Character Name:
Bold Rogue
HP: (50+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +10% to all damage types(6 pts)
High: Genjutsu DC
Average: Ranged Accuracy, Melee Accuracy, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
OOC Rank: A
Bloodline/Core Ability: Ghost Walker
Core Ability Choices:
Kinjutsu: None
Curse Seals: None
Advanced Shop Battle Related Purchases: None
Abilities:
0. Shinobi 101: using ranged attacks via. Gen DC
1. Sixth Sense
2. Defensive Technique
3. Weapon Mastery: Ranged
4.
5.
6.
7.
8.
9.
10.
Major Affinities:
1.
2.
3.
4.
5.
6.
Minor Affinities:
1.
2.
3.
4.
5.
6.
Advanced Elements:
1.
2.
3.
4.
Weapons:
[spoilername="Phantom Blood"]Phantom Blood
Description: A sturdy red & silver handgun constructed of chakra infused alloys. Fires large caliber bursts of energy from ammunition made from chakra infused crystals which pound away at flesh and rip through chakra. Phantom blood is a highly offensive weapon able to switch between three modes of fire to provide a tactical advantage.
Weapon type: Ranged
Damage Type: Suppression
Damage/Accuracy Modifier: +10% Base Damage, -2 Accuracy
Augments: Primal, Rough Divide, Stock Slot(via Weapon Mastery, choose 3 stock augments in inventory for the battle.)[/spoilername]
Contracts:
Bold Rogue
HP: (50+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +10% to all damage types(6 pts)
High: Genjutsu DC
Average: Ranged Accuracy, Melee Accuracy, Ninjutsu Accuracy, Evasion
Low: Puppet Accuracy
OOC Rank: A
Bloodline/Core Ability: Ghost Walker
Core Ability Choices:
[fontsize="12"]Note: All techniques and buffs from this Core Ability are considered Spiritual.
Unreal Understanding<i></i> - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.
Genjutsu Mastery<i></i> - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.
2 pts
Extra-Sensory Perception<i></i> - Modification (2 points)
Restriction- Requires Sixth Sense
Honed beyond that mere "gut instinct" that some people can get, a Ghost Walker’s ability to know things by feeling is just downright creepy in how accurate they can be.
Effect: Can detect people nearby, harder to ambush or surprise. Can often tell if something’s real or not (a fake, illusion, supernatural occurrence) just by looking at it. In battle, this manifests as a +2 to all awareness and genjutsu save rolls.
2 pts, 4 total
Ethereal<i></i> - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% Physical damage taken
1 pt x3, 7 total
Sound Mind<i></i> - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal.
Effect: +1 Genjutsu Save
1 pt x3, 10 total
Ghost Illusion<i></i> - Dependent Special Move (2 points)
Restriction- B Rank and up
Ghost Walkers have the unique ability to make their illusions physically present, making them that much harder to resist and avoid. Their skill in this often confuses others as to whether such things truly exist or not.
Effect: Gives Genjutsu a Physical Presence. The victim makes a check against the users Genjutsu Difficulty as normal but also must make a check against the users Ninjutsu Accuracy upon initiation. Upon a successful Ninjutsu Check, all damage dealt upon the target deal +10% damage. This technique costs Hp equal to 15% of the Cp Cost. This may only stack twice on a single target.
Notes:
- Each round a Ninjutsu Check is also made between the user and the victim following Genjutsu Rulings. If the Ninjutsu Check fails, the additional +10% damage is negated.
Burrowing Spell<i></i> - Passive (2 Points)
Certain barriers are no use to employ against those attuned to other worlds, as their ghostly sight and senses bypass them entirely. Such overcharged spells have a tendency to be more potent than average as well.
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.
2 pts, 12 total
Mind Guard – Modification (3 Points)
Restriction- Requires Defensive Technique
Ghost Walkers live in a world unlike that of most people, and so their minds are much harder to influence due to the spiritual defenses granted to them.
Effect: Whenever the user enters the Defensive Stance, they may replace the Accuracy Penalties and Dodge Bonuses with equivalent Gen DC Penalties and Gen Save Bonuses.
Notes:
-This also counts for Defensive Techniques -1 Acc/+1 Dodge ratio.
-This replaces Defensive Techniques
3 pts, 15 total
Mind Over Body<i></i> - Passive (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: User gains back 2% CP every round they use a Genjutsu.
Spirit Barrier<i></i> - Modification (2 Points)
Restriction- Requires Barrier
There is more to this barrier than the mere name, as one attuned to the spirits can hear the whispers of ghosts around it as it shapes into existence. These spirits are more likely to withstand blows for one who can speak to them.
Effect: Barrier gains 1500 HP more than normal when used and fully heals itself each round. The user gains back 300 HP a turn while it is in use.
2 pts, 17 total
Ethereal Weapon<i></i> - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a pure chakra weapon of any type that is able to pierce half of all damage reduction, including Ghostly Form. This weapon is treated as being augmented with the augments Spirit Link and Mirage, regardless if the user posses the augments. The user may replace either Spirit Link or Mirage with a single purchased augment, but this must be declared upon creation. Weapon must follow all weapon creation rules for the user's rank, and costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.
3 pts, 20 total
Ghostly Form<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Rank 2: User turns ethereal for 3 rounds. While ethereal, the user only takes 50% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 50% less physical damage to others, unless they are using Ethereal Weapon. The user takes +20% damage from Evil/Holy attacks.
Cost: 4000 CP and 3AP
Notes:</I><I> This counts as a Chakra Armor.[/fontsize]
Unreal Understanding<i></i> - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1 (if Blinding Flash would normally do -3 accuracy, they only take -2). Fear effects do not apply. 5% chance to break out of any genjutsu each round.
Genjutsu Mastery<i></i> - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.
2 pts
Extra-Sensory Perception<i></i> - Modification (2 points)
Restriction- Requires Sixth Sense
Honed beyond that mere "gut instinct" that some people can get, a Ghost Walker’s ability to know things by feeling is just downright creepy in how accurate they can be.
Effect: Can detect people nearby, harder to ambush or surprise. Can often tell if something’s real or not (a fake, illusion, supernatural occurrence) just by looking at it. In battle, this manifests as a +2 to all awareness and genjutsu save rolls.
2 pts, 4 total
Ethereal<i></i> - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% Physical damage taken
1 pt x3, 7 total
Sound Mind<i></i> - Boost (1 point)
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal.
Effect: +1 Genjutsu Save
1 pt x3, 10 total
Ghost Illusion<i></i> - Dependent Special Move (2 points)
Restriction- B Rank and up
Ghost Walkers have the unique ability to make their illusions physically present, making them that much harder to resist and avoid. Their skill in this often confuses others as to whether such things truly exist or not.
Effect: Gives Genjutsu a Physical Presence. The victim makes a check against the users Genjutsu Difficulty as normal but also must make a check against the users Ninjutsu Accuracy upon initiation. Upon a successful Ninjutsu Check, all damage dealt upon the target deal +10% damage. This technique costs Hp equal to 15% of the Cp Cost. This may only stack twice on a single target.
Notes:
- Each round a Ninjutsu Check is also made between the user and the victim following Genjutsu Rulings. If the Ninjutsu Check fails, the additional +10% damage is negated.
Burrowing Spell<i></i> - Passive (2 Points)
Certain barriers are no use to employ against those attuned to other worlds, as their ghostly sight and senses bypass them entirely. Such overcharged spells have a tendency to be more potent than average as well.
Effect: All Genjutsu bypass barriers, and deal 40 Illusionary damage per Jutsu Level, per sense. This damage is automatically dealt each round the genjutsu is maintained, and cannot be avoided or reduced in any way.
2 pts, 12 total
Mind Guard – Modification (3 Points)
Restriction- Requires Defensive Technique
Ghost Walkers live in a world unlike that of most people, and so their minds are much harder to influence due to the spiritual defenses granted to them.
Effect: Whenever the user enters the Defensive Stance, they may replace the Accuracy Penalties and Dodge Bonuses with equivalent Gen DC Penalties and Gen Save Bonuses.
Notes:
-This also counts for Defensive Techniques -1 Acc/+1 Dodge ratio.
-This replaces Defensive Techniques
3 pts, 15 total
Mind Over Body<i></i> - Passive (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: User gains back 2% CP every round they use a Genjutsu.
Spirit Barrier<i></i> - Modification (2 Points)
Restriction- Requires Barrier
There is more to this barrier than the mere name, as one attuned to the spirits can hear the whispers of ghosts around it as it shapes into existence. These spirits are more likely to withstand blows for one who can speak to them.
Effect: Barrier gains 1500 HP more than normal when used and fully heals itself each round. The user gains back 300 HP a turn while it is in use.
2 pts, 17 total
Ethereal Weapon<i></i> - Independent Special Move (3 Points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a pure chakra weapon of any type that is able to pierce half of all damage reduction, including Ghostly Form. This weapon is treated as being augmented with the augments Spirit Link and Mirage, regardless if the user posses the augments. The user may replace either Spirit Link or Mirage with a single purchased augment, but this must be declared upon creation. Weapon must follow all weapon creation rules for the user's rank, and costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.
3 pts, 20 total
Ghostly Form<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The culmination of their supernatural power, a Ghost Walker can use this technique to turn completely ethereal for a small amount of time.
Rank 1: User turns ethereal for 2 rounds. While ethereal, the user only takes 60% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 60% less physical damage to others, unless they are using Ethereal Weapon. The user takes +25% damage from Evil/Holy attacks.
Rank 2: User turns ethereal for 3 rounds. While ethereal, the user only takes 50% damage from physical attacks, but still take normal damage from Ninjutsu/Genjutsu. User also deals 50% less physical damage to others, unless they are using Ethereal Weapon. The user takes +20% damage from Evil/Holy attacks.
Cost: 4000 CP and 3AP
Notes:</I><I> This counts as a Chakra Armor.[/fontsize]
Kinjutsu: None
Curse Seals: None
Advanced Shop Battle Related Purchases: None
Abilities:
0. Shinobi 101: using ranged attacks via. Gen DC
1. Sixth Sense
2. Defensive Technique
3. Weapon Mastery: Ranged
4.
5.
6.
7.
8.
9.
10.
Major Affinities:
1.
2.
3.
4.
5.
6.
Minor Affinities:
1.
2.
3.
4.
5.
6.
Advanced Elements:
1.
2.
3.
4.
Weapons:
[spoilername="Phantom Blood"]Phantom Blood
Description: A sturdy red & silver handgun constructed of chakra infused alloys. Fires large caliber bursts of energy from ammunition made from chakra infused crystals which pound away at flesh and rip through chakra. Phantom blood is a highly offensive weapon able to switch between three modes of fire to provide a tactical advantage.
Weapon type: Ranged
Damage Type: Suppression
Damage/Accuracy Modifier: +10% Base Damage, -2 Accuracy
Augments: Primal, Rough Divide, Stock Slot(via Weapon Mastery, choose 3 stock augments in inventory for the battle.)[/spoilername]
Contracts: