +70 to ASP
Yen: +15000 Yen
[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 20
Character Level: 15
OOC Rank: S|I Am the Darkness 2.0
HP: (55+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +6 Stealth, +4 Awareness
High: Melee Accuracy
Average: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
*2 points bought with ASP|
Affinities
Minor Ninjutsu: Water [Free]
Major Ninjutsu: Fire [Free]
1/2 Learned: Visual Genjutsu
100% Learned: ANBU Jutsu
Advanced Element: Shadow[/col3]

[col3][spoilername="Taijutsu"]Slashing Jutsu
C Rank
B Rank
A Rank

Ranged Taijutsu
C Rank
B Rank
A Rank

Buffing Taijutsu
D Rank
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Genjutsu"]Visual Genjutsu -- Minor Affinity
E Rank
D Rank
C Rank
B Rank
A Rank

Audial Genjutsu
C Rank
A Rank

Kinetic Genjutsu
C Rank

Will Genjutsu
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Ninjutsu"]Non-Elemental Ninjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

ANBU Jutsu -- Major Affinity
D Rank
C Rank
B Rank
A Rank

Shadow Jutsu -- AE [Fire/Water]
C Rank
B Rank
A Rank
  • Shadow Summoning [1]
  • Shadow Garb [1]
  • Darkness Fall [1]
  • Dark Void [1][/spoilername][/col3]
    [col][spoilername="Core Ability Opportunist"]
    [fontsize="12"]Opportunists are those who take advantage of every mistake their opponents make - and every good situation they find themselves in. Opportunists care little about honor and have no delusions about war - they fight to survive, and will resort to any means necessary to ensure they are the last ones standing.

    Sneak Attack - Passive (3 points)
    Restriction- C Rank and up
    Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
    Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

    Shadow Step - Passive (2 points)
    Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
    Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

    Counterattack - Passive (3 points)
    Restriction- B Rank and up
    Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
    Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

    Enhanced Counter - Modification (2 points)
    Restriction- C Rank and up, requires Deflection
    While many skilled ninja can deflect attacks, only an Opportunist sees the opening that an enemy leaves and can take advantage of it. A ninja with this skill can catch and throw back projectiles at a surprising speed.
    Effect: The Deflection ability now applies to Jutsu up to level 6, gains an additional +5% chance of activating, and no longer has an Accuracy penalty when using the special action. Â Additionally, If the special action is used upon an attack using Ranged accuracy successfully, the user is able to deflect it towards a different target at -3 Accuracy and 70% damage.

    Sniper - Modification (2 points)
    Restriction- Requires Called Shot
    When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
    Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

    Crippling Strike - Dependent Special Move (3 points)
    Don't turn your back on an Opportunist. They'll only take advantage of it and hit you hard. Very hard. They don't care about fighting fair, and this technique is one of their most surprising to be caught in.
    Effect: While in Stealth, the user may allow a Taijutsu to bypass Damage Reduction and Barriers. If performed against a clone, this has a 60% chance at dispelling the clone. This may only be done once per round.

    Slippery Mind - Passive (3 points)
    As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
    Effect: +2 to Genjutsu Save and awareness rolls.

    Feint - Dependent Special Move (2 points)
    Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
    Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.

    Combat Roll - Independent Special Move (3 points)
    A true Opportunist can turn a life-threatening situation into a potential win with a simple movement. The risk involved is only part of the fun--and, of course, the deception.
    Effect: The user gains +3 Dodge to the next attack aimed at them. Should they dodge, they may immediately strike the attacker at +1 Accuracy and +10% Damage. If they Are hit, they take +15% Damage and a partial hit is treated as full. Multi-hitting jutsu must inflict at least more the 50% of its maximum damage.

    Quick Step - Boost (1 point)
    Restriction- Can be purchased up to three times
    Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
    Effect: +1 accuracy

    Counter Disarm - Passive (2 points)
    Restriction- C Rank and up
    In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
    Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

    Flash Counter - Jutsu (1 point, 1 to rank up)
    Restriction- A-Rank and Up
    This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
    Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
    Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

    Cost: 2,500 Cp; 2.5 Ap

    Notes:
    - This may be used Reactionary.
    - This may only be used once a round.[/fontsize]
    Obtained Techniques:
    Shadow Step
    Counterattack
    Sniper
    Feint
    Slippery Mind
    Flash Counter [Ranked up to rank 2]
    Sneak Attack
    Quick Step [Purchased 3 times]
    Total: 19 points[/spoilername]|[spoilername="Abilities"]Branch: Sentinel
    101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
    1: Jutsu Creator
    2: Called Shots
    3: Illusionist
    4: Stalker
    5: Duelist
    6: Insight
    7: Deflection
    8: Quick Reaction
    9: Combat Instinct
    10: Defensive Technique
    11: Fearless
    *12: Teamwork
    *Bought with ASP.[/spoilername][/col]
    [col][spoilername="Weapons"]Tristan and Isolde
    A pair of heavy-set gauntlets that appear to be created for defense. These iron gauntlets are widened at the forearms to double as a shield to protect the user from damage if the need arises.
    Damage Type: Unarmed
    Unarmed Special: May use Handseals while armed with an Unarmed Weapon
    Accuracy: +0
    Augments:
    Samson
    A single-edged sword with a curved tip. There is a weight on the tip that increasing the swinging speed. This weapon was fashioned after reading a story of an emperor who had a bad habit of putting his enemy's to die on a pike.
    Damage Type: Slashing
    Slashing Special: May naturally inflict Bleeding
    Accuracy: +0 / +0% damage
    Augments:
    Aquarius
    A black bow that has a special spot with a barrel. The barrel has rifling throughout to make the attacks more accurate. This bow was built for the soul purpose of dismantling a person's movement rather than causing bodily harm.
    Damage Type: Ranged
    Ranged Special: +3% Called Shots
    Accuracy: +2
    Augments:
    Kiss of the Dragon
    A small dart located within Nanami's cheek. The dart is spit at the opponent, capable of dealing dizzying effects.
    Damage Type: Ranged
    Ranged Special: +3% Called Shots
    Accuracy: +2 Acc/-10% dmg
    Augment:[/spoilername]|[spoilername="Items Taken to battle"]0: Weapon Holster
    • Aquarius [Bow Weapon]
      Samson [Sword Weapon]
    1: Weapon Holster: Triston and Isolde [Unarmed Weapon]
    2: Belt Pouch3: Belt Pouch
4: Smoke Bombs x3
5: Health Pills x3
Sentinel Slot: Weapon Holster: Kiss of the Dragon [Weapon][/spoilername][/col]
[spoilername="Cursed Seals"][legend="[fontsize="20"]Gaia[/fontsize]"]Current Rank: Mastered
gsM7aVZ.jpg

The Gaia Seal is a cursed seal that focuses on improving the user's physical aspects. While under the effects of this seal, the user is more resistant to physical damage, strikes harder, and moves faster than normal. As with all Cursed Seals however, the Gaia Seal breaks down the user's body over time and can cripple the user's body if Used Too much.

Rank 1: Covers the user's body in runic glyphs, giving them +10% Taijutsu and Basic Strike Damage. -5% Damage Taken, +2 Melee/Ranged Accuracy, +2% chance to cause Bleeding/Suppression. In addition the user takes an additional 2% damage from Illusionary and Ninjutsu sources.
Rank 2: Covers the user in a dark aura, giving them +15% Taijutsu and Basic Strike Damage. -10% Damage Taken, +3 Melee/Ranged Accuracy, +4% chance to cause Bleeding/Suppression. In addition the user takes an additional 4% damage from Illusionary and Ninjutsu sources.
Rank 3: Completely alters the user into a totally different figure, giving them +20% Taijutsu and Basic Strike Damage. -15% Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active

"Initiating Program: Beowulf -- Protocol: 616 -- Password: Savior"[/legend]
[legend="[fontsize="20"]Astral[/fontsize]"]Current Rank: 1
ZOFfJXL.jpg

The Astral Seal is a Curse mark that greatly enhances the user's speed, overflowing their body and mind with chakra that heightens their reactions, and allows their body to match the pace. Those with the Astral Seal move quickly, and are both hard to predict, and hard to hit, their every action a blur to the eyes of others.

Rank 1: Covers the user's body in runic glyphs, giving them +2 Dodge, +.5 Ap, +3% Auto Dodge. In addition the user has a 2% chance to auto-miss.
Rank 2: Covers the user in a dark aura, giving them +3 Dodge, +.75 Ap, +5% Auto Dodge. In addition the user has a 4% chance to auto-miss.
Rank 3: Completely alters the user into a totally different figure, giving them +4 Dodge, +1 Ap, +10% Auto Dodge. In addition the user has a 5% chance to auto-miss. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active

"Initiating Program: Beowulf -- Protocol: Heaven's Gate -- Password: Commandment[/legend][/spoilername]
 
http://www.ninpocho.com/viewtopic.php?p=189881#p189881
wc: 605

+35 to ASP -- I guess.
+7500 Yen
[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 90
Character Level: 15
OOC Rank: S|I Am the Darkness 2.0
HP: (55+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: +6 Stealth, +4 Awareness
High: Melee Accuracy
Average: Ranged Accuracy, Genjutsu DC, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
*2 points bought with ASP|
Affinities
Minor Ninjutsu: Water [Free]
Major Ninjutsu: Fire [Free]
1/2 Learned: Visual Genjutsu
100% Learned: ANBU Jutsu
Advanced Element: Shadow[/col3]

[col3][spoilername="Taijutsu"]Slashing Jutsu
C Rank
B Rank
A Rank

Ranged Taijutsu
C Rank
B Rank
A Rank

Buffing Taijutsu
D Rank
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Genjutsu"]Visual Genjutsu -- Minor Affinity
E Rank
D Rank
C Rank
B Rank
A Rank

Audial Genjutsu
C Rank
A Rank

Kinetic Genjutsu
C Rank

Will Genjutsu
C Rank
B Rank
A Rank
[/spoilername]|[spoilername="Ninjutsu"]Non-Elemental Ninjutsu
E Rank
D Rank
C Rank
B Rank
A Rank

ANBU Jutsu -- Major Affinity
D Rank
C Rank
B Rank
A Rank

Shadow Jutsu -- AE [Fire/Water]
C Rank
B Rank
A Rank
  • Shadow Summoning [1]
  • Shadow Garb [1]
  • Darkness Fall [1]
  • Dark Void [1][/spoilername][/col3]
    [col][spoilername="Core Ability Opportunist"]
    [fontsize="12"]Opportunists are those who take advantage of every mistake their opponents make - and every good situation they find themselves in. Opportunists care little about honor and have no delusions about war - they fight to survive, and will resort to any means necessary to ensure they are the last ones standing.

    Sneak Attack - Passive (3 points)
    Restriction- C Rank and up
    Many honor-bound fighters will make sure that their opponent is ready and aware before beginning a fight. Not so with the Opportunist. A turned back is an open target for them, a chance they don’t dare pass up.
    Effect: All the user's attacks have a 10% chance of being a Sneak Attack. All Sneak attacks gain +1 Critical and deal x2.5 damage upon a Critical hit; this does not stack with other critical damage modifiers.

    Shadow Step - Passive (2 points)
    Embracing the shadows, opportunists are adept in the art of covert fighting. They remain hidden from their victims until the moment they strike and even then leave their victims wondering where the attacker came from...and where they went.
    Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack. Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.

    Counterattack - Passive (3 points)
    Restriction- B Rank and up
    Whenever an enemy misses a swing of the sword or a thrust of the fist, they overextend slightly and leave an opening. In this opening is the chance to strike back and change the course of battle.
    Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack for their their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.

    Enhanced Counter - Modification (2 points)
    Restriction- C Rank and up, requires Deflection
    While many skilled ninja can deflect attacks, only an Opportunist sees the opening that an enemy leaves and can take advantage of it. A ninja with this skill can catch and throw back projectiles at a surprising speed.
    Effect: The Deflection ability now applies to Jutsu up to level 6, gains an additional +5% chance of activating, and no longer has an Accuracy penalty when using the special action. Â Additionally, If the special action is used upon an attack using Ranged accuracy successfully, the user is able to deflect it towards a different target at -3 Accuracy and 70% damage.

    Sniper - Modification (2 points)
    Restriction- Requires Called Shot
    When attacking an enemy by surprise, they cannot react, cannot cover there weaknesses. In that moment, it is extremely easy to hit vital areas. Taking advantage of this, an Opportunist can hit any chosen area with surprising ease.
    Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.

    Crippling Strike - Dependent Special Move (3 points)
    Don't turn your back on an Opportunist. They'll only take advantage of it and hit you hard. Very hard. They don't care about fighting fair, and this technique is one of their most surprising to be caught in.
    Effect: While in Stealth, the user may allow a Taijutsu to bypass Damage Reduction and Barriers. If performed against a clone, this has a 60% chance at dispelling the clone. This may only be done once per round.

    Slippery Mind - Passive (3 points)
    As used to their own tricks as they are, it's very difficult to fool an Opportunist with other tricks and illusions. So, too, is it more difficult to put them under Genjutsu than the average ninja.
    Effect: +2 to Genjutsu Save and awareness rolls.

    Feint - Dependent Special Move (2 points)
    Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
    Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.

    Combat Roll - Independent Special Move (3 points)
    A true Opportunist can turn a life-threatening situation into a potential win with a simple movement. The risk involved is only part of the fun--and, of course, the deception.
    Effect: The user gains +3 Dodge to the next attack aimed at them. Should they dodge, they may immediately strike the attacker at +1 Accuracy and +10% Damage. If they Are hit, they take +15% Damage and a partial hit is treated as full. Multi-hitting jutsu must inflict at least more the 50% of its maximum damage.

    Quick Step - Boost (1 point)
    Restriction- Can be purchased up to three times
    Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
    Effect: +1 accuracy

    Counter Disarm - Passive (2 points)
    Restriction- C Rank and up
    In close combat, whenever a mistake is made, there is the opening to disarm an enemy of their weapon, or cripple an unarmed opponent. That is something an Opportunist knows how best to take advantage of.
    Effect: Whenever an opponent misses a melee attack (melee taijutsu included; all hits must miss for one disarm attempt per jutsu, not one disarm attempt per missed hit), the user may attempt to disarm them at -1 melee accuracy. On a full hit, the user grabs the weapon, otherwise the weapon is flung away. If the enemy is unarmed, the user can attempt to cripple their arms or hands at -4 accuracy; if successful, it will increase the called shot rank by one. This penalty does not stack. This may only be done once per round.

    Flash Counter - Jutsu (1 point, 1 to rank up)
    Restriction- A-Rank and Up
    This jutsu is the ultimate counterattack; defensive and offensive at the same time, leaving no openings and at the same time exploiting all of the enemy’s openings. In the blink of an eye, the user can evade any attack and appear behind the enemy, attacking immediately with utter impunity.
    Rank 1: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 4 Basic Strikes or attack with any E-D Taijutsu for .5 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.
    Rank 2: The user automatically dodges the next attack directed at them and appears behind the attacker. The user may then strike with 6 Basic Strikes or attack with any E-C Taijutsu for 1 AP less. These attacks count as sneak attacks, and cannot be countered, detected, or auto-dodged.

    Cost: 2,500 Cp; 2.5 Ap

    Notes:
    - This may be used Reactionary.
    - This may only be used once a round.[/fontsize]
    Obtained Techniques:
    Shadow Step
    Counterattack
    Sniper
    Feint
    Slippery Mind
    Flash Counter [Ranked up to rank 2]
    Sneak Attack
    Quick Step [Purchased 3 times]
    Total: 19 points[/spoilername]|[spoilername="Abilities"]Branch: Sentinel
    101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
    1: Jutsu Creator
    2: Called Shots
    3: Illusionist
    4: Stalker
    5: Duelist
    6: Insight
    7: Deflection
    8: Quick Reaction
    9: Combat Instinct
    10: Defensive Technique
    11: Fearless
    *12: Teamwork
    *Bought with ASP.[/spoilername][/col]
    [col][spoilername="Weapons"]Tristan and Isolde
    A pair of heavy-set gauntlets that appear to be created for defense. These iron gauntlets are widened at the forearms to double as a shield to protect the user from damage if the need arises.
    Damage Type: Unarmed
    Unarmed Special: May use Handseals while armed with an Unarmed Weapon
    Accuracy: +0
    Augments:
    Samson
    A single-edged sword with a curved tip. There is a weight on the tip that increasing the swinging speed. This weapon was fashioned after reading a story of an emperor who had a bad habit of putting his enemy's to die on a pike.
    Damage Type: Slashing
    Slashing Special: May naturally inflict Bleeding
    Accuracy: +0 / +0% damage
    Augments:
    Aquarius
    A black bow that has a special spot with a barrel. The barrel has rifling throughout to make the attacks more accurate. This bow was built for the soul purpose of dismantling a person's movement rather than causing bodily harm.
    Damage Type: Ranged
    Ranged Special: +3% Called Shots
    Accuracy: +2
    Augments:
    Kiss of the Dragon
    A small dart located within Nanami's cheek. The dart is spit at the opponent, capable of dealing dizzying effects.
    Damage Type: Ranged
    Ranged Special: +3% Called Shots
    Accuracy: +2 Acc/-10% dmg
    Augment:[/spoilername]|[spoilername="Items Taken to battle"]0: Weapon Holster
    • Aquarius [Bow Weapon]
      Samson [Sword Weapon]
    1: Weapon Holster: Triston and Isolde [Unarmed Weapon]
    2: Belt Pouch3: Belt Pouch
4: Smoke Bombs x3
5: Health Pills x3
Sentinel Slot: Weapon Holster: Kiss of the Dragon [Weapon][/spoilername][/col]
[spoilername="Cursed Seals"][legend="[fontsize="20"]Gaia[/fontsize]"]Current Rank: Mastered
gsM7aVZ.jpg

The Gaia Seal is a cursed seal that focuses on improving the user's physical aspects. While under the effects of this seal, the user is more resistant to physical damage, strikes harder, and moves faster than normal. As with all Cursed Seals however, the Gaia Seal breaks down the user's body over time and can cripple the user's body if Used Too much.

Rank 1: Covers the user's body in runic glyphs, giving them +10% Taijutsu and Basic Strike Damage. -5% Damage Taken, +2 Melee/Ranged Accuracy, +2% chance to cause Bleeding/Suppression. In addition the user takes an additional 2% damage from Illusionary and Ninjutsu sources.
Rank 2: Covers the user in a dark aura, giving them +15% Taijutsu and Basic Strike Damage. -10% Damage Taken, +3 Melee/Ranged Accuracy, +4% chance to cause Bleeding/Suppression. In addition the user takes an additional 4% damage from Illusionary and Ninjutsu sources.
Rank 3: Completely alters the user into a totally different figure, giving them +20% Taijutsu and Basic Strike Damage. -15% Damage Taken, +4 Melee/Ranged Accuracy, +8% chance to cause Bleeding/Suppression. In addition the user takes an additional 5% damage from Illusionary and Ninjutsu sources. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active

"Initiating Program: Beowulf -- Protocol: 616 -- Password: Savior"[/legend]
[legend="[fontsize="20"]Astral[/fontsize]"]Current Rank: 1
ZOFfJXL.jpg

The Astral Seal is a Curse mark that greatly enhances the user's speed, overflowing their body and mind with chakra that heightens their reactions, and allows their body to match the pace. Those with the Astral Seal move quickly, and are both hard to predict, and hard to hit, their every action a blur to the eyes of others.

Rank 1: Covers the user's body in runic glyphs, giving them +2 Dodge, +.5 Ap, +3% Auto Dodge. In addition the user has a 2% chance to auto-miss.
Rank 2: Covers the user in a dark aura, giving them +3 Dodge, +.75 Ap, +5% Auto Dodge. In addition the user has a 4% chance to auto-miss.
Rank 3: Completely alters the user into a totally different figure, giving them +4 Dodge, +1 Ap, +10% Auto Dodge. In addition the user has a 5% chance to auto-miss. These buffs/debuffs do not count toward the buff cap.

Cost: 1 Ap to Activate/Deactivate, the user loses -5 training points for each round active

"Initiating Program: Beowulf -- Protocol: Heaven's Gate -- Password: Commandment[/legend][/spoilername]
 

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