Idiot Savant (Veteran)</U><i></i>
HP: (45+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Auto Dodge + 1 Dodge & Accuracy.
High: Ninjutsu Accuracy
Average: Melee Accuracy, Ranged Accuracy, Genjutsu DC, Evasion, Genjutsu Save.
Low: Puppet Accuracy.
Situational Awareness - Passive (3 Points)
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check
Sharp Insight<i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.
Mirror Coat</U><i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.
HP: (45+5+lvl) x stamina
CP: (40+5+lvl) x chakra control
Class Bonus: +5% Auto Dodge + 1 Dodge & Accuracy.
High: Ninjutsu Accuracy
Average: Melee Accuracy, Ranged Accuracy, Genjutsu DC, Evasion, Genjutsu Save.
Low: Puppet Accuracy.
Core Ability
Quick Learner:
A ninja with an unusually sharp mind, a Quick Learner is able to pick up on things easily and more quickly than others, learning and mastering techniques at faster rates, and analyzing enemy patterns. They can become highly skilled in just about anything once they set their minds to it.
Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.
Offensive Insight-<i></i> Boost (1 point)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.
Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.
Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.
A ninja with an unusually sharp mind, a Quick Learner is able to pick up on things easily and more quickly than others, learning and mastering techniques at faster rates, and analyzing enemy patterns. They can become highly skilled in just about anything once they set their minds to it.
Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.
Offensive Insight-<i></i> Boost (1 point)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.
Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.
Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.
Situational Awareness - Passive (3 Points)
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check
Sharp Insight<i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.
Mirror Coat</U><i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.
Elemental Affinities
Minor Affinities: Earth (Minor Awarded at C-Rank)
Major Affinites: Lightning (Major Awarded at C-Rank)
Advanced Elements: Gravity
Major Affinites: Lightning (Major Awarded at C-Rank)
Advanced Elements: Gravity
Inventory
Abilities
Acrobatic wrote:
Flipping, cartwheels, and other athletic maneuvers are all fluid and effortless to these shinobi. in battle they move graceful and skillfully, and can avoid all but the most precise techniques with little to no notice. Landing hits against these dexterous ninja can prove near impossible.
Information
Prerequisites: D Rank
Effect:
- The user is capable of performing one additional Activated Auto-Dodge per round.
Defensive Technique wrote:
This ability allows you to defend more efficiently. With this ability you can reduce damage taken, block attacks, and tire your enemy out.
Information:
Prerequisites: E Rank
Effect:
- When in defensive mode, the player receives -1 to accuracy per +1 to dodge instead of the normal +2 dodge -4 Accuracy defense penalty.
-The maximum amount of dodge for accuracy they may swap is 4.
- -10% Damage Taken while in Defensive Mode
Note:
-This is not a style/stance, and may be used simultaneously with another style.
]Insight wrote:
Someone with insight can penetrate others' motives and are more skilled at detecting ambushes and surprise attacks.
Information
Prerequisite: D Rank
Effect:
- Hidden Actions are revealed to the user through PM.
- This does not apply to Genjutsu.
- In the case of Rikudo Sennin, this ability will have a chance at activating. This is (the amount of Paths with this ability in the battle) divided by (the amount of paths in the battle).
- So, a RS with 4 paths, 3 of which have Insight, would have a 3/4 chance of having Insight activate.
Elementalist
Manipulating walls of flame, conjuring storms of wind and bending waves of water; these shinobi are masters of their element, and are able to alter the form and shape of their jutsu to suit their needs at a moments notice. When combating them, their element is their weapon of choice.
Information
Prerequisites: A Major Affinity
Effect:
- The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element.
- Cannot stack either Channeling ability.
Jutsu Mastery
The user knows their jutsu inside and out; they have such a complete understanding that they know how to conserve as much chakra use as possible and still obtain the same results as a less skilled shinobi would using far more energy.
Information
Prerequisites: C-Rank
Effect:
- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Notes:
- Example: A Special Action that requires 20% of the CP paid, would now cost 10% of the CP paid.
Flipping, cartwheels, and other athletic maneuvers are all fluid and effortless to these shinobi. in battle they move graceful and skillfully, and can avoid all but the most precise techniques with little to no notice. Landing hits against these dexterous ninja can prove near impossible.
Information
Prerequisites: D Rank
Effect:
- The user is capable of performing one additional Activated Auto-Dodge per round.
Defensive Technique wrote:
This ability allows you to defend more efficiently. With this ability you can reduce damage taken, block attacks, and tire your enemy out.
Information:
Prerequisites: E Rank
Effect:
- When in defensive mode, the player receives -1 to accuracy per +1 to dodge instead of the normal +2 dodge -4 Accuracy defense penalty.
-The maximum amount of dodge for accuracy they may swap is 4.
- -10% Damage Taken while in Defensive Mode
Note:
-This is not a style/stance, and may be used simultaneously with another style.
]Insight wrote:
Someone with insight can penetrate others' motives and are more skilled at detecting ambushes and surprise attacks.
Information
Prerequisite: D Rank
Effect:
- Hidden Actions are revealed to the user through PM.
- This does not apply to Genjutsu.
- In the case of Rikudo Sennin, this ability will have a chance at activating. This is (the amount of Paths with this ability in the battle) divided by (the amount of paths in the battle).
- So, a RS with 4 paths, 3 of which have Insight, would have a 3/4 chance of having Insight activate.
Elementalist
Manipulating walls of flame, conjuring storms of wind and bending waves of water; these shinobi are masters of their element, and are able to alter the form and shape of their jutsu to suit their needs at a moments notice. When combating them, their element is their weapon of choice.
Information
Prerequisites: A Major Affinity
Effect:
- The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element.
- Cannot stack either Channeling ability.
Jutsu Mastery
The user knows their jutsu inside and out; they have such a complete understanding that they know how to conserve as much chakra use as possible and still obtain the same results as a less skilled shinobi would using far more energy.
Information
Prerequisites: C-Rank
Effect:
- All Jutsu cost -10% Chakra, this includes Maintains.
- All Chakra cost penalties from choosing to use 'Special Actions' are halved.
Notes:
- Example: A Special Action that requires 20% of the CP paid, would now cost 10% of the CP paid.
Contracts:
[spoilername="Kami"]
D-Rank said:<U>Shikigami
The Shikigami is of a modest size, considering its innate ability to take the form of any creature of any size. Standing only two feet high, it somewhat resembles a human child. Its limbs are stubby and its head abnormally large and round. Another obvious aspect would be its lack of color, leaving it a glowing blanch-white. The Shikigami is loyal to the good-natured soul and will assist the summoner by any means.
Battle Info said:HP: 1,800
CP: 1,400
Agility: 20
Stamina: 45
Ninjutsu: 60
Genjutsu: 60
Taijutsu: 20
Chakra: 35
PL: 240
AP: 2
Class
Class Bonus: +2 Genjutsu Difficulty
High: Genjutsu Difficulty
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Melee Accuracy, Ranged Accuracy
Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3Moves said:Advanced Transformation – E-Rank Ninjutsu said:Unlike the normal transformation technique, the Shikigami can transform into anything it desires, regardless of the size difference. Not only does this allow more variety, but it is significantly harder to detect the difference.
Effect: Allows Shikigami to appear as another. Shikigami has +2 to all awareness checks.
Cost: 1 AP and 135 Cp, 70 Cp/Rnd..
Notes:
- An awareness check is made between the user and all in battle to determine whether their transformation is 'seen through'. This takes place upon initiation and the start of each round.
- This jutsu is dispelled if the user is hit by two consecutive a non-genjutsu attack.
- Once under the effects of this jutsu, Shikigami becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets). The person you are identical to can still tell you apart from their own self and their own clones, as can characters that see through the technique with the Identification check.
- If Shikigami is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if sight of the real target is lost upon multiple identical targets.Bewitch – E-Rank Genjutsu (Will) said:Like some other rumored summon creatures, it too has the ability to bewitch people. Though, this is a relatively weaker version that will only allow her to influence minor actions. However, any damage inflicted onto the victim will immediately cancel the effect.
Effect: Shikigami makes a Genjutsu Check against a single target at +1 Genjutsu DC. Upon a successful check, Shikigami may control up to 1 APs worth of actions of the target. Use/Drop/equip/unequip an item, Switch/Drop/Enter a style, or remain motionless for 1 AP.
Cost: 1 AP and 120 Cp to initiate.
C-Rank said:<U>Shojo
Shojo is a drunken sea sprite with a humanoid appearance. He has ruddy skin and vast manes of red hair which result in a beast-like appearance. He wears a green kimono, and in hand, a transparent bottle which never seems to exhaust of sake. Shojo is always drunk and merry, and seldom is found to be truculent. His brewed sake has special properties that grant good fortune to those whom happen to drink it.
Battle Info said:HP: 4,400
CP: 1,800
Agility: 90
Stamina: 80
Ninjutsu: 70
Genjutsu: 60
Taijutsu: 120
Chakra: 60
PL: 480
AP: 3
Class
Class Bonus: +2 Dodge
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Genjutsu Difficulty, Ranged Accuracy
Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3
Moves said:Pure Luck - Passive said:As well as his blithesome attitude, this sprite is blessed with great luck. This good fortune has found to keep him safe, and even turn the tides in an unlikely battle. It is rumored that his nearby friends will also benefit from this blessing after making direct contact.
Effect: Grants all allies and Shojo a +1 Dodge and a 5% critical chance.
Cost: None, Constant.
Note:
- When Shojo is removed from the battle, this buff is negated.Gifted Luck – D-Rank Taijutsu (Buffing) said:By allowing others to drink his Sake, somehow they manage to gain a portion of his own good fortune. Those who drink his special brewed sake tend to be more evasive and accurate.
Effect: Shojo takes a sip of his sake, granting him a +2 Accuracy at the cost of -2 Dodge for the remainder of the round.
Special Action: At the cost of +.5 AP, Shojo may allow the summoner to drink this liquid instead of Shojo himself.
Cost: 1.25 AP and 205 Cp to initiate.Unlucky Backhand – D-Rank Taijutsu said:Despite his usual luck, he can sometimes find himself in quite unfortunate situations. Just the same, sometimes he will be forced to use violence. A simple technique that he can manage is a simple backhand to the foe. While quite strong in attack, this can throw himself off balance and even cause him to drop his lucky sake bottle.
Effect: Shojo targets a single target dealing 730 Damage at -2 Accuracy. Upon a miss, Shojo takes a backlash of 75 Damage. Upon a full hit, the target has a 20% chance to suppress an opponent for 0.5 AP.
Cost: 1.25 AP and 245 Cp.
B-Rank said:Okami
Okami is a large wolf spirit of pure white with fine strokes of red paint around her eyes. Her body illuminates a soothing white, which depicts her purity and benevolence. She is a very benign and honest creature and believes in protecting those in need. This spirit is rarely seen, and normally dwells deep within the mountains. Okami excels in illusionary and fire Ninjutsu through the use of Doujutsu.
Battle Info said:HP: 6,075
CP: 5,850
Agility: 115
Stamina: 135
Ninjutsu: 200
Genjutsu: 200
Taijutsu: 90
Chakra: 130
PL: 870
AP: 4
Class
Class Bonus: +1.5 Genjutsu Difficulty and +1.5 Accuracy.
High: Genjutsu Difficulty
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Melee Accuracy, Ranged Accuracy
Weapon Name: Teeth
Weapon Type: Piercing
Range: Melee
Damage: -5%
Accuracy: +1Moves said:Northern Lights - Passive said:By using her unique illusionist type techniques, she is able to create an array of lights surrounding the entire field, seen only in the eyes of the opponent. These lights flash brilliant colors, distracting the affected for a short period.
Effect: In the beginning of each round, up to two targets make a Genjutsu Check against Okami. If the check is successful, the target suffers -2 Dodge for the remainder of the round due to being distracted by the Northern Lights.
Cost: None, Constant.
Note:
- When Okami is summoned into battle this passive activates immediately and a check is made upon summon. The summoner must specify which two targets will make a check against Okami.Burning Visual Arts – C-Rank Ninjutsu said:By looking at an opponent, she is able to ignite them in mystical violet fire. This technique is considered a fire-based Doujutsu. Though this can cause damage to an opponent, she has the ability to heal the summoner with this instead, by turning the flames into a Cyan color.
Effect: Okami may make a Ninjutsu Check against a single target at Normal Accuracy. Upon a successful check the target is immediately ignited in flames, burning the target for 1690 Damage.
Special Action: At the cost of an additional +20% Cp, Okami may use the flames to heal herself or the summoner for 845 HP instead.
Cost: 2 AP and 565 CP to initiate.Burning Gaze – C-Rank Genjutsu (Kinetic) said:By locking eyes with the opponent, they are blinded by the brightness and gain the sensation of their eyes painfully burning. Though their eyes will not actually be burning, the pain is quite real.
Effect: Okami makes a Genjutsu Check against a single target at -1 Genjutsu DC. Upon a successful check the target suffers a -2 Accuracy Debuff and has a 8% chance per action to attack a random target due to being blinded. This may only affect one action a round.
Cost: 2 AP and 570 Cp to initiate, 285 Cp/Rnd
Notes:
- Each round a Genjutsu Check is made between Okami and the target.Sea of Fire – C-Rank Ninjutsu said:A more advanced fire Doujutsu, this technique will send the enemy into a nightmare of flames, giving the sensation of their body being engulfed by fire.
Effect: Okami releases a wave of flames automatically targeting up to two opponents dealing 1,250 at +2 Accuracy.
Cost: 2 AP and 415 CP to initiate.
A-Rank said:Kirin
Kirin is a mystical creature of great pride and benevolence, and is said to only appear with the arrival of a great sage. By appearance, Kirin is a mix of several kinds of creatures, as his tail is that of an ox, his head is that of a horse, his body is scaly like that of a reptile, his feet are hooves, and upon his head are antlers like that of a deer. Kirin has existed for several centuries and is quite wise, and known to have a strong affinity with lightning. This creature doesn't have a dark shadow, but a pure white shadow beneath him.
Battle Info wrote:
HP: 11,000
CP: 12,000
Agility: 250
Stamina: 200
Ninjutsu: 360
Genjutsu: 200
Taijutsu: 250
Chakra: 300
PL: 1560
AP: 5
Class
Class Bonus: +10% Damage Reduction
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save, Melee Accuracy
Low: Genjutsu Difficulty, Ranged Accuracy
Weapon Name: Dagger
Weapon Type: Slashing
Range: Melee
Damage: -15%
Accuracy: +3
Moves said:Passive Protection - Passive said:Due to the pure embodiment of good, Kirin has a natural ability to negate a percentage of the damage directed to him. This is caused by molding chakra into his scaly skin - one of the many animal characteristics he possesses.
Effect: Kirin takes -15% damage from all sources, but Dark/Evil based techniques override the damage protection and deal +20% damage.
Cost: None, Passive.Wisdom of Centuries - Passive said:It is said the Kirin arrived with a great sage, this sage is said to have taught Kirin the important of knowledge. Over the years Kirin is said to have become pure solely based on the enlightenment knowledge bestowed upon him. Upon obtaining this enlightenment, it is said that that all his techniques have become rays of light, representing the lightning he affiliates himself to.
Effect: Kirin may convert a single Ninjutsu into a Light/Holy based technique dealing +10% damage at the cost of +15% CP. This can only occur once a round.
Cost: None, Constant.Lightning Emperor Judgment – B-Rank Ninjutsu said:A technique where Kirin channels a great deal of chakra within its horns and releases it violently within the surrounding area with great accuracy.
Effect: Kirin targets up two targets automatically dealing 1,760 Damage at +3 Accuracy. This technique has a 35% chance to stun a target for 1 AP. Stunning can only occur twice per round.
Cost: 2.5 AP and 805 Cp.Ways of the Light – B-Rank Ninjutsu said:By surrounding his body in a bright light, he gains an enlightened sense of mind. All of his natural abilities are enhanced, as well as his good fortune. Once this jutsu is activated, he stores power. From there, he can cast a light-based Ninjutsu blast that not only hurts the opponent, but causes them to exhaust at a much higher rate.
Effect: Kirin releases a wave of Light/Holy energy dealing 2,600 Damage at -1 Accuracy. This cuts through all damage reduction.
Cost: 2.5 AP and 950 CP to initiate.Light Reflection Wall – B-Rank Ninjutsu said:This technique is regarded as the ultimate protection jutsu, creating a large sphere around the summoner or himself, which protects from oncoming damage. This transparent sphere lies halfway underground and has a diameter of fifteen feet. It will absorb any attacks. However, humans and other creatures are still able to pass through this wall, so it may not defend against melee users. Another thing to note is that this wall works two ways, so the summoner may not pass attacks through the wall as well.
Effect: Kirin can either surround himself or the summoner in a dome of light. This technique reflects any single B-Rank or lower Ninjutsu back at the enemy, however there is a 30% chance for the summoner or Kirin to still suffer damage.
Cost: 2.5 AP and 915 CP to initiate.
Notes:
- This may be used reflexively or reactionary.
- Reflected techniques only retain +10% buff.
- The target of the reflected technique makes a dodge attempt as normal.
[/spoilername]S-Rank said:Tennin
Tennin is a tranquil spirit who believes in harmony and order, usually revealing herself in a brilliant light which conceals her true form. However, when her physical appearance is visible, Tennin is an astoundingly beautiful woman, dressed in a colorful kimono and exquisite jewelry. She has long flowing silver hair, which floats eerily around her. Her feet seldom make contact to the ground as she is capable of floating to incredible altitudes. Her power of divinity and light is, without a doubt, the strongest. She has also been recognized for her adept ability of healing. Her instrument of choice is a stringed instrument called a biwa, which she plays quite skillfully.
Battle Info wrote:
HP: 30,000
CP: 24,000
Agility: 550
Stamina: 500
Ninjutsu: 600
Genjutsu: 400
Taijutsu: 350
Chakra: 600
PL: 3000
AP: 6
Class
Class Bonus: +1 Accuracy and +10% Ninjutsu Damage, +5% Ninjutsu Damage to Allies
High: Spell Accuracy
Average: Evasion, Genjutsu Save, Melee Accuracy
Low: Genjutsu Difficulty, Ranged Accuracy
Weapon Name: Mystic
Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3
Moves said:Harmony - Passive said:By playing her biwa, she directs a deceiving melody to her enemies that will drift them into a somnolent state. This leaves them vulnerable to attacks and less inclined to land their own.
Effect: Tennin makes a Ninjutsu Check to three separate targets on the field. Upon a successful Ninjutsu Check, the target loses all damage buffs to their first offensive action against the summoner or Tennin.
Cost: None, Constant.Levitation - Activated Passive said:By focusing her Chakra, she is able to levitate off the ground, raising allies and enemies alike. This complex gravity distortion will virtually eliminate all friction from the combatants, leaving them suspended in midair and only able to use long-ranged attacks on each other.
Effect: Tennin changes the gravity around herself and causes up to 3 others to rise off the ground. While in the air all suffer a -3 Dodge and are prone to jutsu requiring airborne targets.
Cost: 1.5 AP to initiate.
Note:
- Requires a Ninjutsu checkWinged Armor of Light – A-Rank Ninjutsu said:Tennin blesses the summoner with a divine pair of wings. These wings will not only quickly block oncoming attacks, but will put the bearer's mind at peace, allowing them to focus.
Effect: Tennin blocks up to 2,750 Damage from all Ninjutsu based techniques and 1,375 Damage from all Melee based techniques.
Cost: 3 AP and 2,750 Cp to initiate.
Notes:
- This is modded as instantaneous.
- This may only be used on the summoner or Tennin. This must be specified upon use.
- This only lasts a single round and may only be used twice a battle.White Devastation – A-Rank Ninjutsu said:Considered the strongest offensive light-based Ninjutsu, she is able to summon forth divine light from the heavens above. This light shines down on all of her enemies, causing them to experience a pain unlike any other.
Effect: Tennin targets up to three targets for 4,224 Damage at +1 Accuracy. This is considered a light/holy element and cuts through half of the targets damage reduction.
Cost: 3 AP and 2,640 Cp.Healing Rain – A-Rank Ninjutsu said:This gently summoned rainstorm is brewed in the golden sky above and falls down onto her and allies. Though this is no ordinary rain, but in fact droplets of light with powerful healing properties.
Effect: Tennin targets up to two targets and have them healed for 5% Max Hp per a round while this technique is active. This also lowers their bleeding by two ranks per a round, if applicable, while this technique is active.
Cost: 2.5 AP and 1,095 Cp, 550 Cp/Rnd.
Notes:
- This can only be used twice per battle and only once a round with a cool down period the next round.
- This can only be maintained for up to two rounds.