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]

http://www.ninpocho.com/viewtopic.php?p=191663#p191663
WC: 278

Rolls: +35 ASP
+7500 Yen
[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 125
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=195810#p195810
WC: >300

Late Training.. yup.. it's a habit..
Rolls: Sacrifice for class change:
Old Class
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
New Class
Class Change:
Humanity's Sword and Shield
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% chance to inflict Suppression
High: Melee Accuracy
Average: Ranged Accuracy, Ninjutsu Accuracy, Gen DC, Dodge
Low: Puppet Accuracy
*2 Points bought with ASP

Looking at her hands, all she could see is blood. The blood is stained and ingrained into her memory. The pulsating light shined brightly, making her old method of sneaking around nigh impossible. Shaking her head to un-see the blood, she lowered her hands and took a seat upon the bed she resided in at the Academy. Clearing her throat, she looked up to the ceiling and hit herself on her knee out of anger. A large portion of her past has vanished and thus a large portion of herself has vanished. While she can no longer be a creature of the night, the woman stood up with a stalwart demeanor and balled her hand into a fist. Her resolve won't be broken. She will become the planet's sword and shield. She will prosper and she will thrive. Redemption is imminent.
 
http://www.ninpocho.com/viewtopic.php?p=196241#p196241
WC: >300

Training: (35*2) = 70 + 50 = 120 ASP this week
Yen: (7500*2) = 15000 + 25000 = 40000 Yen this week.

Jashinist Jutsu
<C Rank>Prayer of Malicious Intent: r1 -> r2 -- 10 pts
<B Rank>Sacrilegious Atonement: r1 -> r2 -- 12 pts
<A Rank>Divine Judgment: r1 -> r2 -- 15 pts

120 - 37 = 83
160 + 83 = 243 ASP

Put the remainder into my ASP thanks.
[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 160
Character Level: 15
OOC Rank: S|Humanity's Sword and Shield
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% chance to inflict Suppression
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]
    [col3][spoilername="Core Ability Steadfast"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

    Maximum Defense - Modification (2 points)
    Restriction- Requires Defensive Technique
    A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
    Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).


    Great Fortitude - Passive (3 points)
    Restriction- C Rank and up
    A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
    Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.


    Stand Fast - Independent Special Move (2 points)
    Restriction- C Rank and up
    A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
    Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

    Human Shield - Independent Special Move (2 points)
    Restriction- Requires Body Switch
    A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
    Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.


    Awesome Power - Modification (2 points)
    Restriction- C Rank and up, Requires Hidden Power
    A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
    Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.


    Willfull - Boost (1 point)
    Restriction- Can only be purchased a maximum of two times
    A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
    Effect: +1 Genjutsu Save

    Second Wind - Independent Special Move (3 points)
    Restriction- C Rank and up
    Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
    Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.


    Free Will - Passive (2 points)
    Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
    Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

    Indomitable Spirit - Passive (3 points)
    Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
    Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.


    Poison Immunity - Modification (2 points)
    Restriction- Requires Poison Resistance
    A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
    Effect: Increases bonuses from Poison Resistance to Immune to Weak Poison, +3 against Strong Poison, +2 against Heavy Poison’

    Undying Warrior - Independent Special Move (2 points)
    Restriction- B Rank and up
    This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
    Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.


    Resilience - Boost (1 point) -- Purchased 3x
    Restriction- Can be purchased up to three times
    Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
    Effect: +2 HP modifier.


    Reciprocate - Jutsu (1 point, 1 point to rank up)
    Restriction- A-Rank and up
    This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
    Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
    Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
    Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
    Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.[/spoilername]|[spoilername="Kinjutsu Jashinist"]
    [fontsize="12"]Jashinism
    JS.jpg

    A Dark Religion centered around a God which acknowledges nothing less than utter Chaos and Bloodshed. Those of the Jashinist Faith have been known to be Extremely Sadistic and chaotic when it comes to mayhem, becoming fanatics in the work of their bloody faith. The Jashinists are a cult strongly linked to anarchy and death, and view anything less than bloodshed as a Sin to their blessed God and their creed. As such, the Jashinist's worship and embellish all acts of aggression, Relishing themselves in the pain of both themselves and others that they encounter during their mission in spreading the word of their God and carrying out his Commandments. Religion is their weapon, and it is rumored that their hardcore faith gives them immortality, their obsessive prayers and sacrifices involving self mutilation that allow the cult to rise up from even the most mortal injuries that would kill even hardened shinobi.
    Information
    Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

    Effects:
    - The user gains +10% Damage Reduction
    - All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
    - The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
    - If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
    - If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.[/fontsize]

    [fontsize="12"]Blood Magic - Special Activated Passive
    JSBM2.jpg

    A darker practice said to have been passed down by the demonic God Jashin himself, this skill endows the Jashinist cult to perform dark curses by drawing upon their own life force in place of chakra, or rather, in addition to chakra. Generally done by slicing their wrist, this skill requires a tribute of blood in place of handseals, and grants the user a temporary blessing from Jashin that super-charges their techniques with dark, evil energy that reeks of malice.
    Information
    Prerequisites
    Jashinism

    Effect:
    - By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
    - By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
    - This does not cost Ap, the user only has to declare an attack is being made in this way.
    - Does not cost an ability slot.[/fontsize]

    [fontsize="12"]Reaper of Faith - Special Activated Passive
    JSRF.jpg

    The primary curse of the Jashin Cult, this technique is the basis for many of their other dark powers, and naturally, this does not effect those sharing the same faith, for it is a Sin against Jashin to raise a blade against another one of his children. The ritual is simple, involving the Jashinist ingesting the blood of their living target, at this stage now officially their “Sacrifice”. The Jashinist’s body transforms into a more sinister appearance, generally a deep black color with white marking similar to a skeleton, though there are rumors of other equally menacing appearances. Regardless of the case, this curse is said to transform the user into a shinigami, as they gain the ability to sense their "Sacrifices"...and it is a sin of the highest degree for a Jashinist to leave the victim of this technique alive, the user becoming a living embodiment of the reaper himself.
    Information
    Prerequisites
    Jashinism

    Effect:
    - For 1 Ap, the user may ingest the Blood of a target. This links them together through a forbidden curse of their Faith, Giving them +2 Awareness to those who's blood have been ingested. In addition, this allows the user of Further Curse Techniques upon the target.
    - This bonus lasts the remainder of the battle, or until either the user or the victim dies.
    - The Jashinist may ingest the blood of multiple targets simultaneously, and may be linked to multiple targets with this technique at once.
    - This does not take effect against other Jashinists.[/fontsize]

    [fontsize="12"]Prayer of Malicious Intent - C-Rank Curse Ninjutsu -- Rank 1
    JSPMI.jpg

    The Jashin are a cult strongly intertwined with chaos and and anarchy. Though it is their job to spread the word of their faith to those they deem worthy, more often then not the Jashinist's crave for little more than carnage and bloodshed. The Jashinist faith thanks their lord before and after every battle, offering themselves up for rituals in return for the dark power of their God. It is this ritual, that enables the Jashinist to offer a few quick words of gratitude for their battle that grants the believer a quick, rush of bloodlust and strength that can all but reap the souls of the most powerful of victims.

    Information
    Prerequisites
    Jashinism, C-Rank

    Rank 1: For one round, reverses half of all physical debuffs effecting the user.
    Master Rank: For one round, reverses all physical debuffs effecting the user.

    Note:
    - This jutsu may only be used once every three rounds.
    - Does not apply to any negated debuffs. The user also takes +10% Damage from all sources the round this is used.
    - The following round, all physical penalties are increased by +1, and the user still takes +10% damage from all sources.

    Cost: 620 Cp to initiate.[/fontsize]
    [fontsize="12"]Sacrilegious Atonement - B-Rank Curse Ninjutsu -- Rank 1
    JSSA.jpg

    A curse technique known to the Jashin that allows them to link their life to their target through the use of the emblem of their faith. After ingesting the blood of their target, the Jashinist can use their own blood to scribe the seal of their God upon the target, infused with their dark magic that transfers all physical feelings from the target to the Jashinist, though this only applies to effects which are beneficial to the body. Being infused with their chakra, this seal cannot be removed until the dark magic fades, from that point being able to be wiped away normally.

    Information
    Prerequisites
    Jashinism, B-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal upon a target at -2.5 Accuracy. All Healing is reduced by 30%, and all activated buffs are reduced by 1 or 5%. The remainder of the effects is treated as if affecting the user as well. Cannot be removed for two rounds.
    Master Rank: Scribes a seal upon a target at -2 Accuracy. All Healing and recovery is reduced by 40%, and all activated buff’s are reduced by 1.5 or 10%. The remainder of the effects is treated as if effecting the user as well. Cannot be removed for three rounds.

    Note:
    - Does not use handseals, and use melee Accuracy
    - The user must be under the effect of Reaper of Faith.
    - This only applies to activated buffs or recovery effects. Does not apply to buffs due to Genjutsu, nor does it apply to passive buffs.
    - The user cannot be buffed by the same technique simultaneously, regardless of the source.
    - Removing the seal costs 1 Ap to wipe the blood away completely, yet cannot be done until the round limit is up.
    - Does not effect other Jashinists.

    Cost: 900 Cp and 300 Hp to scribe, 430 Cp and 140 Hp per round maintained.[/fontsize]

    [fontsize="12"]Divine Judgment - A-Rank Curse Ninjutsu -- Rank 1
    JSDJ.jpg

    The most feared curse of the Jashinist Faith, This ritual is capable of being performed only by those blessed by the dark lord himself. This sinister ritual is performed after the Jashinist has ingested the blood of the target, from that point being able to perform this sacred ritual by scribing the seal of their Dark lord, Jashin, upon the ground with their blood. While in the Seal, the Jashinist is able to inflict pain upon himself, torturing their helpless victims and receiving pleasure from the wounds of both themselves and their victims, essentially, becoming a sadistic, living voodoo doll.

    Information
    Prerequisites
    Jashinism, A-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal with the radius of up to 7 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, are also inflicted to those of whom the Jashinist has ingested the Blood.
    Master Rank: Scribes a seal with the radius of up to 8 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, Including reduced damage and debuffs, is also inflicted to those of whom the Jashinist has ingested the Blood.

    Note:
    - Does not use Handseals.
    - This technique only takes effect against those who are targeted by Reaper of Faith.
    - While within the Blood Seal the user has -3 Dodge to all techniques aimed at them.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - The seal and the surface it was scribed upon cannot be destroyed through any means during battle while the user maintains this technique's cost.
    - Should the user no longer maintain the cost, they may still gain the effects while within the seal, but the seal and the ground may be destroyed.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This Jutsu does not apply to Genjutsu damage or debuffs.

    Cost: 3 Ap, 2500 Cp and 830 Hp to initiate. 1200 Cp/Rnd and 400 Hp/Rnd to maintain.[/fontsize]

    [fontsize="12"]Immaculate Blessing - S-Rank Curse Ninjutsu
    JSBM.jpg

    The Ultimate curse of the Jashinist Faith, This ritual is available only to the most obsessive fanatics of the Jashin Cult. This sinister ritual is an extension to previous ones, combining two of their most powerful curses into one, providing the ultimate punishment against those outside their faith. The Jashinist is able to scribe the seal of Jashin upon a target, marking them for death, the blood constantly burning the flesh of the victim that could easily leave a scar. Once scribed, punishment of the highest degree is imminent, the user being able to link their life to their sacrifice without the need of remaining within a seal. Only death awaits those who have been marked.

    Information
    Prerequisites
    Jashinism, S-Rank, All Jashinism Skills Mastered.

    Master Rank: Scribes a seal upon a single target with both the user's and the victim's Blood at -3 Accuracy. All physical effects such as Damage (Including reduced damage) and debuffs (Including reduced Debuffs) inflicted upon the user, are also inflicted upon the target, and any buffs that the target has activated are dispelled. Further attempts to activate a buff have a 40% chance to fail each round, and gain +10% chance each round maintained.

    Note:
    - Does not use Handseals.
    - The user must have the blood of a target, and must have Reaper of Faith activated.
    - Can only effect one target at a time, and negates any other curses the user may have had activated aside from Reaper of Faith. Attempting to use a different curse will dispel this technique.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This damage may not be buffed or increased by ANY means. This includes debuffs on the opponent making them take more damage.
    - This Jutsu does not apply to Genjutsu effects or passive effects.

    Cost: 4.5 Ap, 3060 Cp and 1020 Hp to initiate. 1460 Cp and 490 hp per round maintained.[/fontsize]
    [/spoilername]|[spoilername="Abilities"]Branch: Sentinel
    101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
    01: Called Shots
    02: Duelist
    03: Deflection
    04: Combat Instinct
    05: Defensive Technique
    06: Fearless
    07: Bull's Strength
    08: Hidden Power
    09: Healing Factor
    10: Kinjutsu
    11: Kinjutsu
    12: Kinjutsu -- [This slot bought with ASP][/spoilername][/col3]
    [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:

    Delilah
    Once known as Samson, the blade shattered upon striking another blade, leaving behind a broken sword with a dull edge. Instead of replacing the weapon, Nanami had the edge filed down and the blade repaired/extended to turn this once sharp weapon to a blade capable of knocking anyone onto the ground.
    Damage Type: Slashing
    Slashing Special: May naturally inflict Suppression
    Accuracy: +0 / +0% damage
    Augments:

    Aquarius
    A black bow that is able to change it's shape. The weapon can transform from a melee weapon (Leo) to Aquarius being the Bow form. This weapon is equipped with a scope for accurate aiming, prioritizing the ability to hit over overall damage.
    Damage Type: Ranged
    Ranged Special: +3% Called Shots
    Accuracy: +2
    Augments:

    Leo
    A black sword that is the melee variant of Aquarius. Leo is a black blade that emanates a strange aura. If one listens to it closely, the blade seems to hum and sing hymns. It's not fully certain if the blade, itself, is possessed or not.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Suppression
    Accuracy: +0
    Augments:

    Spear of Longinus
    An extremely long spear with the capability of lengthening and shortening at Nanami's will, reaching distances rivaling ranged weapons. The tip of the spear has multiple "blood grooves" which allow blood to pour into a special chamber at the base of the blade. Once the chamber is filled with blood, it begins to hum a mysterious sound that causes those that hear it to slowly go mad. Once this weapon consumes enough blood, the target seems to hear a terrifying death wail.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Bleeding
    Accuracy: +2/-10% damage
    Augments:
    [/spoilername]|[spoilername="Items Taken to battle"]0: Weapon Holster
    • Aquarius [Bow Weapon]
      Delilah[Sword Weapon]
    Holster 1: Tristan and Isolde
    Holster 2: Delilah
    1: Holster 3: Aquarius
    2: Holster 4: Leo
    3: Belt Pouch
    4: Belt Pouch

5: Makibishi Spikes
Sentinel:[/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://ninpocho.com/viewtopic.php?p=197706#p197706
WC: >300

ASP: 243 + 35 = 278
Yen: +7500
[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 243
Character Level: 15
OOC Rank: S|Humanity's Sword and Shield
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% chance to inflict Suppression
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]
    [col3][spoilername="Core Ability Steadfast"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

    Maximum Defense - Modification (2 points)
    Restriction- Requires Defensive Technique
    A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
    Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).


    Great Fortitude - Passive (3 points)
    Restriction- C Rank and up
    A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
    Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.


    Stand Fast - Independent Special Move (2 points)
    Restriction- C Rank and up
    A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
    Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

    Human Shield - Independent Special Move (2 points)
    Restriction- Requires Body Switch
    A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
    Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.


    Awesome Power - Modification (2 points)
    Restriction- C Rank and up, Requires Hidden Power
    A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
    Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.


    Willfull - Boost (1 point)
    Restriction- Can only be purchased a maximum of two times
    A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
    Effect: +1 Genjutsu Save

    Second Wind - Independent Special Move (3 points)
    Restriction- C Rank and up
    Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
    Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.


    Free Will - Passive (2 points)
    Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
    Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

    Indomitable Spirit - Passive (3 points)
    Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
    Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.


    Poison Immunity - Modification (2 points)
    Restriction- Requires Poison Resistance
    A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
    Effect: Increases bonuses from Poison Resistance to Immune to Weak Poison, +3 against Strong Poison, +2 against Heavy Poison’

    Undying Warrior - Independent Special Move (2 points)
    Restriction- B Rank and up
    This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
    Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.


    Resilience - Boost (1 point) -- Purchased 3x
    Restriction- Can be purchased up to three times
    Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
    Effect: +2 HP modifier.


    Reciprocate - Jutsu (1 point, 1 point to rank up)
    Restriction- A-Rank and up
    This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
    Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
    Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
    Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
    Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.[/spoilername]|[spoilername="Kinjutsu Jashinist"]
    [fontsize="12"]Jashinism
    JS.jpg

    A Dark Religion centered around a God which acknowledges nothing less than utter Chaos and Bloodshed. Those of the Jashinist Faith have been known to be Extremely Sadistic and chaotic when it comes to mayhem, becoming fanatics in the work of their bloody faith. The Jashinists are a cult strongly linked to anarchy and death, and view anything less than bloodshed as a Sin to their blessed God and their creed. As such, the Jashinist's worship and embellish all acts of aggression, Relishing themselves in the pain of both themselves and others that they encounter during their mission in spreading the word of their God and carrying out his Commandments. Religion is their weapon, and it is rumored that their hardcore faith gives them immortality, their obsessive prayers and sacrifices involving self mutilation that allow the cult to rise up from even the most mortal injuries that would kill even hardened shinobi.
    Information
    Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

    Effects:
    - The user gains +10% Damage Reduction
    - All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
    - The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
    - If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
    - If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.[/fontsize]

    [fontsize="12"]Blood Magic - Special Activated Passive
    JSBM2.jpg

    A darker practice said to have been passed down by the demonic God Jashin himself, this skill endows the Jashinist cult to perform dark curses by drawing upon their own life force in place of chakra, or rather, in addition to chakra. Generally done by slicing their wrist, this skill requires a tribute of blood in place of handseals, and grants the user a temporary blessing from Jashin that super-charges their techniques with dark, evil energy that reeks of malice.
    Information
    Prerequisites
    Jashinism

    Effect:
    - By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
    - By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
    - This does not cost Ap, the user only has to declare an attack is being made in this way.
    - Does not cost an ability slot.[/fontsize]

    [fontsize="12"]Reaper of Faith - Special Activated Passive
    JSRF.jpg

    The primary curse of the Jashin Cult, this technique is the basis for many of their other dark powers, and naturally, this does not effect those sharing the same faith, for it is a Sin against Jashin to raise a blade against another one of his children. The ritual is simple, involving the Jashinist ingesting the blood of their living target, at this stage now officially their “Sacrifice”. The Jashinist’s body transforms into a more sinister appearance, generally a deep black color with white marking similar to a skeleton, though there are rumors of other equally menacing appearances. Regardless of the case, this curse is said to transform the user into a shinigami, as they gain the ability to sense their "Sacrifices"...and it is a sin of the highest degree for a Jashinist to leave the victim of this technique alive, the user becoming a living embodiment of the reaper himself.
    Information
    Prerequisites
    Jashinism

    Effect:
    - For 1 Ap, the user may ingest the Blood of a target. This links them together through a forbidden curse of their Faith, Giving them +2 Awareness to those who's blood have been ingested. In addition, this allows the user of Further Curse Techniques upon the target.
    - This bonus lasts the remainder of the battle, or until either the user or the victim dies.
    - The Jashinist may ingest the blood of multiple targets simultaneously, and may be linked to multiple targets with this technique at once.
    - This does not take effect against other Jashinists.[/fontsize]

    [fontsize="12"]Prayer of Malicious Intent - C-Rank Curse Ninjutsu -- Rank 1
    JSPMI.jpg

    The Jashin are a cult strongly intertwined with chaos and and anarchy. Though it is their job to spread the word of their faith to those they deem worthy, more often then not the Jashinist's crave for little more than carnage and bloodshed. The Jashinist faith thanks their lord before and after every battle, offering themselves up for rituals in return for the dark power of their God. It is this ritual, that enables the Jashinist to offer a few quick words of gratitude for their battle that grants the believer a quick, rush of bloodlust and strength that can all but reap the souls of the most powerful of victims.

    Information
    Prerequisites
    Jashinism, C-Rank

    Rank 1: For one round, reverses half of all physical debuffs effecting the user.
    Master Rank: For one round, reverses all physical debuffs effecting the user.

    Note:
    - This jutsu may only be used once every three rounds.
    - Does not apply to any negated debuffs. The user also takes +10% Damage from all sources the round this is used.
    - The following round, all physical penalties are increased by +1, and the user still takes +10% damage from all sources.

    Cost: 620 Cp to initiate.[/fontsize]
    [fontsize="12"]Sacrilegious Atonement - B-Rank Curse Ninjutsu -- Rank 1
    JSSA.jpg

    A curse technique known to the Jashin that allows them to link their life to their target through the use of the emblem of their faith. After ingesting the blood of their target, the Jashinist can use their own blood to scribe the seal of their God upon the target, infused with their dark magic that transfers all physical feelings from the target to the Jashinist, though this only applies to effects which are beneficial to the body. Being infused with their chakra, this seal cannot be removed until the dark magic fades, from that point being able to be wiped away normally.

    Information
    Prerequisites
    Jashinism, B-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal upon a target at -2.5 Accuracy. All Healing is reduced by 30%, and all activated buffs are reduced by 1 or 5%. The remainder of the effects is treated as if affecting the user as well. Cannot be removed for two rounds.
    Master Rank: Scribes a seal upon a target at -2 Accuracy. All Healing and recovery is reduced by 40%, and all activated buff’s are reduced by 1.5 or 10%. The remainder of the effects is treated as if effecting the user as well. Cannot be removed for three rounds.

    Note:
    - Does not use handseals, and use melee Accuracy
    - The user must be under the effect of Reaper of Faith.
    - This only applies to activated buffs or recovery effects. Does not apply to buffs due to Genjutsu, nor does it apply to passive buffs.
    - The user cannot be buffed by the same technique simultaneously, regardless of the source.
    - Removing the seal costs 1 Ap to wipe the blood away completely, yet cannot be done until the round limit is up.
    - Does not effect other Jashinists.

    Cost: 900 Cp and 300 Hp to scribe, 430 Cp and 140 Hp per round maintained.[/fontsize]

    [fontsize="12"]Divine Judgment - A-Rank Curse Ninjutsu -- Rank 1
    JSDJ.jpg

    The most feared curse of the Jashinist Faith, This ritual is capable of being performed only by those blessed by the dark lord himself. This sinister ritual is performed after the Jashinist has ingested the blood of the target, from that point being able to perform this sacred ritual by scribing the seal of their Dark lord, Jashin, upon the ground with their blood. While in the Seal, the Jashinist is able to inflict pain upon himself, torturing their helpless victims and receiving pleasure from the wounds of both themselves and their victims, essentially, becoming a sadistic, living voodoo doll.

    Information
    Prerequisites
    Jashinism, A-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal with the radius of up to 7 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, are also inflicted to those of whom the Jashinist has ingested the Blood.
    Master Rank: Scribes a seal with the radius of up to 8 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, Including reduced damage and debuffs, is also inflicted to those of whom the Jashinist has ingested the Blood.

    Note:
    - Does not use Handseals.
    - This technique only takes effect against those who are targeted by Reaper of Faith.
    - While within the Blood Seal the user has -3 Dodge to all techniques aimed at them.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - The seal and the surface it was scribed upon cannot be destroyed through any means during battle while the user maintains this technique's cost.
    - Should the user no longer maintain the cost, they may still gain the effects while within the seal, but the seal and the ground may be destroyed.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This Jutsu does not apply to Genjutsu damage or debuffs.

    Cost: 3 Ap, 2500 Cp and 830 Hp to initiate. 1200 Cp/Rnd and 400 Hp/Rnd to maintain.[/fontsize]

    [fontsize="12"]Immaculate Blessing - S-Rank Curse Ninjutsu
    JSBM.jpg

    The Ultimate curse of the Jashinist Faith, This ritual is available only to the most obsessive fanatics of the Jashin Cult. This sinister ritual is an extension to previous ones, combining two of their most powerful curses into one, providing the ultimate punishment against those outside their faith. The Jashinist is able to scribe the seal of Jashin upon a target, marking them for death, the blood constantly burning the flesh of the victim that could easily leave a scar. Once scribed, punishment of the highest degree is imminent, the user being able to link their life to their sacrifice without the need of remaining within a seal. Only death awaits those who have been marked.

    Information
    Prerequisites
    Jashinism, S-Rank, All Jashinism Skills Mastered.

    Master Rank: Scribes a seal upon a single target with both the user's and the victim's Blood at -3 Accuracy. All physical effects such as Damage (Including reduced damage) and debuffs (Including reduced Debuffs) inflicted upon the user, are also inflicted upon the target, and any buffs that the target has activated are dispelled. Further attempts to activate a buff have a 40% chance to fail each round, and gain +10% chance each round maintained.

    Note:
    - Does not use Handseals.
    - The user must have the blood of a target, and must have Reaper of Faith activated.
    - Can only effect one target at a time, and negates any other curses the user may have had activated aside from Reaper of Faith. Attempting to use a different curse will dispel this technique.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This damage may not be buffed or increased by ANY means. This includes debuffs on the opponent making them take more damage.
    - This Jutsu does not apply to Genjutsu effects or passive effects.

    Cost: 4.5 Ap, 3060 Cp and 1020 Hp to initiate. 1460 Cp and 490 hp per round maintained.[/fontsize]
    [/spoilername]|[spoilername="Abilities"]Branch: Sentinel
    101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
    01: Called Shots
    02: Duelist
    03: Deflection
    04: Combat Instinct
    05: Defensive Technique
    06: Fearless
    07: Bull's Strength
    08: Hidden Power
    09: Healing Factor
    10: Kinjutsu
    11: Kinjutsu
    12: Kinjutsu -- [This slot bought with ASP][/spoilername][/col3]
    [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:

    Delilah
    Once known as Samson, the blade shattered upon striking another blade, leaving behind a broken sword with a dull edge. Instead of replacing the weapon, Nanami had the edge filed down and the blade repaired/extended to turn this once sharp weapon to a blade capable of knocking anyone onto the ground.
    Damage Type: Slashing
    Slashing Special: May naturally inflict Suppression
    Accuracy: +0 / +0% damage
    Augments:

    Aquarius
    A black bow that is able to change it's shape. The weapon can transform from a melee weapon (Leo) to Aquarius being the Bow form. This weapon is equipped with a scope for accurate aiming, prioritizing the ability to hit over overall damage.
    Damage Type: Ranged
    Ranged Special: +3% Called Shots
    Accuracy: +2
    Augments:

    Leo
    A black sword that is the melee variant of Aquarius. Leo is a black blade that emanates a strange aura. If one listens to it closely, the blade seems to hum and sing hymns. It's not fully certain if the blade, itself, is possessed or not.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Suppression
    Accuracy: +0
    Augments:

    Spear of Longinus
    An extremely long spear with the capability of lengthening and shortening at Nanami's will, reaching distances rivaling ranged weapons. The tip of the spear has multiple "blood grooves" which allow blood to pour into a special chamber at the base of the blade. Once the chamber is filled with blood, it begins to hum a mysterious sound that causes those that hear it to slowly go mad. Once this weapon consumes enough blood, the target seems to hear a terrifying death wail.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Bleeding
    Accuracy: +2/-10% damage
    Augments:
    [/spoilername]|[spoilername="Items Taken to battle"]0: Weapon Holster
    • Aquarius [Bow Weapon]
      Delilah[Sword Weapon]
    Holster 1: Tristan and Isolde
    Holster 2: Delilah
    1: Holster 3: Aquarius
    2: Holster 4: Leo
    3: Belt Pouch
    4: Belt Pouch

5: Makibishi Spikes
Sentinel:[/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://ninpocho.com/viewtopic.php?p=199170#p199170
WC: >300

+35 ASP *sighs..* Nothing to get with ASP now-a-days..
+7500 Yen
[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 278
Character Level: 15
OOC Rank: S|Humanity's Sword and Shield
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% chance to inflict Suppression
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]
    [col3][spoilername="Core Ability Steadfast"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

    Maximum Defense - Modification (2 points)
    Restriction- Requires Defensive Technique
    A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
    Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).


    Great Fortitude - Passive (3 points)
    Restriction- C Rank and up
    A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
    Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.


    Stand Fast - Independent Special Move (2 points)
    Restriction- C Rank and up
    A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
    Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

    Human Shield - Independent Special Move (2 points)
    Restriction- Requires Body Switch
    A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
    Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.


    Awesome Power - Modification (2 points)
    Restriction- C Rank and up, Requires Hidden Power
    A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
    Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.


    Willfull - Boost (1 point)
    Restriction- Can only be purchased a maximum of two times
    A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
    Effect: +1 Genjutsu Save

    Second Wind - Independent Special Move (3 points)
    Restriction- C Rank and up
    Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
    Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.


    Free Will - Passive (2 points)
    Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
    Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

    Indomitable Spirit - Passive (3 points)
    Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
    Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.


    Poison Immunity - Modification (2 points)
    Restriction- Requires Poison Resistance
    A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
    Effect: Increases bonuses from Poison Resistance to Immune to Weak Poison, +3 against Strong Poison, +2 against Heavy Poison’

    Undying Warrior - Independent Special Move (2 points)
    Restriction- B Rank and up
    This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
    Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.


    Resilience - Boost (1 point) -- Purchased 3x
    Restriction- Can be purchased up to three times
    Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
    Effect: +2 HP modifier.


    Reciprocate - Jutsu (1 point, 1 point to rank up)
    Restriction- A-Rank and up
    This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
    Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
    Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
    Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
    Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.[/spoilername]|[spoilername="Kinjutsu Jashinist"]
    [fontsize="12"]Jashinism
    JS.jpg

    A Dark Religion centered around a God which acknowledges nothing less than utter Chaos and Bloodshed. Those of the Jashinist Faith have been known to be Extremely Sadistic and chaotic when it comes to mayhem, becoming fanatics in the work of their bloody faith. The Jashinists are a cult strongly linked to anarchy and death, and view anything less than bloodshed as a Sin to their blessed God and their creed. As such, the Jashinist's worship and embellish all acts of aggression, Relishing themselves in the pain of both themselves and others that they encounter during their mission in spreading the word of their God and carrying out his Commandments. Religion is their weapon, and it is rumored that their hardcore faith gives them immortality, their obsessive prayers and sacrifices involving self mutilation that allow the cult to rise up from even the most mortal injuries that would kill even hardened shinobi.
    Information
    Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

    Effects:
    - The user gains +10% Damage Reduction
    - All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
    - The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
    - If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
    - If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.[/fontsize]

    [fontsize="12"]Blood Magic - Special Activated Passive
    JSBM2.jpg

    A darker practice said to have been passed down by the demonic God Jashin himself, this skill endows the Jashinist cult to perform dark curses by drawing upon their own life force in place of chakra, or rather, in addition to chakra. Generally done by slicing their wrist, this skill requires a tribute of blood in place of handseals, and grants the user a temporary blessing from Jashin that super-charges their techniques with dark, evil energy that reeks of malice.
    Information
    Prerequisites
    Jashinism

    Effect:
    - By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
    - By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
    - This does not cost Ap, the user only has to declare an attack is being made in this way.
    - Does not cost an ability slot.[/fontsize]

    [fontsize="12"]Reaper of Faith - Special Activated Passive
    JSRF.jpg

    The primary curse of the Jashin Cult, this technique is the basis for many of their other dark powers, and naturally, this does not effect those sharing the same faith, for it is a Sin against Jashin to raise a blade against another one of his children. The ritual is simple, involving the Jashinist ingesting the blood of their living target, at this stage now officially their “Sacrifice”. The Jashinist’s body transforms into a more sinister appearance, generally a deep black color with white marking similar to a skeleton, though there are rumors of other equally menacing appearances. Regardless of the case, this curse is said to transform the user into a shinigami, as they gain the ability to sense their "Sacrifices"...and it is a sin of the highest degree for a Jashinist to leave the victim of this technique alive, the user becoming a living embodiment of the reaper himself.
    Information
    Prerequisites
    Jashinism

    Effect:
    - For 1 Ap, the user may ingest the Blood of a target. This links them together through a forbidden curse of their Faith, Giving them +2 Awareness to those who's blood have been ingested. In addition, this allows the user of Further Curse Techniques upon the target.
    - This bonus lasts the remainder of the battle, or until either the user or the victim dies.
    - The Jashinist may ingest the blood of multiple targets simultaneously, and may be linked to multiple targets with this technique at once.
    - This does not take effect against other Jashinists.[/fontsize]

    [fontsize="12"]Prayer of Malicious Intent - C-Rank Curse Ninjutsu -- Rank 2
    JSPMI.jpg

    The Jashin are a cult strongly intertwined with chaos and and anarchy. Though it is their job to spread the word of their faith to those they deem worthy, more often then not the Jashinist's crave for little more than carnage and bloodshed. The Jashinist faith thanks their lord before and after every battle, offering themselves up for rituals in return for the dark power of their God. It is this ritual, that enables the Jashinist to offer a few quick words of gratitude for their battle that grants the believer a quick, rush of bloodlust and strength that can all but reap the souls of the most powerful of victims.

    Information
    Prerequisites
    Jashinism, C-Rank

    Rank 1: For one round, reverses half of all physical debuffs effecting the user.
    Master Rank: For one round, reverses all physical debuffs effecting the user.

    Note:
    - This jutsu may only be used once every three rounds.
    - Does not apply to any negated debuffs. The user also takes +10% Damage from all sources the round this is used.
    - The following round, all physical penalties are increased by +1, and the user still takes +10% damage from all sources.

    Cost: 620 Cp to initiate.[/fontsize]
    [fontsize="12"]Sacrilegious Atonement - B-Rank Curse Ninjutsu -- Rank 2
    JSSA.jpg

    A curse technique known to the Jashin that allows them to link their life to their target through the use of the emblem of their faith. After ingesting the blood of their target, the Jashinist can use their own blood to scribe the seal of their God upon the target, infused with their dark magic that transfers all physical feelings from the target to the Jashinist, though this only applies to effects which are beneficial to the body. Being infused with their chakra, this seal cannot be removed until the dark magic fades, from that point being able to be wiped away normally.

    Information
    Prerequisites
    Jashinism, B-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal upon a target at -2.5 Accuracy. All Healing is reduced by 30%, and all activated buffs are reduced by 1 or 5%. The remainder of the effects is treated as if affecting the user as well. Cannot be removed for two rounds.
    Master Rank: Scribes a seal upon a target at -2 Accuracy. All Healing and recovery is reduced by 40%, and all activated buff’s are reduced by 1.5 or 10%. The remainder of the effects is treated as if effecting the user as well. Cannot be removed for three rounds.

    Note:
    - Does not use handseals, and use melee Accuracy
    - The user must be under the effect of Reaper of Faith.
    - This only applies to activated buffs or recovery effects. Does not apply to buffs due to Genjutsu, nor does it apply to passive buffs.
    - The user cannot be buffed by the same technique simultaneously, regardless of the source.
    - Removing the seal costs 1 Ap to wipe the blood away completely, yet cannot be done until the round limit is up.
    - Does not effect other Jashinists.

    Cost: 900 Cp and 300 Hp to scribe, 430 Cp and 140 Hp per round maintained.[/fontsize]

    [fontsize="12"]Divine Judgment - A-Rank Curse Ninjutsu -- Rank 2
    JSDJ.jpg

    The most feared curse of the Jashinist Faith, This ritual is capable of being performed only by those blessed by the dark lord himself. This sinister ritual is performed after the Jashinist has ingested the blood of the target, from that point being able to perform this sacred ritual by scribing the seal of their Dark lord, Jashin, upon the ground with their blood. While in the Seal, the Jashinist is able to inflict pain upon himself, torturing their helpless victims and receiving pleasure from the wounds of both themselves and their victims, essentially, becoming a sadistic, living voodoo doll.

    Information
    Prerequisites
    Jashinism, A-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal with the radius of up to 7 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, are also inflicted to those of whom the Jashinist has ingested the Blood.
    Master Rank: Scribes a seal with the radius of up to 8 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, Including reduced damage and debuffs, is also inflicted to those of whom the Jashinist has ingested the Blood.

    Note:
    - Does not use Handseals.
    - This technique only takes effect against those who are targeted by Reaper of Faith.
    - While within the Blood Seal the user has -3 Dodge to all techniques aimed at them.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - The seal and the surface it was scribed upon cannot be destroyed through any means during battle while the user maintains this technique's cost.
    - Should the user no longer maintain the cost, they may still gain the effects while within the seal, but the seal and the ground may be destroyed.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This Jutsu does not apply to Genjutsu damage or debuffs.

    Cost: 3 Ap, 2500 Cp and 830 Hp to initiate. 1200 Cp/Rnd and 400 Hp/Rnd to maintain.[/fontsize]

    [fontsize="12"]Immaculate Blessing - S-Rank Curse Ninjutsu -- Useable
    JSBM.jpg

    The Ultimate curse of the Jashinist Faith, This ritual is available only to the most obsessive fanatics of the Jashin Cult. This sinister ritual is an extension to previous ones, combining two of their most powerful curses into one, providing the ultimate punishment against those outside their faith. The Jashinist is able to scribe the seal of Jashin upon a target, marking them for death, the blood constantly burning the flesh of the victim that could easily leave a scar. Once scribed, punishment of the highest degree is imminent, the user being able to link their life to their sacrifice without the need of remaining within a seal. Only death awaits those who have been marked.

    Information
    Prerequisites
    Jashinism, S-Rank, All Jashinism Skills Mastered.

    Master Rank: Scribes a seal upon a single target with both the user's and the victim's Blood at -3 Accuracy. All physical effects such as Damage (Including reduced damage) and debuffs (Including reduced Debuffs) inflicted upon the user, are also inflicted upon the target, and any buffs that the target has activated are dispelled. Further attempts to activate a buff have a 40% chance to fail each round, and gain +10% chance each round maintained.

    Note:
    - Does not use Handseals.
    - The user must have the blood of a target, and must have Reaper of Faith activated.
    - Can only effect one target at a time, and negates any other curses the user may have had activated aside from Reaper of Faith. Attempting to use a different curse will dispel this technique.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This damage may not be buffed or increased by ANY means. This includes debuffs on the opponent making them take more damage.
    - This Jutsu does not apply to Genjutsu effects or passive effects.

    Cost: 4.5 Ap, 3060 Cp and 1020 Hp to initiate. 1460 Cp and 490 hp per round maintained.[/fontsize]
    [/spoilername]|[spoilername="Abilities"]Branch: Sentinel
    101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
    01: Called Shots
    02: Duelist
    03: Deflection
    04: Combat Instinct
    05: Defensive Technique
    06: Fearless
    07: Bull's Strength
    08: Hidden Power
    09: Healing Factor
    10: Kinjutsu [Jashinist]
    11: Kinjutsu [Jashinist]
    12: Kinjutsu [Jashinist]-- [This slot bought with ASP][/spoilername][/col3]
    [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:

    Delilah
    Once known as Samson, the blade shattered upon striking another blade, leaving behind a broken sword with a dull edge. Instead of replacing the weapon, Nanami had the edge filed down and the blade repaired/extended to turn this once sharp weapon to a blade capable of knocking anyone onto the ground.
    Damage Type: Slashing
    Slashing Special: May naturally inflict Suppression
    Accuracy: +0 / +0% damage
    Augments:

    Aquarius
    A black bow that is able to change it's shape. The weapon can transform from a melee weapon (Leo) to Aquarius being the Bow form. This weapon is equipped with a scope for accurate aiming, prioritizing the ability to hit over overall damage.
    Damage Type: Ranged
    Ranged Special: +3% Called Shots
    Accuracy: +2
    Augments:

    Leo
    A black sword that is the melee variant of Aquarius. Leo is a black blade that emanates a strange aura. If one listens to it closely, the blade seems to hum and sing hymns. It's not fully certain if the blade, itself, is possessed or not.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Suppression
    Accuracy: +0
    Augments:

    Spear of Longinus
    An extremely long spear with the capability of lengthening and shortening at Nanami's will, reaching distances rivaling ranged weapons. The tip of the spear has multiple "blood grooves" which allow blood to pour into a special chamber at the base of the blade. Once the chamber is filled with blood, it begins to hum a mysterious sound that causes those that hear it to slowly go mad. Once this weapon consumes enough blood, the target seems to hear a terrifying death wail.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Bleeding
    Accuracy: +2/-10% damage
    Augments:
    [/spoilername]|[spoilername="Items Taken to battle"]Holster 1: Tristan and Isolde
    Holster 2: Delilah
    1: Holster 3: Aquarius
    2: Holster 4: Leo
    3: Belt Pouch
    4: Belt Pouch

5: Makibishi Spikes
Sentinel: Spear of Longinus[/spoilername][/col]
[spoilername="Cursed Seals"][legend="[fontsize="20"]Gaia[/fontsize]"]Current Rank: Mastered
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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
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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://ninpocho.com/viewtopic.php?p=200017#p200017
WC: 479

Training: +35
+35 Double Training
+50 Anniversary rewards

Yen: +7500
+7500 Double Trainin
+50000 Bonus..
[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 313
Character Level: 15
OOC Rank: S|Humanity's Sword and Shield
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% chance to inflict Suppression
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]
    [col3][spoilername="Core Ability Steadfast"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

    Maximum Defense - Modification (2 points)
    Restriction- Requires Defensive Technique
    A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
    Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).


    Great Fortitude - Passive (3 points)
    Restriction- C Rank and up
    A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
    Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.


    Stand Fast - Independent Special Move (2 points)
    Restriction- C Rank and up
    A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
    Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

    Human Shield - Independent Special Move (2 points)
    Restriction- Requires Body Switch
    A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
    Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.


    Awesome Power - Modification (2 points)
    Restriction- C Rank and up, Requires Hidden Power
    A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
    Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.


    Willfull - Boost (1 point)
    Restriction- Can only be purchased a maximum of two times
    A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
    Effect: +1 Genjutsu Save

    Second Wind - Independent Special Move (3 points)
    Restriction- C Rank and up
    Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
    Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.


    Free Will - Passive (2 points)
    Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
    Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

    Indomitable Spirit - Passive (3 points)
    Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
    Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.


    Poison Immunity - Modification (2 points)
    Restriction- Requires Poison Resistance
    A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
    Effect: Increases bonuses from Poison Resistance to Immune to Weak Poison, +3 against Strong Poison, +2 against Heavy Poison’

    Undying Warrior - Independent Special Move (2 points)
    Restriction- B Rank and up
    This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
    Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.


    Resilience - Boost (1 point) -- Purchased 3x
    Restriction- Can be purchased up to three times
    Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
    Effect: +2 HP modifier.


    Reciprocate - Jutsu (1 point, 1 point to rank up)
    Restriction- A-Rank and up
    This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
    Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
    Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
    Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
    Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.[/spoilername]|[spoilername="Kinjutsu Jashinist"]
    [fontsize="12"]Jashinism
    JS.jpg

    A Dark Religion centered around a God which acknowledges nothing less than utter Chaos and Bloodshed. Those of the Jashinist Faith have been known to be Extremely Sadistic and chaotic when it comes to mayhem, becoming fanatics in the work of their bloody faith. The Jashinists are a cult strongly linked to anarchy and death, and view anything less than bloodshed as a Sin to their blessed God and their creed. As such, the Jashinist's worship and embellish all acts of aggression, Relishing themselves in the pain of both themselves and others that they encounter during their mission in spreading the word of their God and carrying out his Commandments. Religion is their weapon, and it is rumored that their hardcore faith gives them immortality, their obsessive prayers and sacrifices involving self mutilation that allow the cult to rise up from even the most mortal injuries that would kill even hardened shinobi.
    Information
    Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

    Effects:
    - The user gains +10% Damage Reduction
    - All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
    - The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
    - If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
    - If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.[/fontsize]

    [fontsize="12"]Blood Magic - Special Activated Passive
    JSBM2.jpg

    A darker practice said to have been passed down by the demonic God Jashin himself, this skill endows the Jashinist cult to perform dark curses by drawing upon their own life force in place of chakra, or rather, in addition to chakra. Generally done by slicing their wrist, this skill requires a tribute of blood in place of handseals, and grants the user a temporary blessing from Jashin that super-charges their techniques with dark, evil energy that reeks of malice.
    Information
    Prerequisites
    Jashinism

    Effect:
    - By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
    - By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
    - This does not cost Ap, the user only has to declare an attack is being made in this way.
    - Does not cost an ability slot.[/fontsize]

    [fontsize="12"]Reaper of Faith - Special Activated Passive
    JSRF.jpg

    The primary curse of the Jashin Cult, this technique is the basis for many of their other dark powers, and naturally, this does not effect those sharing the same faith, for it is a Sin against Jashin to raise a blade against another one of his children. The ritual is simple, involving the Jashinist ingesting the blood of their living target, at this stage now officially their “Sacrifice”. The Jashinist’s body transforms into a more sinister appearance, generally a deep black color with white marking similar to a skeleton, though there are rumors of other equally menacing appearances. Regardless of the case, this curse is said to transform the user into a shinigami, as they gain the ability to sense their "Sacrifices"...and it is a sin of the highest degree for a Jashinist to leave the victim of this technique alive, the user becoming a living embodiment of the reaper himself.
    Information
    Prerequisites
    Jashinism

    Effect:
    - For 1 Ap, the user may ingest the Blood of a target. This links them together through a forbidden curse of their Faith, Giving them +2 Awareness to those who's blood have been ingested. In addition, this allows the user of Further Curse Techniques upon the target.
    - This bonus lasts the remainder of the battle, or until either the user or the victim dies.
    - The Jashinist may ingest the blood of multiple targets simultaneously, and may be linked to multiple targets with this technique at once.
    - This does not take effect against other Jashinists.[/fontsize]

    [fontsize="12"]Prayer of Malicious Intent - C-Rank Curse Ninjutsu -- Rank 2
    JSPMI.jpg

    The Jashin are a cult strongly intertwined with chaos and and anarchy. Though it is their job to spread the word of their faith to those they deem worthy, more often then not the Jashinist's crave for little more than carnage and bloodshed. The Jashinist faith thanks their lord before and after every battle, offering themselves up for rituals in return for the dark power of their God. It is this ritual, that enables the Jashinist to offer a few quick words of gratitude for their battle that grants the believer a quick, rush of bloodlust and strength that can all but reap the souls of the most powerful of victims.

    Information
    Prerequisites
    Jashinism, C-Rank

    Rank 1: For one round, reverses half of all physical debuffs effecting the user.
    Master Rank: For one round, reverses all physical debuffs effecting the user.

    Note:
    - This jutsu may only be used once every three rounds.
    - Does not apply to any negated debuffs. The user also takes +10% Damage from all sources the round this is used.
    - The following round, all physical penalties are increased by +1, and the user still takes +10% damage from all sources.

    Cost: 620 Cp to initiate.[/fontsize]
    [fontsize="12"]Sacrilegious Atonement - B-Rank Curse Ninjutsu -- Rank 2
    JSSA.jpg

    A curse technique known to the Jashin that allows them to link their life to their target through the use of the emblem of their faith. After ingesting the blood of their target, the Jashinist can use their own blood to scribe the seal of their God upon the target, infused with their dark magic that transfers all physical feelings from the target to the Jashinist, though this only applies to effects which are beneficial to the body. Being infused with their chakra, this seal cannot be removed until the dark magic fades, from that point being able to be wiped away normally.

    Information
    Prerequisites
    Jashinism, B-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal upon a target at -2.5 Accuracy. All Healing is reduced by 30%, and all activated buffs are reduced by 1 or 5%. The remainder of the effects is treated as if affecting the user as well. Cannot be removed for two rounds.
    Master Rank: Scribes a seal upon a target at -2 Accuracy. All Healing and recovery is reduced by 40%, and all activated buff’s are reduced by 1.5 or 10%. The remainder of the effects is treated as if effecting the user as well. Cannot be removed for three rounds.

    Note:
    - Does not use handseals, and use melee Accuracy
    - The user must be under the effect of Reaper of Faith.
    - This only applies to activated buffs or recovery effects. Does not apply to buffs due to Genjutsu, nor does it apply to passive buffs.
    - The user cannot be buffed by the same technique simultaneously, regardless of the source.
    - Removing the seal costs 1 Ap to wipe the blood away completely, yet cannot be done until the round limit is up.
    - Does not effect other Jashinists.

    Cost: 900 Cp and 300 Hp to scribe, 430 Cp and 140 Hp per round maintained.[/fontsize]

    [fontsize="12"]Divine Judgment - A-Rank Curse Ninjutsu -- Rank 2
    JSDJ.jpg

    The most feared curse of the Jashinist Faith, This ritual is capable of being performed only by those blessed by the dark lord himself. This sinister ritual is performed after the Jashinist has ingested the blood of the target, from that point being able to perform this sacred ritual by scribing the seal of their Dark lord, Jashin, upon the ground with their blood. While in the Seal, the Jashinist is able to inflict pain upon himself, torturing their helpless victims and receiving pleasure from the wounds of both themselves and their victims, essentially, becoming a sadistic, living voodoo doll.

    Information
    Prerequisites
    Jashinism, A-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal with the radius of up to 7 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, are also inflicted to those of whom the Jashinist has ingested the Blood.
    Master Rank: Scribes a seal with the radius of up to 8 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, Including reduced damage and debuffs, is also inflicted to those of whom the Jashinist has ingested the Blood.

    Note:
    - Does not use Handseals.
    - This technique only takes effect against those who are targeted by Reaper of Faith.
    - While within the Blood Seal the user has -3 Dodge to all techniques aimed at them.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - The seal and the surface it was scribed upon cannot be destroyed through any means during battle while the user maintains this technique's cost.
    - Should the user no longer maintain the cost, they may still gain the effects while within the seal, but the seal and the ground may be destroyed.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This Jutsu does not apply to Genjutsu damage or debuffs.

    Cost: 3 Ap, 2500 Cp and 830 Hp to initiate. 1200 Cp/Rnd and 400 Hp/Rnd to maintain.[/fontsize]

    [fontsize="12"]Immaculate Blessing - S-Rank Curse Ninjutsu -- Useable
    JSBM.jpg

    The Ultimate curse of the Jashinist Faith, This ritual is available only to the most obsessive fanatics of the Jashin Cult. This sinister ritual is an extension to previous ones, combining two of their most powerful curses into one, providing the ultimate punishment against those outside their faith. The Jashinist is able to scribe the seal of Jashin upon a target, marking them for death, the blood constantly burning the flesh of the victim that could easily leave a scar. Once scribed, punishment of the highest degree is imminent, the user being able to link their life to their sacrifice without the need of remaining within a seal. Only death awaits those who have been marked.

    Information
    Prerequisites
    Jashinism, S-Rank, All Jashinism Skills Mastered.

    Master Rank: Scribes a seal upon a single target with both the user's and the victim's Blood at -3 Accuracy. All physical effects such as Damage (Including reduced damage) and debuffs (Including reduced Debuffs) inflicted upon the user, are also inflicted upon the target, and any buffs that the target has activated are dispelled. Further attempts to activate a buff have a 40% chance to fail each round, and gain +10% chance each round maintained.

    Note:
    - Does not use Handseals.
    - The user must have the blood of a target, and must have Reaper of Faith activated.
    - Can only effect one target at a time, and negates any other curses the user may have had activated aside from Reaper of Faith. Attempting to use a different curse will dispel this technique.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This damage may not be buffed or increased by ANY means. This includes debuffs on the opponent making them take more damage.
    - This Jutsu does not apply to Genjutsu effects or passive effects.

    Cost: 4.5 Ap, 3060 Cp and 1020 Hp to initiate. 1460 Cp and 490 hp per round maintained.[/fontsize]
    [/spoilername]|[spoilername="Abilities"]Branch: Sentinel
    101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
    01: Called Shots
    02: Duelist
    03: Deflection
    04: Combat Instinct
    05: Defensive Technique
    06: Fearless
    07: Bull's Strength
    08: Hidden Power
    09: Healing Factor
    10: Kinjutsu [Jashinist]
    11: Kinjutsu [Jashinist]
    12: Kinjutsu [Jashinist]-- [This slot bought with ASP][/spoilername][/col3]
    [col3][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:

    Delilah

    Once known as Samson, the blade shattered upon striking another blade, leaving behind a broken sword with a dull edge. Instead of replacing the weapon, Nanami had the edge filed down and the blade repaired/extended to turn this once sharp weapon to a blade capable of knocking anyone onto the ground
    Damage Type: Slashing
    Slashing Special: May naturally inflict Suppression
    Accuracy: +0 / +0% damage
    Augments:
    Israfil

    Named after the trumpet arch-angel, this weapon is a long black rifle. A single-loading bolt-action .50-calibur monster. This weapon is meant for crushing through armor, buildings, distances, time, space... It doesn't really matter -- It destroys just about anything it touches. A strange trumpeting noise is heard as the weapon fires. This weapon may transform to it's melee variant by the name of Leo.
    Damage Type: Ranged.

    Damage Type: Ranged
    Ranged Special: +3% Called Shots
    Accuracy: +2
    Augments:

    Leo

    A black sword that is the melee variant of Aquarius. Leo is a black blade that emanates a strange aura. If one listens to it closely, the blade seems to hum and sing hymns. It's not fully certain if the blade, itself, is possessed or not.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Suppression
    Accuracy: +0
    Augments:

    Spear of Longinus

    An extremely long spear with the capability of lengthening and shortening at Nanami's will, reaching distances rivaling ranged weapons. The tip of the spear has multiple "blood grooves" which allow blood to pour into a special chamber at the base of the blade. Once the chamber is filled with blood, it begins to hum a mysterious sound that causes those that hear it to slowly go mad. Once this weapon consumes enough blood, the target seems to hear a terrifying death wail.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Bleeding
    Accuracy: +2/-10% damage
    Augments:
    [/spoilername]|[spoilername="Items Taken to battle"]Holster 1: Tristan and Isolde
    Holster 2: Delilah
    1: Holster 3: Israfil
    2: Holster 4: Leo
    3: Belt Pouch
    4: Belt Pouch

5: Makibishi Spikes
Sentinel: Spear of Longinus[/spoilername]|[spoilername="Cursed Seals"][legend="[fontsize="20"]Gaia[/fontsize]"]Current Rank: Mastered

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
Current Rank: 1
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][/col3]
 
http://ninpocho.com/viewtopic.php?p=201402#p201402
WC: >300
[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 433
Character Level: 15
OOC Rank: S|Humanity's Sword and Shield
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% chance to inflict Suppression
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

Unarmed Taijutsu
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]
    [col3][spoilername="Core Ability Steadfast"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

    Maximum Defense - Modification (2 points)
    Restriction- Requires Defensive Technique
    A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
    Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).


    Great Fortitude - Passive (3 points)
    Restriction- C Rank and up
    A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
    Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.


    Stand Fast - Independent Special Move (2 points)
    Restriction- C Rank and up
    A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
    Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

    Human Shield - Independent Special Move (2 points)
    Restriction- Requires Body Switch
    A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
    Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.


    Awesome Power - Modification (2 points)
    Restriction- C Rank and up, Requires Hidden Power
    A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
    Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.


    Willfull - Boost (1 point)
    Restriction- Can only be purchased a maximum of two times
    A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
    Effect: +1 Genjutsu Save

    Second Wind - Independent Special Move (3 points)
    Restriction- C Rank and up
    Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
    Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.


    Free Will - Passive (2 points)
    Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
    Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

    Indomitable Spirit - Passive (3 points)
    Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
    Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.


    Poison Immunity - Modification (2 points)
    Restriction- Requires Poison Resistance
    A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
    Effect: Increases bonuses from Poison Resistance to Immune to Weak Poison, +3 against Strong Poison, +2 against Heavy Poison’

    Undying Warrior - Independent Special Move (2 points)
    Restriction- B Rank and up
    This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
    Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.


    Resilience - Boost (1 point) -- Purchased 3x
    Restriction- Can be purchased up to three times
    Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
    Effect: +2 HP modifier.


    Reciprocate - Jutsu (1 point, 1 point to rank up)
    Restriction- A-Rank and up
    This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
    Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
    Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
    Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
    Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.[/spoilername]|[spoilername="Kinjutsu Jashinist"]
    [fontsize="12"]Jashinism
    JS.jpg

    A Dark Religion centered around a God which acknowledges nothing less than utter Chaos and Bloodshed. Those of the Jashinist Faith have been known to be Extremely Sadistic and chaotic when it comes to mayhem, becoming fanatics in the work of their bloody faith. The Jashinists are a cult strongly linked to anarchy and death, and view anything less than bloodshed as a Sin to their blessed God and their creed. As such, the Jashinist's worship and embellish all acts of aggression, Relishing themselves in the pain of both themselves and others that they encounter during their mission in spreading the word of their God and carrying out his Commandments. Religion is their weapon, and it is rumored that their hardcore faith gives them immortality, their obsessive prayers and sacrifices involving self mutilation that allow the cult to rise up from even the most mortal injuries that would kill even hardened shinobi.
    Information
    Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

    Effects:
    - The user gains +10% Damage Reduction
    - All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
    - The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
    - If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
    - If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.[/fontsize]

    [fontsize="12"]Blood Magic - Special Activated Passive
    JSBM2.jpg

    A darker practice said to have been passed down by the demonic God Jashin himself, this skill endows the Jashinist cult to perform dark curses by drawing upon their own life force in place of chakra, or rather, in addition to chakra. Generally done by slicing their wrist, this skill requires a tribute of blood in place of handseals, and grants the user a temporary blessing from Jashin that super-charges their techniques with dark, evil energy that reeks of malice.
    Information
    Prerequisites
    Jashinism

    Effect:
    - By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
    - By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
    - This does not cost Ap, the user only has to declare an attack is being made in this way.
    - Does not cost an ability slot.[/fontsize]

    [fontsize="12"]Reaper of Faith - Special Activated Passive
    JSRF.jpg

    The primary curse of the Jashin Cult, this technique is the basis for many of their other dark powers, and naturally, this does not effect those sharing the same faith, for it is a Sin against Jashin to raise a blade against another one of his children. The ritual is simple, involving the Jashinist ingesting the blood of their living target, at this stage now officially their “Sacrifice”. The Jashinist’s body transforms into a more sinister appearance, generally a deep black color with white marking similar to a skeleton, though there are rumors of other equally menacing appearances. Regardless of the case, this curse is said to transform the user into a shinigami, as they gain the ability to sense their "Sacrifices"...and it is a sin of the highest degree for a Jashinist to leave the victim of this technique alive, the user becoming a living embodiment of the reaper himself.
    Information
    Prerequisites
    Jashinism

    Effect:
    - For 1 Ap, the user may ingest the Blood of a target. This links them together through a forbidden curse of their Faith, Giving them +2 Awareness to those who's blood have been ingested. In addition, this allows the user of Further Curse Techniques upon the target.
    - This bonus lasts the remainder of the battle, or until either the user or the victim dies.
    - The Jashinist may ingest the blood of multiple targets simultaneously, and may be linked to multiple targets with this technique at once.
    - This does not take effect against other Jashinists.[/fontsize]

    [fontsize="12"]Prayer of Malicious Intent - C-Rank Curse Ninjutsu -- Rank 2
    JSPMI.jpg

    The Jashin are a cult strongly intertwined with chaos and and anarchy. Though it is their job to spread the word of their faith to those they deem worthy, more often then not the Jashinist's crave for little more than carnage and bloodshed. The Jashinist faith thanks their lord before and after every battle, offering themselves up for rituals in return for the dark power of their God. It is this ritual, that enables the Jashinist to offer a few quick words of gratitude for their battle that grants the believer a quick, rush of bloodlust and strength that can all but reap the souls of the most powerful of victims.

    Information
    Prerequisites
    Jashinism, C-Rank

    Rank 1: For one round, reverses half of all physical debuffs effecting the user.
    Master Rank: For one round, reverses all physical debuffs effecting the user.

    Note:
    - This jutsu may only be used once every three rounds.
    - Does not apply to any negated debuffs. The user also takes +10% Damage from all sources the round this is used.
    - The following round, all physical penalties are increased by +1, and the user still takes +10% damage from all sources.

    Cost: 620 Cp to initiate.[/fontsize]
    [fontsize="12"]Sacrilegious Atonement - B-Rank Curse Ninjutsu -- Rank 2
    JSSA.jpg

    A curse technique known to the Jashin that allows them to link their life to their target through the use of the emblem of their faith. After ingesting the blood of their target, the Jashinist can use their own blood to scribe the seal of their God upon the target, infused with their dark magic that transfers all physical feelings from the target to the Jashinist, though this only applies to effects which are beneficial to the body. Being infused with their chakra, this seal cannot be removed until the dark magic fades, from that point being able to be wiped away normally.

    Information
    Prerequisites
    Jashinism, B-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal upon a target at -2.5 Accuracy. All Healing is reduced by 30%, and all activated buffs are reduced by 1 or 5%. The remainder of the effects is treated as if affecting the user as well. Cannot be removed for two rounds.
    Master Rank: Scribes a seal upon a target at -2 Accuracy. All Healing and recovery is reduced by 40%, and all activated buff’s are reduced by 1.5 or 10%. The remainder of the effects is treated as if effecting the user as well. Cannot be removed for three rounds.

    Note:
    - Does not use handseals, and use melee Accuracy
    - The user must be under the effect of Reaper of Faith.
    - This only applies to activated buffs or recovery effects. Does not apply to buffs due to Genjutsu, nor does it apply to passive buffs.
    - The user cannot be buffed by the same technique simultaneously, regardless of the source.
    - Removing the seal costs 1 Ap to wipe the blood away completely, yet cannot be done until the round limit is up.
    - Does not effect other Jashinists.

    Cost: 900 Cp and 300 Hp to scribe, 430 Cp and 140 Hp per round maintained.[/fontsize]

    [fontsize="12"]Divine Judgment - A-Rank Curse Ninjutsu -- Rank 2
    JSDJ.jpg

    The most feared curse of the Jashinist Faith, This ritual is capable of being performed only by those blessed by the dark lord himself. This sinister ritual is performed after the Jashinist has ingested the blood of the target, from that point being able to perform this sacred ritual by scribing the seal of their Dark lord, Jashin, upon the ground with their blood. While in the Seal, the Jashinist is able to inflict pain upon himself, torturing their helpless victims and receiving pleasure from the wounds of both themselves and their victims, essentially, becoming a sadistic, living voodoo doll.

    Information
    Prerequisites
    Jashinism, A-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal with the radius of up to 7 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, are also inflicted to those of whom the Jashinist has ingested the Blood.
    Master Rank: Scribes a seal with the radius of up to 8 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, Including reduced damage and debuffs, is also inflicted to those of whom the Jashinist has ingested the Blood.

    Note:
    - Does not use Handseals.
    - This technique only takes effect against those who are targeted by Reaper of Faith.
    - While within the Blood Seal the user has -3 Dodge to all techniques aimed at them.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - The seal and the surface it was scribed upon cannot be destroyed through any means during battle while the user maintains this technique's cost.
    - Should the user no longer maintain the cost, they may still gain the effects while within the seal, but the seal and the ground may be destroyed.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This Jutsu does not apply to Genjutsu damage or debuffs.

    Cost: 3 Ap, 2500 Cp and 830 Hp to initiate. 1200 Cp/Rnd and 400 Hp/Rnd to maintain.[/fontsize]

    [fontsize="12"]Immaculate Blessing - S-Rank Curse Ninjutsu -- Useable
    JSBM.jpg

    The Ultimate curse of the Jashinist Faith, This ritual is available only to the most obsessive fanatics of the Jashin Cult. This sinister ritual is an extension to previous ones, combining two of their most powerful curses into one, providing the ultimate punishment against those outside their faith. The Jashinist is able to scribe the seal of Jashin upon a target, marking them for death, the blood constantly burning the flesh of the victim that could easily leave a scar. Once scribed, punishment of the highest degree is imminent, the user being able to link their life to their sacrifice without the need of remaining within a seal. Only death awaits those who have been marked.

    Information
    Prerequisites
    Jashinism, S-Rank, All Jashinism Skills Mastered.

    Master Rank: Scribes a seal upon a single target with both the user's and the victim's Blood at -3 Accuracy. All physical effects such as Damage (Including reduced damage) and debuffs (Including reduced Debuffs) inflicted upon the user, are also inflicted upon the target, and any buffs that the target has activated are dispelled. Further attempts to activate a buff have a 40% chance to fail each round, and gain +10% chance each round maintained.

    Note:
    - Does not use Handseals.
    - The user must have the blood of a target, and must have Reaper of Faith activated.
    - Can only effect one target at a time, and negates any other curses the user may have had activated aside from Reaper of Faith. Attempting to use a different curse will dispel this technique.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This damage may not be buffed or increased by ANY means. This includes debuffs on the opponent making them take more damage.
    - This Jutsu does not apply to Genjutsu effects or passive effects.

    Cost: 4.5 Ap, 3060 Cp and 1020 Hp to initiate. 1460 Cp and 490 hp per round maintained.[/fontsize]
    [/spoilername]|[spoilername="Abilities"]Branch: Sentinel
    101: Shinobi 101 Taijutsu - Unarmed can use Slashing Jutsu
    01: Called Shots
    02: Duelist
    03: Deflection
    04: Combat Instinct
    05: Defensive Technique
    06: Fearless
    07: Bull's Strength
    08: Hidden Power
    09: Healing Factor
    10: Kinjutsu [Jashinist]
    11: Kinjutsu [Jashinist]
    12: Kinjutsu [Jashinist]-- [This slot bought with ASP][/spoilername][/col3]
    [col3][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:

    Delilah

    Once known as Samson, the blade shattered upon striking another blade, leaving behind a broken sword with a dull edge. Instead of replacing the weapon, Nanami had the edge filed down and the blade repaired/extended to turn this once sharp weapon to a blade capable of knocking anyone onto the ground
    Damage Type: Slashing
    Slashing Special: May naturally inflict Suppression
    Accuracy: +0 / +0% damage
    Augments:
    Israfil

    Named after the trumpet arch-angel, this weapon is a long black rifle. A single-loading bolt-action .50-calibur monster. This weapon is meant for crushing through armor, buildings, distances, time, space... It doesn't really matter -- It destroys just about anything it touches. A strange trumpeting noise is heard as the weapon fires. This weapon may transform to it's melee variant by the name of Leo.
    Damage Type: Ranged.

    Damage Type: Ranged
    Ranged Special: +3% Called Shots
    Accuracy: +2
    Augments:

    Leo

    A black sword that is the melee variant of Aquarius. Leo is a black blade that emanates a strange aura. If one listens to it closely, the blade seems to hum and sing hymns. It's not fully certain if the blade, itself, is possessed or not.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Suppression
    Accuracy: +0
    Augments:

    Spear of Longinus

    An extremely long spear with the capability of lengthening and shortening at Nanami's will, reaching distances rivaling ranged weapons. The tip of the spear has multiple "blood grooves" which allow blood to pour into a special chamber at the base of the blade. Once the chamber is filled with blood, it begins to hum a mysterious sound that causes those that hear it to slowly go mad. Once this weapon consumes enough blood, the target seems to hear a terrifying death wail.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Bleeding
    Accuracy: +2/-10% damage
    Augments:
    [/spoilername]|[spoilername="Items Taken to battle"]Holster 1: Tristan and Isolde
    Holster 2: Delilah
    1: Holster 3: Israfil
    2: Holster 4: Leo
    3: Belt Pouch
    4: Belt Pouch

5: Makibishi Spikes
Sentinel: Spear of Longinus[/spoilername]|[spoilername="Cursed Seals"][legend="[fontsize="20"]Gaia[/fontsize]"]Current Rank: Mastered

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
Current Rank: 1
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][/col3]
 
http://ninpocho.com/viewtopic.php?p=203774#p203774
WC: 892

+35 ASP
7500 Yen

[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 231
Character Level: 15
OOC Rank: S|Humanity's Sword and Shield
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% chance to inflict Suppression
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

Unarmed Taijutsu
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]
    [col3][spoilername="Core Ability Steadfast"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

    Maximum Defense - Modification (2 points)
    Restriction- Requires Defensive Technique
    A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
    Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).


    Great Fortitude - Passive (3 points)
    Restriction- C Rank and up
    A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
    Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.


    Stand Fast - Independent Special Move (2 points)
    Restriction- C Rank and up
    A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
    Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

    Human Shield - Independent Special Move (2 points)
    Restriction- Requires Body Switch
    A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
    Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.


    Awesome Power - Modification (2 points)
    Restriction- C Rank and up, Requires Hidden Power
    A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
    Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.


    Willfull - Boost (1 point)
    Restriction- Can only be purchased a maximum of two times
    A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
    Effect: +1 Genjutsu Save

    Second Wind - Independent Special Move (3 points)
    Restriction- C Rank and up
    Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
    Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.


    Free Will - Passive (2 points)
    Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
    Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

    Indomitable Spirit - Passive (3 points)
    Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
    Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.


    Poison Immunity - Modification (2 points)
    Restriction- Requires Poison Resistance
    A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
    Effect: Increases bonuses from Poison Resistance to Immune to Weak Poison, +3 against Strong Poison, +2 against Heavy Poison’

    Undying Warrior - Independent Special Move (2 points)
    Restriction- B Rank and up
    This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
    Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.


    Resilience - Boost (1 point) -- Purchased 3x
    Restriction- Can be purchased up to three times
    Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
    Effect: +2 HP modifier.


    Reciprocate - Jutsu (1 point, 1 point to rank up)
    Restriction- A-Rank and up
    This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
    Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
    Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
    Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
    Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.[/spoilername]|[spoilername="Kinjutsu Jashinist"]
    [fontsize="12"]Jashinism
    JS.jpg

    A Dark Religion centered around a God which acknowledges nothing less than utter Chaos and Bloodshed. Those of the Jashinist Faith have been known to be Extremely Sadistic and chaotic when it comes to mayhem, becoming fanatics in the work of their bloody faith. The Jashinists are a cult strongly linked to anarchy and death, and view anything less than bloodshed as a Sin to their blessed God and their creed. As such, the Jashinist's worship and embellish all acts of aggression, Relishing themselves in the pain of both themselves and others that they encounter during their mission in spreading the word of their God and carrying out his Commandments. Religion is their weapon, and it is rumored that their hardcore faith gives them immortality, their obsessive prayers and sacrifices involving self mutilation that allow the cult to rise up from even the most mortal injuries that would kill even hardened shinobi.
    Information
    Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

    Effects:
    - The user gains +10% Damage Reduction
    - All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
    - The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
    - If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
    - If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.[/fontsize]

    [fontsize="12"]Blood Magic - Special Activated Passive
    JSBM2.jpg

    A darker practice said to have been passed down by the demonic God Jashin himself, this skill endows the Jashinist cult to perform dark curses by drawing upon their own life force in place of chakra, or rather, in addition to chakra. Generally done by slicing their wrist, this skill requires a tribute of blood in place of handseals, and grants the user a temporary blessing from Jashin that super-charges their techniques with dark, evil energy that reeks of malice.
    Information
    Prerequisites
    Jashinism

    Effect:
    - By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
    - By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
    - This does not cost Ap, the user only has to declare an attack is being made in this way.
    - Does not cost an ability slot.[/fontsize]

    [fontsize="12"]Reaper of Faith - Special Activated Passive
    JSRF.jpg

    The primary curse of the Jashin Cult, this technique is the basis for many of their other dark powers, and naturally, this does not effect those sharing the same faith, for it is a Sin against Jashin to raise a blade against another one of his children. The ritual is simple, involving the Jashinist ingesting the blood of their living target, at this stage now officially their “Sacrifice”. The Jashinist’s body transforms into a more sinister appearance, generally a deep black color with white marking similar to a skeleton, though there are rumors of other equally menacing appearances. Regardless of the case, this curse is said to transform the user into a shinigami, as they gain the ability to sense their "Sacrifices"...and it is a sin of the highest degree for a Jashinist to leave the victim of this technique alive, the user becoming a living embodiment of the reaper himself.
    Information
    Prerequisites
    Jashinism

    Effect:
    - For 1 Ap, the user may ingest the Blood of a target. This links them together through a forbidden curse of their Faith, Giving them +2 Awareness to those who's blood have been ingested. In addition, this allows the user of Further Curse Techniques upon the target.
    - This bonus lasts the remainder of the battle, or until either the user or the victim dies.
    - The Jashinist may ingest the blood of multiple targets simultaneously, and may be linked to multiple targets with this technique at once.
    - This does not take effect against other Jashinists.[/fontsize]

    [fontsize="12"]Prayer of Malicious Intent - C-Rank Curse Ninjutsu -- Rank 2
    JSPMI.jpg

    The Jashin are a cult strongly intertwined with chaos and and anarchy. Though it is their job to spread the word of their faith to those they deem worthy, more often then not the Jashinist's crave for little more than carnage and bloodshed. The Jashinist faith thanks their lord before and after every battle, offering themselves up for rituals in return for the dark power of their God. It is this ritual, that enables the Jashinist to offer a few quick words of gratitude for their battle that grants the believer a quick, rush of bloodlust and strength that can all but reap the souls of the most powerful of victims.

    Information
    Prerequisites
    Jashinism, C-Rank

    Rank 1: For one round, reverses half of all physical debuffs effecting the user.
    Master Rank: For one round, reverses all physical debuffs effecting the user.

    Note:
    - This jutsu may only be used once every three rounds.
    - Does not apply to any negated debuffs. The user also takes +10% Damage from all sources the round this is used.
    - The following round, all physical penalties are increased by +1, and the user still takes +10% damage from all sources.

    Cost: 620 Cp to initiate.[/fontsize]
    [fontsize="12"]Sacrilegious Atonement - B-Rank Curse Ninjutsu -- Rank 2
    JSSA.jpg

    A curse technique known to the Jashin that allows them to link their life to their target through the use of the emblem of their faith. After ingesting the blood of their target, the Jashinist can use their own blood to scribe the seal of their God upon the target, infused with their dark magic that transfers all physical feelings from the target to the Jashinist, though this only applies to effects which are beneficial to the body. Being infused with their chakra, this seal cannot be removed until the dark magic fades, from that point being able to be wiped away normally.

    Information
    Prerequisites
    Jashinism, B-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal upon a target at -2.5 Accuracy. All Healing is reduced by 30%, and all activated buffs are reduced by 1 or 5%. The remainder of the effects is treated as if affecting the user as well. Cannot be removed for two rounds.
    Master Rank: Scribes a seal upon a target at -2 Accuracy. All Healing and recovery is reduced by 40%, and all activated buff’s are reduced by 1.5 or 10%. The remainder of the effects is treated as if effecting the user as well. Cannot be removed for three rounds.

    Note:
    - Does not use handseals, and use melee Accuracy
    - The user must be under the effect of Reaper of Faith.
    - This only applies to activated buffs or recovery effects. Does not apply to buffs due to Genjutsu, nor does it apply to passive buffs.
    - The user cannot be buffed by the same technique simultaneously, regardless of the source.
    - Removing the seal costs 1 Ap to wipe the blood away completely, yet cannot be done until the round limit is up.
    - Does not effect other Jashinists.

    Cost: 900 Cp and 300 Hp to scribe, 430 Cp and 140 Hp per round maintained.[/fontsize]

    [fontsize="12"]Divine Judgment - A-Rank Curse Ninjutsu -- Rank 2
    JSDJ.jpg

    The most feared curse of the Jashinist Faith, This ritual is capable of being performed only by those blessed by the dark lord himself. This sinister ritual is performed after the Jashinist has ingested the blood of the target, from that point being able to perform this sacred ritual by scribing the seal of their Dark lord, Jashin, upon the ground with their blood. While in the Seal, the Jashinist is able to inflict pain upon himself, torturing their helpless victims and receiving pleasure from the wounds of both themselves and their victims, essentially, becoming a sadistic, living voodoo doll.

    Information
    Prerequisites
    Jashinism, A-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal with the radius of up to 7 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, are also inflicted to those of whom the Jashinist has ingested the Blood.
    Master Rank: Scribes a seal with the radius of up to 8 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, Including reduced damage and debuffs, is also inflicted to those of whom the Jashinist has ingested the Blood.

    Note:
    - Does not use Handseals.
    - This technique only takes effect against those who are targeted by Reaper of Faith.
    - While within the Blood Seal the user has -3 Dodge to all techniques aimed at them.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - The seal and the surface it was scribed upon cannot be destroyed through any means during battle while the user maintains this technique's cost.
    - Should the user no longer maintain the cost, they may still gain the effects while within the seal, but the seal and the ground may be destroyed.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This Jutsu does not apply to Genjutsu damage or debuffs.

    Cost: 3 Ap, 2500 Cp and 830 Hp to initiate. 1200 Cp/Rnd and 400 Hp/Rnd to maintain.[/fontsize]

    [fontsize="12"]Immaculate Blessing - S-Rank Curse Ninjutsu -- Useable
    JSBM.jpg

    The Ultimate curse of the Jashinist Faith, This ritual is available only to the most obsessive fanatics of the Jashin Cult. This sinister ritual is an extension to previous ones, combining two of their most powerful curses into one, providing the ultimate punishment against those outside their faith. The Jashinist is able to scribe the seal of Jashin upon a target, marking them for death, the blood constantly burning the flesh of the victim that could easily leave a scar. Once scribed, punishment of the highest degree is imminent, the user being able to link their life to their sacrifice without the need of remaining within a seal. Only death awaits those who have been marked.

    Information
    Prerequisites
    Jashinism, S-Rank, All Jashinism Skills Mastered.

    Master Rank: Scribes a seal upon a single target with both the user's and the victim's Blood at -3 Accuracy. All physical effects such as Damage (Including reduced damage) and debuffs (Including reduced Debuffs) inflicted upon the user, are also inflicted upon the target, and any buffs that the target has activated are dispelled. Further attempts to activate a buff have a 40% chance to fail each round, and gain +10% chance each round maintained.

    Note:
    - Does not use Handseals.
    - The user must have the blood of a target, and must have Reaper of Faith activated.
    - Can only effect one target at a time, and negates any other curses the user may have had activated aside from Reaper of Faith. Attempting to use a different curse will dispel this technique.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This damage may not be buffed or increased by ANY means. This includes debuffs on the opponent making them take more damage.
    - This Jutsu does not apply to Genjutsu effects or passive effects.

    Cost: 4.5 Ap, 3060 Cp and 1020 Hp to initiate. 1460 Cp and 490 hp per round maintained.[/fontsize]
    [/spoilername]|[spoilername="Abilities"]Branch: Sentinel
    101: Shinobi 101 - Ranged Weapon Taijutsu using Melee Acc
    01: Called Shots
    02: Duelist
    03: Deflection
    04: Combat Instinct
    05: Defensive Technique
    06: Fearless
    07: Bull's Strength
    08: Hidden Power
    09: Healing Factor
    10: Kinjutsu [Jashinist]
    11: Kinjutsu [Jashinist]
    12: Kinjutsu [Jashinist]-- [This slot bought with ASP][/spoilername][/col3]
    [col3][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:

    Delilah

    Once known as Samson, the blade shattered upon striking another blade, leaving behind a broken sword with a dull edge. Instead of replacing the weapon, Nanami had the edge filed down and the blade repaired/extended to turn this once sharp weapon to a blade capable of knocking anyone onto the ground
    Damage Type: Slashing
    Slashing Special: May naturally inflict Suppression
    Accuracy: +0 / +0% damage
    Augments:
    Israfil

    Named after the trumpet arch-angel, this weapon is a long black rifle. A single-loading bolt-action .50-calibur monster. This weapon is meant for crushing through armor, buildings, distances, time, space... It doesn't really matter -- It destroys just about anything it touches. A strange trumpeting noise is heard as the weapon fires. This weapon may transform to it's melee variant by the name of Leo.
    Damage Type: Ranged.

    Damage Type: Ranged
    Ranged Special: +3% Called Shots
    Accuracy: +2
    Augments:

    Leo

    A black sword that is the melee variant of Aquarius. Leo is a black blade that emanates a strange aura. If one listens to it closely, the blade seems to hum and sing hymns. It's not fully certain if the blade, itself, is possessed or not.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Suppression
    Accuracy: +0
    Augments:

    Spear of Longinus

    An extremely long spear with the capability of lengthening and shortening at Nanami's will, reaching distances rivaling ranged weapons. The tip of the spear has multiple "blood grooves" which allow blood to pour into a special chamber at the base of the blade. Once the chamber is filled with blood, it begins to hum a mysterious sound that causes those that hear it to slowly go mad. Once this weapon consumes enough blood, the target seems to hear a terrifying death wail.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Bleeding
    Accuracy: +2/-10% damage
    Augments:
    [/spoilername]|[spoilername="Items Taken to battle"]Holster 1: Tristan and Isolde
    Holster 2: Delilah
    1: Holster 3: Israfil
    2: Holster 4: Leo
    3: Belt Pouch
    4: Belt Pouch

5: Makibishi Spikes
Sentinel: Spear of Longinus[/spoilername]|[spoilername="Cursed Seals"][legend="[fontsize="20"]Gaia[/fontsize]"]Current Rank: Mastered

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
Current Rank: 1
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][/col3]
 
http://www.ninpocho.com/viewtopic.php?p=204123&sid=8f2aced790ab61c58c4037b31cab748b#p204123
WC: >300
+35 ASP

C Rank Jutsu Mastering: 10 pts each
Stunt Double
One Element Sealing
Elemental Clone
Total: 30 pts

B Rank Jutsu Mastering: 12 pts each
Chakra Blast
Rasengan
Total: 24 pts

A Rank Jutsu Mastering: 15 pts each
Perfected Rasengan
Total: 15

266
+ 35
= 301
-30
-24
-15
= 232 New total
[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 266
Character Level: 15
OOC Rank: S|Humanity's Sword and Shield
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% chance to inflict Suppression
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

Unarmed Taijutsu
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]
    [col3][spoilername="Core Ability Steadfast"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

    Maximum Defense - Modification (2 points)
    Restriction- Requires Defensive Technique
    A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
    Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).


    Great Fortitude - Passive (3 points)
    Restriction- C Rank and up
    A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
    Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.


    Stand Fast - Independent Special Move (2 points)
    Restriction- C Rank and up
    A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
    Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

    Human Shield - Independent Special Move (2 points)
    Restriction- Requires Body Switch
    A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
    Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.


    Awesome Power - Modification (2 points)
    Restriction- C Rank and up, Requires Hidden Power
    A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
    Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.


    Willfull - Boost (1 point)
    Restriction- Can only be purchased a maximum of two times
    A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
    Effect: +1 Genjutsu Save

    Second Wind - Independent Special Move (3 points)
    Restriction- C Rank and up
    Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
    Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.


    Free Will - Passive (2 points)
    Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
    Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

    Indomitable Spirit - Passive (3 points)
    Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
    Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.


    Poison Immunity - Modification (2 points)
    Restriction- Requires Poison Resistance
    A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
    Effect: Increases bonuses from Poison Resistance to Immune to Weak Poison, +3 against Strong Poison, +2 against Heavy Poison’

    Undying Warrior - Independent Special Move (2 points)
    Restriction- B Rank and up
    This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
    Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.


    Resilience - Boost (1 point) -- Purchased 3x
    Restriction- Can be purchased up to three times
    Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
    Effect: +2 HP modifier.


    Reciprocate - Jutsu (1 point, 1 point to rank up)
    Restriction- A-Rank and up
    This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
    Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
    Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
    Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
    Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.[/spoilername]|[spoilername="Kinjutsu Jashinist"]
    [fontsize="12"]Jashinism
    JS.jpg

    A Dark Religion centered around a God which acknowledges nothing less than utter Chaos and Bloodshed. Those of the Jashinist Faith have been known to be Extremely Sadistic and chaotic when it comes to mayhem, becoming fanatics in the work of their bloody faith. The Jashinists are a cult strongly linked to anarchy and death, and view anything less than bloodshed as a Sin to their blessed God and their creed. As such, the Jashinist's worship and embellish all acts of aggression, Relishing themselves in the pain of both themselves and others that they encounter during their mission in spreading the word of their God and carrying out his Commandments. Religion is their weapon, and it is rumored that their hardcore faith gives them immortality, their obsessive prayers and sacrifices involving self mutilation that allow the cult to rise up from even the most mortal injuries that would kill even hardened shinobi.
    Information
    Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

    Effects:
    - The user gains +10% Damage Reduction
    - All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
    - The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
    - If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
    - If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.[/fontsize]

    [fontsize="12"]Blood Magic - Special Activated Passive
    JSBM2.jpg

    A darker practice said to have been passed down by the demonic God Jashin himself, this skill endows the Jashinist cult to perform dark curses by drawing upon their own life force in place of chakra, or rather, in addition to chakra. Generally done by slicing their wrist, this skill requires a tribute of blood in place of handseals, and grants the user a temporary blessing from Jashin that super-charges their techniques with dark, evil energy that reeks of malice.
    Information
    Prerequisites
    Jashinism

    Effect:
    - By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
    - By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
    - This does not cost Ap, the user only has to declare an attack is being made in this way.
    - Does not cost an ability slot.[/fontsize]

    [fontsize="12"]Reaper of Faith - Special Activated Passive
    JSRF.jpg

    The primary curse of the Jashin Cult, this technique is the basis for many of their other dark powers, and naturally, this does not effect those sharing the same faith, for it is a Sin against Jashin to raise a blade against another one of his children. The ritual is simple, involving the Jashinist ingesting the blood of their living target, at this stage now officially their “Sacrifice”. The Jashinist’s body transforms into a more sinister appearance, generally a deep black color with white marking similar to a skeleton, though there are rumors of other equally menacing appearances. Regardless of the case, this curse is said to transform the user into a shinigami, as they gain the ability to sense their "Sacrifices"...and it is a sin of the highest degree for a Jashinist to leave the victim of this technique alive, the user becoming a living embodiment of the reaper himself.
    Information
    Prerequisites
    Jashinism

    Effect:
    - For 1 Ap, the user may ingest the Blood of a target. This links them together through a forbidden curse of their Faith, Giving them +2 Awareness to those who's blood have been ingested. In addition, this allows the user of Further Curse Techniques upon the target.
    - This bonus lasts the remainder of the battle, or until either the user or the victim dies.
    - The Jashinist may ingest the blood of multiple targets simultaneously, and may be linked to multiple targets with this technique at once.
    - This does not take effect against other Jashinists.[/fontsize]

    [fontsize="12"]Prayer of Malicious Intent - C-Rank Curse Ninjutsu -- Rank 2
    JSPMI.jpg

    The Jashin are a cult strongly intertwined with chaos and and anarchy. Though it is their job to spread the word of their faith to those they deem worthy, more often then not the Jashinist's crave for little more than carnage and bloodshed. The Jashinist faith thanks their lord before and after every battle, offering themselves up for rituals in return for the dark power of their God. It is this ritual, that enables the Jashinist to offer a few quick words of gratitude for their battle that grants the believer a quick, rush of bloodlust and strength that can all but reap the souls of the most powerful of victims.

    Information
    Prerequisites
    Jashinism, C-Rank

    Rank 1: For one round, reverses half of all physical debuffs effecting the user.
    Master Rank: For one round, reverses all physical debuffs effecting the user.

    Note:
    - This jutsu may only be used once every three rounds.
    - Does not apply to any negated debuffs. The user also takes +10% Damage from all sources the round this is used.
    - The following round, all physical penalties are increased by +1, and the user still takes +10% damage from all sources.

    Cost: 620 Cp to initiate.[/fontsize]
    [fontsize="12"]Sacrilegious Atonement - B-Rank Curse Ninjutsu -- Rank 2
    JSSA.jpg

    A curse technique known to the Jashin that allows them to link their life to their target through the use of the emblem of their faith. After ingesting the blood of their target, the Jashinist can use their own blood to scribe the seal of their God upon the target, infused with their dark magic that transfers all physical feelings from the target to the Jashinist, though this only applies to effects which are beneficial to the body. Being infused with their chakra, this seal cannot be removed until the dark magic fades, from that point being able to be wiped away normally.

    Information
    Prerequisites
    Jashinism, B-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal upon a target at -2.5 Accuracy. All Healing is reduced by 30%, and all activated buffs are reduced by 1 or 5%. The remainder of the effects is treated as if affecting the user as well. Cannot be removed for two rounds.
    Master Rank: Scribes a seal upon a target at -2 Accuracy. All Healing and recovery is reduced by 40%, and all activated buff’s are reduced by 1.5 or 10%. The remainder of the effects is treated as if effecting the user as well. Cannot be removed for three rounds.

    Note:
    - Does not use handseals, and use melee Accuracy
    - The user must be under the effect of Reaper of Faith.
    - This only applies to activated buffs or recovery effects. Does not apply to buffs due to Genjutsu, nor does it apply to passive buffs.
    - The user cannot be buffed by the same technique simultaneously, regardless of the source.
    - Removing the seal costs 1 Ap to wipe the blood away completely, yet cannot be done until the round limit is up.
    - Does not effect other Jashinists.

    Cost: 900 Cp and 300 Hp to scribe, 430 Cp and 140 Hp per round maintained.[/fontsize]

    [fontsize="12"]Divine Judgment - A-Rank Curse Ninjutsu -- Rank 2
    JSDJ.jpg

    The most feared curse of the Jashinist Faith, This ritual is capable of being performed only by those blessed by the dark lord himself. This sinister ritual is performed after the Jashinist has ingested the blood of the target, from that point being able to perform this sacred ritual by scribing the seal of their Dark lord, Jashin, upon the ground with their blood. While in the Seal, the Jashinist is able to inflict pain upon himself, torturing their helpless victims and receiving pleasure from the wounds of both themselves and their victims, essentially, becoming a sadistic, living voodoo doll.

    Information
    Prerequisites
    Jashinism, A-Rank, Reaper of Faith Mastered.

    Rank 1: Scribes a seal with the radius of up to 7 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, are also inflicted to those of whom the Jashinist has ingested the Blood.
    Master Rank: Scribes a seal with the radius of up to 8 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, Including reduced damage and debuffs, is also inflicted to those of whom the Jashinist has ingested the Blood.

    Note:
    - Does not use Handseals.
    - This technique only takes effect against those who are targeted by Reaper of Faith.
    - While within the Blood Seal the user has -3 Dodge to all techniques aimed at them.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - The seal and the surface it was scribed upon cannot be destroyed through any means during battle while the user maintains this technique's cost.
    - Should the user no longer maintain the cost, they may still gain the effects while within the seal, but the seal and the ground may be destroyed.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This Jutsu does not apply to Genjutsu damage or debuffs.

    Cost: 3 Ap, 2500 Cp and 830 Hp to initiate. 1200 Cp/Rnd and 400 Hp/Rnd to maintain.[/fontsize]

    [fontsize="12"]Immaculate Blessing - S-Rank Curse Ninjutsu -- Useable
    JSBM.jpg

    The Ultimate curse of the Jashinist Faith, This ritual is available only to the most obsessive fanatics of the Jashin Cult. This sinister ritual is an extension to previous ones, combining two of their most powerful curses into one, providing the ultimate punishment against those outside their faith. The Jashinist is able to scribe the seal of Jashin upon a target, marking them for death, the blood constantly burning the flesh of the victim that could easily leave a scar. Once scribed, punishment of the highest degree is imminent, the user being able to link their life to their sacrifice without the need of remaining within a seal. Only death awaits those who have been marked.

    Information
    Prerequisites
    Jashinism, S-Rank, All Jashinism Skills Mastered.

    Master Rank: Scribes a seal upon a single target with both the user's and the victim's Blood at -3 Accuracy. All physical effects such as Damage (Including reduced damage) and debuffs (Including reduced Debuffs) inflicted upon the user, are also inflicted upon the target, and any buffs that the target has activated are dispelled. Further attempts to activate a buff have a 40% chance to fail each round, and gain +10% chance each round maintained.

    Note:
    - Does not use Handseals.
    - The user must have the blood of a target, and must have Reaper of Faith activated.
    - Can only effect one target at a time, and negates any other curses the user may have had activated aside from Reaper of Faith. Attempting to use a different curse will dispel this technique.
    - Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
    - All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
    - This damage may not be buffed or increased by ANY means. This includes debuffs on the opponent making them take more damage.
    - This Jutsu does not apply to Genjutsu effects or passive effects.

    Cost: 4.5 Ap, 3060 Cp and 1020 Hp to initiate. 1460 Cp and 490 hp per round maintained.[/fontsize]
    [/spoilername]|[spoilername="Abilities"]Branch: Sentinel
    101: Shinobi 101 - Ranged Weapon Taijutsu using Melee Acc
    01: Called Shots
    02: Duelist
    03: Deflection
    04: Combat Instinct
    05: Defensive Technique
    06: Fearless
    07: Bull's Strength
    08: Hidden Power
    09: Healing Factor
    10: Kinjutsu [Jashinist]
    11: Kinjutsu [Jashinist]
    12: Kinjutsu [Jashinist]-- [This slot bought with ASP][/spoilername][/col3]
    [col3][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:

    Delilah

    Once known as Samson, the blade shattered upon striking another blade, leaving behind a broken sword with a dull edge. Instead of replacing the weapon, Nanami had the edge filed down and the blade repaired/extended to turn this once sharp weapon to a blade capable of knocking anyone onto the ground
    Damage Type: Slashing
    Slashing Special: May naturally inflict Suppression
    Accuracy: +0 / +0% damage
    Augments:
    Israfil

    Named after the trumpet arch-angel, this weapon is a long black rifle. A single-loading bolt-action .50-calibur monster. This weapon is meant for crushing through armor, buildings, distances, time, space... It doesn't really matter -- It destroys just about anything it touches. A strange trumpeting noise is heard as the weapon fires. This weapon may transform to it's melee variant by the name of Leo.
    Damage Type: Ranged
    Ranged Special: +3% Called Shots
    Accuracy: +2
    Augments:

    Leo

    A black sword that is the melee variant of Israfil. Leo is a black blade that emanates a strange aura. If one listens to it closely, the blade seems to hum and sing hymns. It's not fully certain if the blade, itself, is possessed or not.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Suppression
    Accuracy: +0
    Augments:

    Spear of Longinus

    An extremely long spear with the capability of lengthening and shortening at Nanami's will, reaching distances rivaling ranged weapons. The tip of the spear has multiple "blood grooves" which allow blood to pour into a special chamber at the base of the blade. Once the chamber is filled with blood, it begins to hum a mysterious sound that causes those that hear it to slowly go mad. Once this weapon consumes enough blood, the target seems to hear a terrifying death wail.
    Damage Type: Slashing
    Slashing Special: Can naturally inflict Bleeding
    Accuracy: +2/-10% damage
    Augments:
    [/spoilername]|[spoilername="Items Taken to battle"]Holster 1: Tristan and Isolde
    Holster 2: Delilah
    1: Holster 3: Israfil
    2: Holster 4: Leo
    3: Belt Pouch
    4: Belt Pouch

5: Makibishi Spikes
Sentinel: Spear of Longinus[/spoilername]|[spoilername="Cursed Seals"][legend="[fontsize="20"]Gaia[/fontsize]"]Current Rank: Mastered

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
Current Rank: 1
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][/col3]
 
Mastering:
Fire
Immolation Armor -> Master Rank [D-Rank: 8 pts]
Combustive Seal -> Master Rank [D-Rank: 8 pts]
Water
Aqua Fang -> Master Rank [D Rank: 8 pts]
Rinse Off -> Master Rank [D Rank: 8 pts]
Earth
Earth Flow River -> Master Rank [D Rank: 8 pts]
Inner Earth Reflection Lure -> Master Rank [C Rank: 10 pts]
Lightning
Thunderstruck -> Master Rank [C Rank: 10 pts]
Volt Charge -> Master Rank [C Rank: 10 pts]
Wind
Gale Force -> Master Rank [C Rank: 10 pts]
Wind Release -> Master Rank [C Rank: 10 pts]

NE
5 Elemental Seal -> Master Rank [A Rank: 15 pts]
Total: 105 ASP

Nostalgia-no-jutsu
Grand Waterfall -> Master Rank [C Rank: 10 pts]
Impaling Hydro Jet -> Master Rank [C Rank: 10 pts]
Water Prison -> Master Rank [C Rank: 10 pts]
Mystical Pond -> Master RAnk [B Rank: 12 pts]
Scorn of Aquarius -> Master Rank [A Rank: 15 pts]

More Fire Jutsu
Dragon Fire -> Master Rank [C Rank: 10 pts]
Heat Wave -> Master Rank [C Rank: 10 pts]
Scalding Ash Cloud -> Master Rank [C Rank: 10 pts]
Spontaneous Combustion -> Master Rank [B Rank: 12 pts][
Ring of Fire -> Master Rank [B Rank: 12 pts]
Abysmal Harbinger -> Master Rank [A Rank: 15 pts]
Total: 231 ASP
[col3]Agility: 600
Stamina: 600
Ninjutsu: 600
Taijutsu: 600
Genjutsu: 600
Chakra Control: 600
ASP: 232
Character Level: 15
OOC Rank: S|Humanity's Sword and Shield
HP: (60+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: Kinjutsu, +5% chance to inflict Suppression
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

Unarmed Taijutsu

Ranged Taijutsu

Buffing Taijutsu
[/spoilername]|[spoilername="Genjutsu"]Visual Genjutsu -- Minor Affinity

Audial Genjutsu

Kinetic Genjutsu

Will Genjutsu
[/spoilername]|[spoilername="Ninjutsu"]Non-Elemental Ninjutsu

ANBU Jutsu -- Major Affinity

Fire Ninjutsu -- Major Affinity

Water Ninjutsu -- Minor Affinity

Earth Ninjutsu

Lightning Ninjutsu

Wind Ninjutsu

Shadow Jutsu -- AE [Fire/Water]
[/spoilername][/col3]
[col3][spoilername="Core Ability Steadfast"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

Maximum Defense - Modification (2 points)
Restriction- Requires Defensive Technique
A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).


Great Fortitude - Passive (3 points)
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.


Stand Fast - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

Human Shield - Independent Special Move (2 points)
Restriction- Requires Body Switch
A Steadfast is excellent at taking blows, but not everybody else is. Using their natural ability to soak damage an extension of the Kawarimi (Body Switch) jutsu, a Stalwart can leap in front of an ally and take attacks for them, perhaps preventing them from being harmed.
Effect: The Steadfast can switch places with an ally that is attacked at a cost of 0.5 AP (they cannot switch places with an ally when they are being attacked). Allies that are aware of this ability and can Body Switch with real clones can designate the Steadfast as a target; if the Steadfast is unwilling to switch, then the jutsu automatically fails. The triggering attack is resolved against the Steadfast instead, who can attempt to dodge it normally.


Awesome Power - Modification (2 points)
Restriction- C Rank and up, Requires Hidden Power
A Steadfast ninja with the ability to bring forth a deep seeded power within them will often test that power, pushing to themselves to the limits at all times until they have mastered those reserved abilities. When they are pushed again, you can expect the backlash to be severe.
Effect: The user gains +1 to their Secondary stats rather than +.5. This caps at +4 to their secondaries.


Willfull - Boost (1 point)
Restriction- Can only be purchased a maximum of two times
A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
Effect: +1 Genjutsu Save

Second Wind - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.


Free Will - Passive (2 points)
Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

Indomitable Spirit - Passive (3 points)
Through raw training and persistence, the Steadfast ninja has a will stronger than their body. No matter what torturous pain they may be going through, they can overcome and fight on.
Effect: The user ignores one point of debuff from any and all sources (so a Blinding Flash that causes a -3 to Accuracy and Dodge only causes a -2 to the user). In addition, they are not influenced by any fear effects.


Poison Immunity - Modification (2 points)
Restriction- Requires Poison Resistance
A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
Effect: Increases bonuses from Poison Resistance to Immune to Weak Poison, +3 against Strong Poison, +2 against Heavy Poison’

Undying Warrior - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.


Resilience - Boost (1 point) -- Purchased 3x
Restriction- Can be purchased up to three times
Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
Effect: +2 HP modifier.


Reciprocate - Jutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.[/spoilername]|[spoilername="Kinjutsu Jashinist"]
[fontsize="12"]Jashinism
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A Dark Religion centered around a God which acknowledges nothing less than utter Chaos and Bloodshed. Those of the Jashinist Faith have been known to be Extremely Sadistic and chaotic when it comes to mayhem, becoming fanatics in the work of their bloody faith. The Jashinists are a cult strongly linked to anarchy and death, and view anything less than bloodshed as a Sin to their blessed God and their creed. As such, the Jashinist's worship and embellish all acts of aggression, Relishing themselves in the pain of both themselves and others that they encounter during their mission in spreading the word of their God and carrying out his Commandments. Religion is their weapon, and it is rumored that their hardcore faith gives them immortality, their obsessive prayers and sacrifices involving self mutilation that allow the cult to rise up from even the most mortal injuries that would kill even hardened shinobi.
Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
- The user gains +10% Damage Reduction
- All Bleeding / Called Shot Penalty chances are reduced by -10%. Bleeding/Called Shot penalties are treated as one rank lower. (Lowest this can go down to is Bleeding Rank 1/Sprained)
- The user cannot be knocked out by Bleeding or Poisons. (This does not include Poison Jutsu)
- If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
- If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.[/fontsize]

[fontsize="12"]Blood Magic - Special Activated Passive
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A darker practice said to have been passed down by the demonic God Jashin himself, this skill endows the Jashinist cult to perform dark curses by drawing upon their own life force in place of chakra, or rather, in addition to chakra. Generally done by slicing their wrist, this skill requires a tribute of blood in place of handseals, and grants the user a temporary blessing from Jashin that super-charges their techniques with dark, evil energy that reeks of malice.
Information
Prerequisites
Jashinism

Effect:
- By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
- By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
- This does not cost Ap, the user only has to declare an attack is being made in this way.
- Does not cost an ability slot.[/fontsize]

[fontsize="12"]Reaper of Faith - Special Activated Passive
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The primary curse of the Jashin Cult, this technique is the basis for many of their other dark powers, and naturally, this does not effect those sharing the same faith, for it is a Sin against Jashin to raise a blade against another one of his children. The ritual is simple, involving the Jashinist ingesting the blood of their living target, at this stage now officially their “Sacrifice”. The Jashinist’s body transforms into a more sinister appearance, generally a deep black color with white marking similar to a skeleton, though there are rumors of other equally menacing appearances. Regardless of the case, this curse is said to transform the user into a shinigami, as they gain the ability to sense their "Sacrifices"...and it is a sin of the highest degree for a Jashinist to leave the victim of this technique alive, the user becoming a living embodiment of the reaper himself.
Information
Prerequisites
Jashinism

Effect:
- For 1 Ap, the user may ingest the Blood of a target. This links them together through a forbidden curse of their Faith, Giving them +2 Awareness to those who's blood have been ingested. In addition, this allows the user of Further Curse Techniques upon the target.
- This bonus lasts the remainder of the battle, or until either the user or the victim dies.
- The Jashinist may ingest the blood of multiple targets simultaneously, and may be linked to multiple targets with this technique at once.
- This does not take effect against other Jashinists.[/fontsize]

[fontsize="12"]Prayer of Malicious Intent - C-Rank Curse Ninjutsu -- Rank 2
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The Jashin are a cult strongly intertwined with chaos and and anarchy. Though it is their job to spread the word of their faith to those they deem worthy, more often then not the Jashinist's crave for little more than carnage and bloodshed. The Jashinist faith thanks their lord before and after every battle, offering themselves up for rituals in return for the dark power of their God. It is this ritual, that enables the Jashinist to offer a few quick words of gratitude for their battle that grants the believer a quick, rush of bloodlust and strength that can all but reap the souls of the most powerful of victims.

Information
Prerequisites
Jashinism, C-Rank

Rank 1: For one round, reverses half of all physical debuffs effecting the user.
Master Rank: For one round, reverses all physical debuffs effecting the user.

Note:
- This jutsu may only be used once every three rounds.
- Does not apply to any negated debuffs. The user also takes +10% Damage from all sources the round this is used.
- The following round, all physical penalties are increased by +1, and the user still takes +10% damage from all sources.

Cost: 620 Cp to initiate.[/fontsize]
[fontsize="12"]Sacrilegious Atonement - B-Rank Curse Ninjutsu -- Rank 2
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A curse technique known to the Jashin that allows them to link their life to their target through the use of the emblem of their faith. After ingesting the blood of their target, the Jashinist can use their own blood to scribe the seal of their God upon the target, infused with their dark magic that transfers all physical feelings from the target to the Jashinist, though this only applies to effects which are beneficial to the body. Being infused with their chakra, this seal cannot be removed until the dark magic fades, from that point being able to be wiped away normally.

Information
Prerequisites
Jashinism, B-Rank, Reaper of Faith Mastered.

Rank 1: Scribes a seal upon a target at -2.5 Accuracy. All Healing is reduced by 30%, and all activated buffs are reduced by 1 or 5%. The remainder of the effects is treated as if affecting the user as well. Cannot be removed for two rounds.
Master Rank: Scribes a seal upon a target at -2 Accuracy. All Healing and recovery is reduced by 40%, and all activated buff’s are reduced by 1.5 or 10%. The remainder of the effects is treated as if effecting the user as well. Cannot be removed for three rounds.

Note:
- Does not use handseals, and use melee Accuracy
- The user must be under the effect of Reaper of Faith.
- This only applies to activated buffs or recovery effects. Does not apply to buffs due to Genjutsu, nor does it apply to passive buffs.
- The user cannot be buffed by the same technique simultaneously, regardless of the source.
- Removing the seal costs 1 Ap to wipe the blood away completely, yet cannot be done until the round limit is up.
- Does not effect other Jashinists.

Cost: 900 Cp and 300 Hp to scribe, 430 Cp and 140 Hp per round maintained.[/fontsize]

[fontsize="12"]Divine Judgment - A-Rank Curse Ninjutsu -- Rank 2
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The most feared curse of the Jashinist Faith, This ritual is capable of being performed only by those blessed by the dark lord himself. This sinister ritual is performed after the Jashinist has ingested the blood of the target, from that point being able to perform this sacred ritual by scribing the seal of their Dark lord, Jashin, upon the ground with their blood. While in the Seal, the Jashinist is able to inflict pain upon himself, torturing their helpless victims and receiving pleasure from the wounds of both themselves and their victims, essentially, becoming a sadistic, living voodoo doll.

Information
Prerequisites
Jashinism, A-Rank, Reaper of Faith Mastered.

Rank 1: Scribes a seal with the radius of up to 7 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, are also inflicted to those of whom the Jashinist has ingested the Blood.
Master Rank: Scribes a seal with the radius of up to 8 feet around the user. While within this seal, all physical effects such as damage and debuffs inflicted upon the user, Including reduced damage and debuffs, is also inflicted to those of whom the Jashinist has ingested the Blood.

Note:
- Does not use Handseals.
- This technique only takes effect against those who are targeted by Reaper of Faith.
- While within the Blood Seal the user has -3 Dodge to all techniques aimed at them.
- Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
- The seal and the surface it was scribed upon cannot be destroyed through any means during battle while the user maintains this technique's cost.
- Should the user no longer maintain the cost, they may still gain the effects while within the seal, but the seal and the ground may be destroyed.
- All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
- This Jutsu does not apply to Genjutsu damage or debuffs.

Cost: 3 Ap, 2500 Cp and 830 Hp to initiate. 1200 Cp/Rnd and 400 Hp/Rnd to maintain.[/fontsize]

[fontsize="12"]Immaculate Blessing - S-Rank Curse Ninjutsu -- Useable
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The Ultimate curse of the Jashinist Faith, This ritual is available only to the most obsessive fanatics of the Jashin Cult. This sinister ritual is an extension to previous ones, combining two of their most powerful curses into one, providing the ultimate punishment against those outside their faith. The Jashinist is able to scribe the seal of Jashin upon a target, marking them for death, the blood constantly burning the flesh of the victim that could easily leave a scar. Once scribed, punishment of the highest degree is imminent, the user being able to link their life to their sacrifice without the need of remaining within a seal. Only death awaits those who have been marked.

Information
Prerequisites
Jashinism, S-Rank, All Jashinism Skills Mastered.

Master Rank: Scribes a seal upon a single target with both the user's and the victim's Blood at -3 Accuracy. All physical effects such as Damage (Including reduced damage) and debuffs (Including reduced Debuffs) inflicted upon the user, are also inflicted upon the target, and any buffs that the target has activated are dispelled. Further attempts to activate a buff have a 40% chance to fail each round, and gain +10% chance each round maintained.

Note:
- Does not use Handseals.
- The user must have the blood of a target, and must have Reaper of Faith activated.
- Can only effect one target at a time, and negates any other curses the user may have had activated aside from Reaper of Faith. Attempting to use a different curse will dispel this technique.
- Each time the Jashinist is attacked, a ninjutsu check is made between the user and those who have had their blood ingested by the Jashinist. Upon a successful check, the user and those who have had their blood ingested receive damage.
- All damage and effects done to the victim bypass all forms of reduction and cannot be blocked in anyway or form.
- This damage may not be buffed or increased by ANY means. This includes debuffs on the opponent making them take more damage.
- This Jutsu does not apply to Genjutsu effects or passive effects.

Cost: 4.5 Ap, 3060 Cp and 1020 Hp to initiate. 1460 Cp and 490 hp per round maintained.[/fontsize]
[/spoilername]|[spoilername="Abilities"]Branch: Sentinel
101: Shinobi 101 - Ranged Weapon Taijutsu using Melee Acc
01: Called Shots
02: Duelist
03: Deflection
04: Combat Instinct
05: Defensive Technique
06: Fearless
07: Bull's Strength
08: Hidden Power
09: Healing Factor
10: Kinjutsu [Jashinist]
11: Kinjutsu [Jashinist]
12: Kinjutsu [Jashinist]-- [This slot bought with ASP][/spoilername][/col3]
[col3][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:

Delilah

Once known as Samson, the blade shattered upon striking another blade, leaving behind a broken sword with a dull edge. Instead of replacing the weapon, Nanami had the edge filed down and the blade repaired/extended to turn this once sharp weapon to a blade capable of knocking anyone onto the ground
Damage Type: Slashing
Slashing Special: May naturally inflict Suppression
Accuracy: +0 / +0% damage
Augments:
Israfil

Named after the trumpet arch-angel, this weapon is a long black rifle. A single-loading bolt-action .50-calibur monster. This weapon is meant for crushing through armor, buildings, distances, time, space... It doesn't really matter -- It destroys just about anything it touches. A strange trumpeting noise is heard as the weapon fires. This weapon may transform to it's melee variant by the name of Leo.
Damage Type: Ranged
Ranged Special: +3% Called Shots
Accuracy: +2
Augments:

Leo

A black sword that is the melee variant of Israfil. Leo is a black blade that emanates a strange aura. If one listens to it closely, the blade seems to hum and sing hymns. It's not fully certain if the blade, itself, is possessed or not.
Damage Type: Slashing
Slashing Special: Can naturally inflict Suppression
Accuracy: +0
Augments:

Spear of Longinus

An extremely long spear with the capability of lengthening and shortening at Nanami's will, reaching distances rivaling ranged weapons. The tip of the spear has multiple "blood grooves" which allow blood to pour into a special chamber at the base of the blade. Once the chamber is filled with blood, it begins to hum a mysterious sound that causes those that hear it to slowly go mad. Once this weapon consumes enough blood, the target seems to hear a terrifying death wail.
Damage Type: Slashing
Slashing Special: Can naturally inflict Bleeding
Accuracy: +2/-10% damage
Augments:
[/spoilername]|[spoilername="Items Taken to battle"]Holster 1: Tristan and Isolde
Holster 2: Delilah
1: Holster 3: Israfil
2: Holster 4: Leo
3: Belt Pouch
4: Belt Pouch
[/list][/list]
5: Makibishi Spikes
Sentinel: Spear of Longinus[/spoilername]|[spoilername="Cursed Seals"][legend="[fontsize="20"]Gaia[/fontsize]"]Current Rank: Mastered

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
Current Rank: 1
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][/col3]
 

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