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Name: Kaze Narumi
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ABILITIES
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Shinobi 101: Kinetic Genjutsu w/ Ninjutsu Accuracy
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Bloody Mess
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- The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit.
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- When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round.
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- When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack.
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Quick Reaction
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If the user dodges an attack, the user may declare a jutsu to be used as a counterattack against the attacker at +1 Accuracy/DC. The user pays all costs normally.
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Notes:
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- This includes Basic Strikes / Called Shots (They are a part of Taijutsu).
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- This action is modded immediately after the attack they dodged, can only target the attacker, and cannot be a bind.
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- This can only occur twice per round and may not be used in conjunction with the Teamwork ability.
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- An Ally can not set off the effects of quick reaction.
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- The user can not quick react and target multiple people, but may still use an AoE technique on a single target.
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Jutsu Expansion
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- Effect: Allows the user to increase the rank of a Jutsu and all associated effects with it. Jutsu AP cost is increased by .5AP.
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The new OOC rank jutsu (ex: E to D) gain the following values in order of D/C/B/A.
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Offensive Jutsu - Damage gains 630/650/2400/2950
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Barrier Jutsu - Barrier health gains 565/585/2160/2655
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Clone Jutsu - Hp/Cp % increase 10/5/5/10, Increased accuracy of 2/1/3/3
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For all the above: 
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Chakra cost gains 200/280/1470/2000
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Secondary Effect % chance gains 6/3/15/27
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Note: 
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- May be used once per round.
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- Taijutsu damage and Chakra values gained from this ability are lowered by 25%
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- Puppet damage and Chakra values gained from this ability are lowered by 40%
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- Genjutsu damage and Chakra values gained from this ability are lowered by 50%
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- This ability cannot be used with BL/CA/Kinjutsu moves.
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- This ability only works with initially B Rank and lower jutsu.
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- The jutsu counts as 1 ooc rank higher and receives all associated restrictions. Eg. B-Rank jutsu being used with this ability will count as an A-Rank jutsu and cannot be used with other abilities or effects which require a B-Rank jutsu or below.
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Concentrated Focus
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The user's binds have a -5% chance of being escaped from and binds which break upon the user losing a portion of their Max HP or CP are now increased to 20% Max HP/CP.
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Special Action - Tighter: Once per round, the user may attack the target of their own bind, allowing them to Auto-Hit with B-Rank and lower jutsu. The bind will still break once damage is dealt. This may only be done twice per battle.
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Acrobatics
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Effect:
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- The user is capable of performing one additional Activated Auto-Dodge per round.
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Human Anatomy
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- The user gains +1 Critical Range to all attacks.
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- All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).
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Duelist
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- +2 Accuracy/DC and +10% damage towards a single target. User must choose target at beginning of battle. Should the target be KO, or no longer in the battle, the user may choose another target. Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
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- +10% chance to auto-dodge the targets attacks 
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- -2 Dodge/Save to any other opponents targeting the user
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Notes:
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- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Range, Ninjutsu, or Gen. The type of buff remains constant as long as this ability is active.
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- Clones are considered an extension of their owner and all above effects will still apply.
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Jutsu Mastery
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Effect: 
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- All Jutsu cost -10% Chakra, this includes Maintains. 
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- All Chakra cost penalties from choosing to use 'Special Actions' are halved. 
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Notes:
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- Example: A Special Action that requires 20% of the CP paid, would now cost 10% of the CP paid.
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Chakra Attuned
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Conservation - Passive (3 points)
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Restriction- C Rank and up
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Effect: -15% Ninjutsu cost.
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Strike the Spirit - Dependent Special Move (3 points)
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Effect: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 80% Damage, and receives no buffs at all.
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Pressure - Passive (3 points)
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Effect: Up to 3 targets in battle with the user take 20% extra CP to cast a jutsu. Does not work on other Chakra Attuned ninja.
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Normalize - Passive (2 points)
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Note: This does not allow converted Ninjutsu to use Affinity Moves or other techniques that they can only use for Non-Elemental Ninjutsu.
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Spirit Boost - Boost (1 point)
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Restriction- Can be purchased twice
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(bought twice)
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Effect: +5% Ninjutsu damage.
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Energy Boost - Boost (1 point)
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Restriction- Can be purchased three times
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(bought 3 times)
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Effect: +2 to CP modifier.
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Jutsu Expert - Modification (2 points)
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Restriction- Must have Jutsu Mastery
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Effect: 10% Chakra reduction is changed to 15%.
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Chakra Vacuum - Jutsu (1 point, 1 point per rank up)
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Restriction- A-Rank and up
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Rank 1: Absorbs 1000 chakra from up to 3 targets every round. Lasts a maximum of 3 rounds.
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Rank 2: Absorbs 1500 chakra from up to 3 targets every round. Lasts a maximum of 4 rounds.
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Cost: 3 AP, 1250 CP/round