Ratman

Marisha at Sp.Jonin and her cats

Apr 25th, 2019
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  1. Marisha Ushi
  2. Rank: 4 (Sp.Jonin)
  3. MP: 260 / 260
  4.  
  5. CC: 4
  6. Tai: 7
  7. Nin: 6
  8. Gen: 4
  9. Det: 6
  10. (9+27+20+9+20=83)
  11.  
  12. Injury: 112 / 56 / 18 DR: 5 Chakra: 12 Grit: (3-1) + Insular Culture, Zealous Summoner, Crippling Wound
  13. Intuition: 2 Initiative: 4 Stability: 49 Speed: 3 Move: 25
  14.  
  15.  
  16. UA1: Fatty's Eye (Aspect)
  17. Fatty's surgically transplanted eye. Allows the character to share vision with Fatty, including out-of-combat practical use.
  18. While Fatty is summoned, he is always considered to be in formation with the character, no matter the distance.
  19.  
  20.  
  21. UA2: False Style: Tick Throws (Style)
  22. Requires 9 Grit to activate. Activates with Charge.
  23.  
  24. While this Style is active, the Grapple manuever can be used with Nekote. Additionally, Charges with Nekote can count as the Spear manuever from Clan of Power, as long as the Grit cost is paid.
  25.  
  26. Spear: You must have "Charge" to use this ability. When you make a basic "Martial Arts" "Attack" action from "Charge" you may choose to use your body as a projectile and grab them. If they "Defend" with a skill that is not "Martial Arts" and their speed is not greater than yours by 2 or more you automatically hit them. You may then "Grapple" them as a free action. Costs 2 Grit.
  27.  
  28.  
  29. UA3: Doujutsu - Mabyogan (Mode)
  30. Right eye of the bake-neko. Bestows the fortune of a cat onto the user.
  31. Req. 15 Grit to activate, removes all debuffs and makes one immune to debuffs.
  32.  
  33. Channeling chakra through the eye in a proper way grants a revelation of the most optimal path through combat, and adjusts anything that doesn't fit. This is a reality warping phenomenon similar to Izanagi, much less potent, but active over a longer period of time.
  34.  
  35. While the Mode is active, the characters rolls of 2 grant double successes. Additionally, the first roll they take on their each turn is rolled twice, and the better result is picked.
  36.  
  37.  
  38.  
  39. Insular Culture (Kumogakure): You gain +1 ASB to all actions when in Formation with another shinobi who shares this trait. You also gain a +1 Grit/Turn bonus when in Formation with at least two other shinobi who share this trait. When you are not in Formation you gain the benefits of the “Lone Wolf” trait, but do not gain the bonus Grit. Finally, you are unaffected by the Grit Reduction of “Reputation” and “Famous Team”.
  40.  
  41. Summoning Contract (Cats): You have signed one of the rare scrolls that allow you to reach through space and time to pull an animal of great power and lineage to serve you in combat and outside of it. When you acquire this Trait you may learn the “Summoning Jutsu” as one of your Jutsu during character generation, or you may purchase it normally. Additionally, you gain one Trait related to the animal in question. More can be found in the “Summoning” section in the Jutsu chapter. This Trait should not be given to a player without having them fulfill heavy roleplaying requirements or a suitable backstory, at the Kage’s discretion.
  42.  
  43. Grand Summoner: You are a very adept summoner, skilled at pulling your contract creatures through Space and Time to your side. You may pay half the usual cost to summon a creature. Additionally, you may use either your Summoning Skills or Summoning Mastery as a "Defend" action against any "Attack" action so long as you aren't Flat Footed.
  44.  
  45. Zealot (Ushi Clan): When you pick this Trait you must designate a shinobi or a specific cause. When you fight directly under the shinobi named or for the cause named you gain double your Grit/Turn and are immune to "Unnerved". However, you may never act against this shinobi or this cause. This is subject to Kage approval.
  46. Nimble: The cat is renowned for its grace and absolute dexterity. A cat is immune to "Prone". Additionally, whenever a cat uses "Dodge" to "Defend" against a Taijutsu-based melee attack they may use the "Disarm" Maneuver if they possess it as a free action, their lightning-fast jump allowing them the chance to kick an opponent's weapon away.
  47.  
  48. Excellent Teammate: Something about you makes you a terrific person to have at someone's side. Whenever you fill a role you may choose a single ally in Formation with you at the start of your turn. During this round, the ally gains +X ASB to any “Defend” actions where X is your Rank. Additionally you are considered to have a “Bond” with all shinobi you are in Formation with. If you already have a “Bond” or higher with a shinobi in your squad that shinobi gains +1 Grit/round.
  49.  
  50.  
  51.  
  52. Skills
  53. Dodge 5
  54. Nekote training 7 (cheaper)
  55. Martial Arts 3 (West)
  56. Stealth 4
  57. Summoning Skills 4 (Adv)
  58. Summoning Mastery 4 (Adv) - 2x Fatty, 1x Panther, 1x Silver
  59. Counter Genjutsu 3
  60. Ninjutsu Knowledge 3
  61. Taijutsu Knowledge 5
  62. Tactics 2
  63. International Lore 1
  64. Famous Shinobi Lore 2
  65.  
  66. (27+21+6+10+20+20+6+6+20+3+1+3 = 143)
  67.  
  68.  
  69. Perks:
  70.  
  71. Pounce: Even though the Cat is no longer the hunter it used to be, Cats are still capable and all to eager to pounce on their prey. When a Cat uses a "Charge"-based "Attack" action they may automatically make the opponent "Prone" if they deal even a single point of damage.
  72. Grace of the Cat: Cats are capable of seemingly impossible feats of balance and deftness, which allows them to coordinate themselves in a way that allows for multiple attacks at once. A Cat my choose, at the beginning of the Round, to engage in a "Full Attack". A Full Attack means a Cat must use basic Taijutsu melee "Attack" actions, Maneuvers, or "Charge" based
  73. "Attack" actions ONLY. Failure to do so sets their Grit to 0 and causes them to lose a partial action next turn as they recover their balance. If they use this "Full Attack", the enemy suffers -X ASP where X is the number of Actions they possess in a turn. The X value doubles with each successive "Attack" action against the same target.
  74.  
  75. Speed Familiarity 1
  76. Battle Sense
  77. Tactical Training: +2 to Tactics Pool and +1 to your Tactics Pool per round.
  78. Rapid Readjustment (Requires Tactical Training): You can spend 1 Grit and use your Active Repositioning ability on another shinobi’s turn, but still only once per turn. If you can affect opponents with Active Repositioning you can only do so on foes within a number of squares from you equal to your Rank when it is not your turn. If you use this perk to activate your “Active Repositioning” on an ally before they use a “Defend” action you may negate the attack if they move out of the range of the attack.
  79.  
  80. Nowhere to Run (Requires Taijutsu Knowledge 5, 5 XP): When you use a melee-based Taijutsu "Attack" action targeting an opponent who is "Flanked" they cannot make a non-”Dodge” "Defend" action or use the "Parry" maneuver.
  81. Total Physical Assessment (Requires Ninjutsu 6 and Taijutsu Knowledge 4, 5 XP OR Dissecting Eyes and Taijutsu Knowledge 2, 5 XP): Your study of the arts of shinobi martial combat is truly excellent. You may gain your "Knowledge Bonus" against an additional Taijutsu-based Skill automatically as soon as you see it used by a shinobi who you have at least one "Knowledge Bonus" against a Taijutsu skill.
  82.  
  83. Surge of Summoning: When you summon a creature it gains +X ASB where X is 1/2 your Rank until the beginning of your next turn due to the rush of Chakra it experiences.
  84. Military Summon (Requires Surge of Summoning): When you summon a creature it may enter your Squad in a role of your choosing upon summoning.
  85. Familiar Summon: Fatty Name a creature in your Menagerie. You pay 1 less Chakra when summoning this. The chakra reduction is applied before the effects of "Grand Summoner".
  86. Aspect of the Beast (Requires Familiar Summon, 10 XP/5 XP with Grand Summoner): You gain all the Perks listed in the base stats listing of your Contract Animals
  87. Fortified Summons (Requires Familiar Summon, 10 XP): Increase the base Rank of all creatures in your Menagerie by 1/2 your Rank.
  88. NOTE: FORTIFIED SUMMONS IS HOUSERULED TO BE SKIPPED/IGNORED
  89. Zealous Summoner (Requires Fortified Summons): Both you and the creature you summon gain +1 Grit/round as long as you are within Rank number of squares from one another.
  90.  
  91. (34)
  92.  
  93.  
  94. Resources: 15+1+7, 2 spare
  95. Nekote - 7
  96. Fatty's Tanto - 3
  97. Chain Mesh - 5
  98. Chakra Tattoo on the arm: Kuchiyose (Panther) - 6
  99.  
  100.  
  101. Maneuvers and Jutsus
  102. shunshin, replacement, and summoning jutsu are free
  103.  
  104. Grapple (Discipline of the Empty Hand, Requires Taijutsu 6 or Higher): Make a basic Martial Arts attack. Instead of dealing damage you and your opponent become “Immobilized”, all items are removed from both of your hands, neither of you can use Jutsu, and they suffer damage at the end of the Round equal to your Taijutsu+ Martial Arts + Taijutsu Mastery. This condition costs double the normal amount of Grit to remove and removes it from both parties. Alternatively, if the opponent attacks and beats you with a basic Martial Arts attack you no longer deal damage and they are given the option of reversing this condition on you, or negating it and becoming free to move. A foe may only be affected by a single instance of “Grapple” at a time.
  105.  
  106. Charge (Discipline of the Aggressor, Requires Taijutsu 4): As a partial action you may move in a single direction a number of squares equal to half of your Taijutsu. You must move the full distance. At the end of the movement you may make a basic melee "Taijutsu" attack with -1 ASP. When your Taijutsu is 6 this maneuver now moves a distance equal to your full Taijutsu score, but you must still move at least 2 squares. If you do so you may make a basic melee Taijutsu based "Attack" action with no penalty. When your Taijutsu is 8 or higher you may use a melee Maneuver which allows an "Attack" or a Gambit based on a melee Taijutsu skill at the end of at least two squares of movement. You gain a +1 ASB to this attack in this case. Finally, if you move the full distance of your Taijutsu score you come in with great force, allowing you to add double the bonus damage granted by your Taijutsu score to the damage of the "Attack" you use at the end of the Charge.
  107.  
  108. Disarm (Discipline of the Defender, Requires 4 Taijutsu): Make a Taijutsu basic attack as a full-round action. If you are successful the target no longer holds any weapons in their hands and you may send any weapons removed this way a number of squares away equal to your Taijutsu and you deal no damage.
  109. Hemorrhage (Discipline of the Armed, Requires Nekote): The Nekote possesses the ability to cause death by a thousand cuts, but a particularly vengeful shinobi can accelerate this process. Make a basic “Attack” action with your “Nekote” against a foe who has at least three “Bleeding” conditions. If you deal damage all of of their “Bleeding” conditions become “Deep Bleeding” and deal damage equal to your Taijutsu + the target’s Taijutsu for the duration.
  110.  
  111.  
  112. Summoning Jutsu: [CC: 2 + 1 * Rank of Summoned Creature/ Spd: 1 partial action /Rng: E-1/] The Summoning Jutsu conjures a creature from your Menagerie to assist you. This creature may return home at-will, and will automatically return home if injured to the point of death - the contract protects them from dying while summoned. Instead, they are near death and must spend time recovering back home.
  113. CC Fatty: (2+4-1)/2 = 3
  114. CC Panther: (2+3)/2 = 3
  115. CC Silver: (2+3)/2 = 3
  116. CC Beauty: (2+2)/2 = 2
  117.  
  118. Replacement Jutsu: [CC: 5/ Spd: Instant/ Rng: Self/] When an attack is coming and you are incapable of defending yourself through other means, some shinobi are capable of replacing themselves with a mundane object, using the Disguise Jutsu, and having it take the hit instead. If they are aware of the attack and know the nature of it they may opt to use the Replacement Jutsu instead of taking any “Defend” action. They then move a number of squares up to their Ninjutsu away from their opponent. Replacement can be done up to Rank-1 times per encounter.
  119. Shunshin Jutsu: [CC: 2/ Spd: 1 partial action/ Rng: Self/] The Shunshin, or High Speed Movement Jutsu, is a standard technique learned across the shinobi world. When a shinobi uses Shunshin they are not teleporting, despite what it may seem. The Shunshin Jutsu moves the shinobi a distance equal to their full-turn move action as a partial action. You create a Burst X area at the end of the movement where X is your Offensive Speed. All shinobi within the Burst who have a lower Defensive Speed than your Offensive Speed become "Flat Footed" until the end of the Round. Additionally, a shinobi who has a lower Defensive Speed than the user’s Offensive Speed suffers -X ASP where X is the difference between your Speeds. This applies to "Attack", "Defend", and "Counter" rolls. Finally, whenever a shinobi with a lower "Defensive Speed" uses "Dodge" to Defend they suffer -X to their Ranks of Dodge for the purposes of the Defend, which is cumulative with the -X ASP inflicted by having lower Speed and may disqualify them from using some of their Stunts. (For example, if a Shinobi with Speed 2 with Dodge 4 tries to "Defend" with their Dodge against a Shinobi with Speed 4 they only add +4 ASB to their Defend from the Dodge and cannot use Bound, Juke, Sway, or Weave.)
  120.  
  121.  
  122.  
  123.  
  124. Road to Ninja
  125.  
  126. Orphan: You are born of parents that died shortly after your birth, leaving you without a family. Your lack of parental figures may have affected you in many ways, but it does make you a bit more willing to stand up and fight for yourself. You start a battle with 1 Grit.
  127.  
  128. Head-Start Student (Nekote): One of your parents was pushing you to be ready to become a shinobi. You gain 5 XP, but also suffer -1 Grit/round because of your empty childhood. You also may select a single basic skill. You do not have to pay the extra XP when raising it to rank 5 and rank 10. On reaching rank 10 in the skill you no longer suffer the Grit penalty.
  129.  
  130. Popular: You were well known throughout your class and everyone found you likable, usually because of a combination of your looks and personality. Start with +3 Reputation and a Bond with all students who graduated in your class.
  131.  
  132. Crippling Injury: You were wounded very badly, maybe even to the point of death. You start with 0 base Taijutsu, rather than 1. You never let this keep you down, and gain +1 Grit at the end of the turn each time that you use a Taijutsu-based action during combat. This includes other shinobi’s turns when you use a Taijutsu-based “Defend” action, such as Dodge or making a Taijutsu-based “Parry” or “Counter.” You may only benefit from this a number of times per round equal to your Rank.
  133.  
  134. Thrust into Conflict: You were churned out of the Academy into a world that actively sought to kill you; perhaps because of your heritage, your village, or even your individual self. Regardless, you have held a weapon and used it to defend and kill since you left the Academy. You deal +5 damage with any weapon.
  135. Holistic Body: You may reduce the Chakra Cost of all actions you do by 1, to a minimum of 1, so long as you have taken no damage during this encounter other than self-inflicted damage.
  136.  
  137. Fleet of Foot: All shinobi are trained in the arts of manipulating their chakra to increase their body speed to superhuman speed, at least to a basic level. You, however, don't just use your chakra, you ride its power like a horse on the plains. You may add double your "Dodge" skill to your Movement. Additionally, your Shunshin distance increases to 3x your base distance, but the Chakra Cost goes up to 3.
  138.  
  139.  
  140.  
  141. NOTES
  142. West: The Western school teaches its students that true Mastery goes to the man left standing. To that end, they teach the virtues of knowledge over anything. They gain +1 additional ASB when they benefit from Taijutsu Knowledge. Additionally, their opponents suffer -X ASP to their Taijutsu Checks vs the practitioner where X is the student's Rank.
  143.  
  144. Nekote: Cost: 7 Resources, Damage- 4- The nekote are a pair of claws that fit over the users fingertips. This allows them to make what appear to be superficial scratches, but in truth cause grievous bleeding. A shinobi suffers a "Bleeding" condition each time they are dealt damage by an "Attack" action from the nekote. Nekote cannot be removed from a shinobi with the "Disarm" maneuver or any "Disarm" effects.
  145.  
  146.  
  147.  
  148. Nekote basic damage is 4+6+6+5 = 21
  149.  
  150. Nekote Training [Core, Taijutsu, Basic]
  151. Feline Fighter [Novice] (Rank 1-2): You have started training in the use of Nekote. These weapons were once used by shinobi who couldn't use ninjutsu well to climb fortifications. However, now, they are still used by some for their slashing power and ability to inflict bleeding. Nekote are used as a pair which occupies both hands. Nekote deal damage equal to Taijutsu+Nekote Training+Base Weapon Damage.
  152. Cat Pounce [Adept] (Rank 3-6): When you use a "Charge"-line ability to attack with your Nekote you may inflict double the usual amount of "Bleed".
  153. Tiger's Fury [Talent] (Rank 5): By pushing at your attacker with a flurry of swipes and swift lunges you are able to force their wounds to bleed profusely. As a full round action make a basic "Attack" action. If successful you deal no damage, and inflict only a single Bleeding to
  154. your opponent, however, the opponent is forced to move a number of squares backwards from your attack equal to their maximum partial action movement from you, additionally, the damage from their "Bleeding" conditions all trigger immediately at the end of the turn.
  155. Flash of Claws [Journeyman] (Rank 7-9): You may add a number of "Bleeding" conditions to any "Maneuver" you use with your Nekote equal to 1/2 your Speed Ranks, to a minimum of 1. In addition, if an opponent attempts to “Defend” with an unarmed skill, they automatically suffer 1 “Bleeding” condition.
  156.  
  157. Summoning Skills (Utility, Ninjutsu, Advanced):
  158. Your training allows you to summon a greater number of creatures. At each Rank of Summoning Skills you may add another creature, at the base level, to your Menagerie. Your Menagerie is a list of all available creatures you can summon. These creatures get 1/2 the MP of
  159. a Genin shinobi. This Skill has 5 Ranks and possesses no Specializations.
  160. Summoning Mastery (Utility, Ninjutsu, Advanced):
  161. You must have at least three ranks in Summoning Skills. Your capacity for summoning has allowed you to strengthen the creatures you summon, improving their power through the times you have fought together. Each Rank you purchase of this advanced skill allows you to increase the Rank of one of your Menagerie by 1 and to gain 1/2 the listed amount of MP of a shinobi at the summoned creature’s new Rank. This Skill has 5 Ranks and possesses no Specializations.
  162.  
  163. Tactician
  164. Active Positioning: Your scope of comprehension covers the entire battlefield rather than just in the small skirmishes that break out. As such, you are capable of deploying well time explosions, using wire and chain to pull people, and throwing kunai and other tools to maneuver your comrades across the battlefield. At the beginning of combat the shinobi in the “Tactician” role generates a number of Tactics Points equal to their Ninjutsu + Tactics Skill + Ninjutsu Mastery. As a full-round action the Tactician may move an allied shinobi who is not adjacent to an enemy a number of squares up to their Tactics Pool, which decreases their Tactics Pool by 1 for each square moved. Activating this ability costs 2 Grit per use.
  165.  
  166.  
  167. Bond:
  168.  
  169. Everyone in class: 1
  170. Jogan: 2
  171. Ayame: 1
  172.  
  173.  
  174.  
  175.  
  176.  
  177.  
  178.  
  179.  
  180.  
  181. Fatty (Chuunin)
  182. - A decently sized, grey, striped cat with an eyepatch, the Kumo Forehead Protector on its back, and a Tanto on his side. Grumpy and lazy.
  183.  
  184. Name: Fatty
  185. Rank (4): Sp. Jonin
  186. XP Total/XP Spent: 208/229
  187.  
  188. Chakra Control 4 (7XP)
  189. Taijutsu 6 (15XP)
  190. Ninjutsu 6 (15XP)
  191. Genjutsu 7 (22XP)
  192. Determination 3 (3XP)
  193. (52)
  194.  
  195.  
  196. Injury 18/36/72
  197. Stability 42 Chakra Pool 12 Grit per Round 2
  198. Speed Ranks 3 Movement 20 Intuition 3+2 Initiative 4+2
  199.  
  200.  
  201. Elemental Nature: ?
  202. Nindo (0):
  203.  
  204.  
  205. UA1: Marisha's Eye (Aspect)
  206. The summoner's surgically transplanted eye. Shares the summoner's vision, and allows for enough communication to use the Support role actions at any distance. Additionally, Fatty cannot be flanked while in the same zone as the Summoner.
  207.  
  208.  
  209. UA2: Veteran of Warfare (Aspect)
  210. Fatty is an old cat. He got fat and he's pretty washed out, but he's served many masters, and understands the battlefield very well.
  211. Grants the Strategist perk. Treat his ranks in Genjutsu Training as Strategy Training ranks, to the maximum of 4. Strategy Specialization cannot be purchased, and any further perks must be bought separately.
  212.  
  213.  
  214. UA3: Doujutsu - Mabyogan (Gambit)
  215. Left eye of the bake-neko. Carries a curse of misfortune.
  216. Genjutsu-based. Costs 4 Chakra and 7 Grit to activate, +1 ASB to the Genjutsu roll.
  217.  
  218. This Gambit is a special Genjutsu, which can be completed with a single partial action. It can either be performed as a regular Genjutsu, or, being single-action, can be used as a defensive jutsu, also through the Support role, by rolling Genjutsu+Genjutsu Training+1 upfront. In either case, it must be performed as this Gambit, and cannot be used outside of it. If used offensively, it works automatically, like any Genjutsu, but if defense with it fails, it fails to work. If the defense is succesful, it proceeds to Grit Lock the caster, and work as any Genjutsu from there.
  219.  
  220. The Jutsu has two twists: Pinwheel Eyes, as befiting an eye-focus doujutsu technique, and a special Twist, Curse of the Cat, which cannot be used anywhere else.
  221.  
  222. Mabyogan Release [CC: Gambit /Rng: Burst 20, one person /Spd: 3, Partial Action /Eff: Grit Lock, Pinwheel Eyes, Curse of the Cat]
  223.  
  224. Pinwheel Eyes (Twist, normally Requires "Kekkei Genkai: Sharingan Eye" or "Kekkei Genkai Sharingan Eye (Acquired)"): Instead of an ostentatious display of light or something like that you choose to hypnotize with your clan's eyes. This effect changes the range and is not usable as a Twist unless you use it as a Warp. You may use your Genjutsu on a single target that you can clearly see and that can see you. If you pay double the cost of your Genjutsu you may use it as a "Counter" with a successful "Genjutsu Training" roll against their "Attack", so long as you are not suffering any penalties from their enhanced speed.
  225. WARP-While this Twist cannot be used like a Twist normally, if you pay the Warp cost you may cause them to feel horrific dread of your powerful ocular techniques. You are considered to have "Aura of Malice" against the target for the duration of the encounter and whenever you meet this shinobi again.
  226.  
  227. Curse of the Cat: 1s rolled by the target do not provide double successes, save for Genjutsu Release rolls. The affected loses the Lucky trait if they have it, for the duration of the Genjutsu. Furthermore, the first roll that the target performs after being affected is rolled twice, and they are forced to pick the worse result, even if it is the Genjutsu Release roll. If the Jutsu has been used defensively, this effect is considered expended in order to divert the attack, but the rest of the Twist still applies.
  228. WARP - Additionally, if the Genjutsu is not broken before combat is over, and the affected is not a cat, this Warp may be used. If it is, the affected treats all feline creatures they encounter as if they possessed Aura of Malice at rank equivalent to that of the Genjutsu's caster, for the next year of their life.
  229.  
  230.  
  231. TRAITS
  232.  
  233. Nimble: The cat is renowned for its grace and absolute dexterity. A cat is immune to "Prone". Additionally, whenever a cat uses "Dodge" to "Defend" against a Taijutsu-based melee attack they may use the "Disarm" Maneuver if they possess it as a free action, their lightning-fast jump allowing them the chance to kick an opponent's weapon away.
  234.  
  235. - Specialist (Support) You have a great background of working in a Formation and in a Role, so much so that you carry that training into your solo career. Designate a Role when you select this Trait. You may use the Special Ability of that Role even when you aren’t in Formation. Additionally, when you are in Formation, you may enter a second Role in addition to the designated role, though you suffer -1 Grit/round due to the effort of maintaining both Roles.
  236.  
  237. - (CG) Deceiver: Genjutsu is in your blood, and you find you work best when battling foes trapped in the middle of one of your illusions. You may use a Twist as soon as your Genjutsu affects a target, even if you have no partial actions remaining this turn. Additionally, you may activate a “Follow-Up” without paying Grit if you have the requisite successes when you “Attack” a shinobi affected by your “Genjutsu”.
  238.  
  239. Bloodhound: You have somehow gained supernatural senses and may use them to detect foes and track targets using Scent. You may roll Intuition to notice hiding enemies out to Perception Range, and automatically notice any enemies that enter into your Engaged range. You may track characters so long as you have their scent, this usually requires an item that they have used or worn quite a bit. If you possess such an item you automatically may find them so long as they are no further than one Zone away from you. Your sense of smell can be fooled though, an opponent who knows that you use Scent may attempt to conceal their scent with a Deception check vs your Intuition. If they succeed you are unable to locate them. Abilities that protect against Chakra Detection do nothing to stop Scent unless specifically stated. You may enter the Sensor role.
  240.  
  241.  
  242. SKILLS
  243. Martial Arts 1 (Free)
  244. Dodge 5
  245. Tanto Training 4 (waiting for downtime, 10+6+7)
  246. Stealth 4
  247. Genjutsu Training 7 (Adv) = Strategy, up to 4
  248. Deception 4
  249. Local Knowledge: Cloud Country 3
  250. Famous Shinobi Lore 2
  251. Genjutsu Knowledge 1
  252.  
  253. (20+10+10+51+10+6+3+1=111)
  254.  
  255.  
  256. PERKS
  257. Pounce: Even though the Cat is no longer the hunter it used to be, Cats are still capable and all too eager to pounce on their prey. When a Cat uses a "Charge"-based "Attack" action they may automatically make the opponent "Prone" if they deal even a single point of damage.
  258.  
  259. Grace of the Cat: Cats are capable of seemingly impossible feats of balance and deftness, which allows them to coordinate themselves in a way that allows for multiple attacks at once. A Cat my choose, at the beginning of the Round, to engage in a "Full Attack". A Full Attack means a Cat must use basic Taijutsu melee "Attack" actions, Maneuvers, or "Charge" based "Attack" actions ONLY. Failure to do so sets their Grit to 0 and causes them to lose a partial action on their next turn as they recover their balance. If they use this "Full Attack", the enemy suffers -X ASP where X is the number of Actions they possess in a turn. The X value doubles with each successive "Attack" action against the same target.
  260.  
  261. Sixth Sense (Requires Genjutsu 5, 5 XP): You can't often explain what you feel, but you have an uncanny ability to feel danger. Your gut is often right, and you often pick up "vibes" that other can't feel. Add half your Rank to Initiative and Intuition after all calculations.
  262.  
  263. Strategist (Requires Ninjutsu 7 + Special Jonin OR Prodigy + Ninjutsu 6 OR Brilliant + Ninjutsu 6 OR Master Tactician + Ninjutsu 6 OR Expansive Knowledge + Ninjutsu 6): Your gift of planning is great, so much so that you are able to manipulate the flow of knowledge in shinobi warfare, as you realize that knowledge wins wars. At the start of combat you generate an amount of "Plan Points" equal to your Strategy Ranks. You may spend one of these points, as a free action, to grant a single Knowledge Bonus to a single shinobi, or to remove an acquired Knowledge Bonus from a single shinobi. The target must be in the same Combat Zone as you to be affected by these abilities. Granting or removing this bonus only lasts until the end of the turn it is granted, not the end of the round. (GRANTED BY UA)
  264.  
  265.  
  266.  
  267. JUTSUS AND MANEUVERS
  268. Replacement, Shunshin
  269. Charge
  270. Disarm
  271. 7 Genjutsu Twists Known: Kitsune Trick, Sleeper's Paralysis, Betrayal, Mind Scour, Time Lapse, [Pinwheel Eyes & Curse of the Cat - Granted by UA3, cannot be used outside of it]
  272.  
  273. Emerald Slit [CC: 4 /Rng: Burst 20 /Spd: 3 Full-Turn Action /Eff: Grit Lock, Kitsune Trick, Sleeper's Paralysis]
  274. A genjutsu that uses the Mabyogan as a focus. Hypnosis through the cat's eye.
  275.  
  276. Kitsune Trick (Twist, Requires Stealth 3 or higher): Your body breaks away to the perception of all inside your Genjutsu, making you effectively in "Stealth". Though someone with "Chakra Sight" can see you and you can be found with "Bloodhound" you are invisible completely and leave no trace of your passing when you move. Adds 2 to the Cost of the Genjutsu.
  277. WARP- You become invisible even to the methods of detection listed; in your world no one can find you.
  278.  
  279. Sleeper's Paralysis (Twist, Requires Ninjutsu 4, Genjutsu 4): This effect takes hold immediately of a number of targets equal to 1/2 your Rank. The target believes themselves to be moving, but in truth they are rooted to the ground. They are considered "Immobilized" for all purposes. Additionally, their limbs are heavy, and they suffer -4 ASP to a successful "Genjutsu Release" attempt.
  280. WARP- The target drops to their knees from the staggering feeling of helplessness. They become "Prone". Additionally, their body is heavy when they return to full control, they deal 1/2 damage from all "Taijutsu" sources and they require an additional partial action to complete seals until the end of the Round.
  281.  
  282.  
  283.  
  284.  
  285.  
  286. NOTES
  287. Tanto Training
  288. Deceiver [Novice] (Rank 1-2): You are trained in the use of the tanto, a traditional samurai sword short. This weapon is often carried by Black Ops agents for its intense power when applied through stealth. A tanto is carried one handed. A tanto deals damage equal to Taijutsu + Tanto Training + Base Weapon Damage.
  289. Mismatched Blade and Sheath [Adept] (Rank 3-6): Traditionally, the samurai carried their tanto around when they couldn't use their katana, but shinobi found that the sheath of the wakizashi, a longer blade, allowed for great deceptive uses. The tanto user combines this with the speed of their draw to defeat foes quickly. When a shinobi using a tanto is adjacent to a foe and makes an "Attack" action with his tanto while it is still sheathed the target becomes "Flat Footed" until the end of the turn. This may only be done once per encounter. A tanto user, however, may always Feint as a free action if they have their tanto sheathed before they attack
  290. Shinobi Strike [Talent] (Rank 5): At their cores, long ago, shinobi were trained in killing silently for money. This tradition is best exemplified with the tanto's ability to opportunistically kill from stealth. When attacking a foe who is "Flat Footed" the tanto deals triple its base damage. If the subject is suffering the "Flat Footed" status from being unprepared for battle or caused by Stealth, their total damage is also doubled. This costs 2 Grit.
  291.  
  292.  
  293. Tanto: Cost: 3 Resources, Damage: 4- A thin one handed blade used by Black Ops Agents and a variety of shinobi. Additionally, the short and business-like nature of the blade allows for lethal cuts. An “Attack” with a Tanto that has the “Critical Hit” Follow-Up activated requires only 7 successes and 7 Grit.
  294.  
  295. Tanto damage is 6+4+4=14.
  296.  
  297.  
  298. Genjutsu Training [Core, Genjutsu, Advanced]:
  299. Illusionist [Novice] (Rank 1-2): You are beginning to learn the extremely difficult art of Genjutsu. At Rank 1 and each subsequent Rank you may learn a "Twist". When you build a Genjutsu, which differs from building a Ninjutsu completely, you may add a number of "Twists" to your Genjutsu equal to 1/2 your Genjutsu skill. When you cast the Genjutsu you may apply the twists at the cost listed at the speed listed. You may exceed the amount of "Twists" available at the cost of 2 Chakra per additional "Twist" to the Genjutsu's cost.
  300. Practiced Phantoms [Adept] (Rank 3-6): You have been working at this Genjutsu business for a while and have learned that it is difficult to make a Genjutsu land against trained opponents. Because of this, you have sharpened your Chakra Systems to make sure you don't burn out. Reduce the Chakra Cost of all of your Genjutsu by 1/2.
  301. Warp [Talent] (Rank 5): The world you create with your Genjutsu is a complex and surreal experience for most shinobi. However, those who are used to combating Genjutsu are aware of some of the things you can do them and can perceive this is a Genjutsu. However, you know this, and using this ability can confirm they are in a Genjutsu, but make them suffer dearly for that knowledge. You may activate the "Warp" effect in addition to the regular effect any time you use a "Twist" at the cost of 2 Chakra and 2 Grit.
  302. Labyrinthine Illusion [Journeyman] (Rank 7-9): You have learned to subdue and mute the effects of your technique when a shinobi begins to escape your Genjutsu. When a shinobi affected by your "Genjutsu" uses the "Genjutsu Release" you may withdraw all effects caused by your "Twists" on all shinobi affected by your "Genjutsu". However, all effected shinobi are still under the effects of your Genjutsu. You may only use this ability once per encounter.
  303.  
  304.  
  305. Support Specialist
  306. Observation: Trained in the art of making sure the plans of the Leader flow smoothly, the Support Specialist is the unsung hero of countless teams. The support specialist may spend a full-turn action to “Observe”. If he does he sees a number of “Openings” equal to 1/3 his Ninjutsu. He may only use the effects of this Role on another shinobi’s turn and may store a maximum number of Openings equal to his Rank. He may use the Openings in the following methods as a free action.
  307.  
  308. 1.Intervene: The Support Specialist may use a Jutsu in response to another shinobi’s Jutsu. If he uses this effect on an enemy he may use it as a “Defend” action in addition to an ally’s Defend action. If he uses this effect when an ally uses a Jutsu he may benefit from the effects of “Elemental Interaction”. Regardless, he may add ½ his successes to his ally’s “Attack” action. To use a Jutsu with this ability the Jutsu must be able to be used in a partial action. He may use this effect in a single round a number of times equal to his Speed Ranks. Costs 2 Openings.
  309. 2.Interfere: The Support Specialist uses their talent in Ninjutsu to inhibit a shinobi’s movement. If he uses this effect on an ally he may stop their movement at any time after the movement has been declared, including stopping them so much that it cancels their movement. If he uses this effect on an enemy he may stop their movement at half the intended travel distance. Using this effect costs 1 Opening. However, if he also wants to Immobilize the target after their movement is halted he may pay an additional Opening.
  310.  
  311. Strategist
  312. Planning: The Strategist role is a subset of the Tactician role. It does not require you to fill the Tactician slot, nor does it require you to use a role to fill it. It requires the Strategy skill, as well as the Strategist perk. At the start of combat you gain a number of “Plan Points” equal to your ranks in the Strategy advanced skill. You may spend one of these points as a free action to grant a single Knowledge Bonus you have gained to a single shinobi, or remove an acquired Knowledge Bonus from a single shinobi. The target must be in the same Combat Zone as you to be affected by these abilities. Granting or removing this bonus only lasts until the end of the turn it is granted, not the whole round.
  313.  
  314.  
  315.  
  316.  
  317.  
  318.  
  319.  
  320. Panther (Chuunin)
  321. A legitimately oversized coal-black cat, as large as a wolf. Muscles bulge under its short fur.
  322.  
  323. Name: Panther
  324. Rank (3): Chuunin
  325. XP Total/XP Spent: 109 / 109
  326.  
  327. Chakra Control 2
  328. Taijutsu 6 (15XP)
  329. Ninjutsu 6 (15XP)
  330. Genjutsu 3
  331. Determination 6 (18XP)
  332. (48XP)
  333.  
  334.  
  335. Injury 18/36/72
  336. Stability 60 Chakra Pool 7 Grit per Round 3
  337. Speed Ranks 4 Movement 20 Intuition 1 Initiative 3
  338.  
  339.  
  340. Elemental Nature: Shadow
  341. Nindo (0):
  342.  
  343. UA1: Shadoswirl (Mode)
  344. A body made of shadow. A more competent shinobi could probably make great use of it, but since Panther is kind of a blockhead, he only uses it in melee combat.
  345. Req, 12 Grit to activate, removes and becomes immune to Status Effects.
  346.  
  347. Every turn this Mode is active, Panther may gain a size category, which only impacts his Stability. Additionally, his Martial Arts becomes a ranged weapon, with range equal to the range of Shadow Element jutsus:
  348. Shadow Element: +2 Damage. Your Shadow Element Jutsu have a base range that is limited to a total number of squares affected equal to 1/2 of your Ninjutsu Score. In a condition of intense shadows, up to Kage's discretion, this range is doubled. In conditions of weak shadows the range is halved. In total darkness your Jutsu cannot function.
  349.  
  350.  
  351. UA2: Spilled Ink (Desperation)
  352. Activates upon entering the Injured Pool. Grants 6 Grit.
  353. Hedgehog-like explosion of shadowy tendrils, activated by the panicked Panther. Restores half the Injured pool of damage, and everyone within Taijutsu squares of him becomes Blinded, whether that includes the attacker or not.
  354.  
  355.  
  356. TRAITS
  357.  
  358. Nimble: The cat is renowned for its grace and absolute dexterity. A cat is immune to "Prone". Additionally, whenever a cat uses "Dodge" to "Defend" against a Taijutsu-based melee attack they may use the "Disarm" Maneuver if they possess it as a free action, their lightning-fast jump allowing them the chance to kick an opponent's weapon away.
  359.  
  360. Tenacious: Despite other's best efforts they can't seem to slip away from you. When an adjacent shinobi uses “Dodge” as a Defend action, you can pay 1 Grit. In that case you can follow them using your Taijutsu score and end in the same relative position in your new area of arrival. You may also activate the effects of this Trait after using an “Attack” that causes “Knockback” on the opponent. If they have a movement greater than yours you must go as far as you possibly can.
  361.  
  362. (CG) Large: You are unusually tall, unusually strong, or extremely sizeable compared to the rest of the world. You are suffer only ½ the amount of Knockback from any Knockback effect and are immune to the effects of "Browbeat". Additionally, your damage from basic Taijutsu melee attacks and Maneuvers that deal Taijutsu damage deal additional damage equal to your Taijutsu. This additional instance of Taijutsu is multiplied for every 3 Speed Ranks you possess, meaning Speed Rank 3 gives you an additional 2 instances of Taijutsu to damage instead of just 1. For each size above Large you become, you may add an additional instance of Taijutsu to damage. Kekkei Genkai that deal damage or increase damage based on Taijutsu also enjoy the benefits of this Trait.
  363.  
  364.  
  365.  
  366. SKILLS
  367. Martial Arts 6 (South)
  368. Dodge 5
  369. Stealth 2
  370. Intimidate 1
  371. (26+20+3+1=50)
  372.  
  373.  
  374. PERKS
  375. Fists of Stone, Fists of Iron
  376. High Speed Movement [Chunin or higher, 5MP+]: Every time you purchase this perk your Speed Rank increases by 1. You may only purchase this perk once per Rank starting at Chunin. Each purchase costs 5MP and additional 5MP for each Rank of High Speed Movement perk you possess [So 5MP, then 10MP, then 15MP, then 20MP etc.].
  377.  
  378. (6+5= 11)
  379.  
  380.  
  381. MANEUVERS AND JUTSUS
  382. Charge
  383. Disarm
  384. Hurricane Smash (Discipline of the Aggressor, Requires Taijutsu 6): As a full-turn action make a basic melee Taijutsu attack. If you are successful you deal damage as normal and the target is affected by “Knockback”. At the end of the Knockback they are “Prone”.
  385. Shunshin, Replacement
  386.  
  387.  
  388.  
  389. NOTES:
  390. Martial Arts [Core, Taijutsu, Basic]
  391. Way of the Fist [Novice Level] (Rank 1-2): You are trained in the art of fighting opponents using your body instead of a weapon. You deal damage equal to (Taijutsu + Martial Arts.)
  392. Four Great Schools [Adept Level] (Rank 3-6): Though they go by many names, all martial artists are trained in one of four great schools of combat. The Sage of the Six Paths named them each for the cardinal directions. When a shinobi reaches this level he must state his commitment to one of these schools of training.
  393. South: Like the storms in the seas, the Southern warriors have mastered the art of attacking in a flurry of attacks. For each partial action they use for a basic Martial Arts Taijutsu attack they may make two "Attack" actions. If they opt to use this effect, their Martial Arts attacks deal 1/2 damage.
  394. Body of Steel [Talent] (Rank 5): Regardless of the training of the initiate in question, the universal truth of the Martial Artist is that his body must be trained to withstand the rigors of warfare. Whenever the character gains 4 or more Grit in a single round, or attacks with three or more "Attack" and/or “Counter” actions in a single round, they may spend a partial action Focusing on their next turn. A shinobi may have a number of "Focus" on himself equal to his Rank. The chakra DR granted by these stacks are refreshed at the start of your turn.
  395. Focus: +1 Taijutsu, +15 Chakra Based DR, +1 ASB when using an "Attack" action that is not met with a "Parry" or "Counter. The added Taijutsu does not affect your Injury totals, and the Chakra DR does not stack. The bonus to your Taijutsu and ASB do stack with added instances of Focus.
  396.  
  397. Martial Arts Damage:
  398. 6(Tai)+2x6(Large)+6(Training)+8(Fists of Iron)= 32 base, 38 at Hulking, 44 at Massive
  399. South Style: 16 base, 19 at Hulking, 22 at Massive
  400.  
  401.  
  402.  
  403.  
  404.  
  405.  
  406.  
  407.  
  408. Silver (Chuunin)
  409. A decently sized white cat with long fur. Walks on back feet. Very floaty. Jumps good. Actually intelligent.
  410.  
  411.  
  412. Name: Silver
  413. Rank (3): Chuunin
  414. XP Total/XP Spent: 0/109
  415.  
  416. Chakra Control 6 (18XP)
  417. Taijutsu 4 (4XP)
  418. Ninjutsu 6 (15XP)
  419. Genjutsu 3
  420. Determination 3 (3XP)
  421. (40)
  422.  
  423. Injury 12/24/48
  424. Stability 28 Chakra Pool 15 Grit per Round 2
  425. Speed Ranks 3 Movement 15 Intuition 1 Initiative 3
  426.  
  427.  
  428.  
  429. Elemental Nature: Wind
  430. Nindo (0):
  431. (Knowledge)
  432. (Knowledge)
  433.  
  434.  
  435. UA1: Gale Step (Drive)
  436. Req. 3 Successes, 4-1/2Rank=[3] Grit, Triggers on Attack or Counter using Wind Element.
  437. A way of movement wherin the Wind Jutsu is used as vacuum to pull the user in or out. Moves the character up to 30 squares: either adjectant to someone hit by the Jutsu, or, if they are already adjectant, up to 30 squares away.
  438.  
  439. UA2: Rising Wind (Aspect)
  440. If a Wind Element attack of Silver's is Dodged, it leaves behind a small whirlwind on all the squares that were occuppied by dodging shinobi. These whirlwinds remain for Rank rounds, render the square impassable, and count as characters for the purposes of Flanking. They cannot be attacked with regular weapons or martial arts, but an Elemental Jutsu aimed at or affecting the square automatically destroys them.
  441.  
  442. Renown: ??
  443.  
  444. Traits
  445. Nimble: The cat is renowned for its grace and absolute dexterity. A cat is immune to "Prone". Additionally, whenever a cat uses "Dodge" to "Defend" against a Taijutsu-based melee attack they may use the "Disarm" Maneuver if they possess it as a free action, their lightning-fast jump allowing them the chance to kick an opponent's weapon away.
  446.  
  447. Wind Element Affinity: You are naturally talented at channeling and manipulating wind element chakra. You are energetic and opportunistic. You may activate all "Follow-Ups" for -X Grit, where X is 1/2 your Rank, though you still need the requisite successes to activate a "Follow-Up".
  448.  
  449. Wind Elemental Purity: Your focus on a single Element is truly impressive. Select Water, Fire, Earth, Lightning, or Wind Element Affinity. You must possess the Elemental Affinity Trait you select. You cannot gain an Advanced Elemental Affinity Trait if you possess this trait. However, by possessing this Trait you may triple all numeric effects from applying your chose Element to Jutsu and Channeling it through a weapon.
  450.  
  451.  
  452.  
  453. Skills
  454. Martial Arts 1 (Core, Taijutsu, Basic)
  455. Wind Element Training 6
  456. Dodge 5
  457. Stealth 1
  458. Ninjutsu Knowledge 1
  459. (26+20+1+1=48)
  460.  
  461. Perks
  462. Pounce: Even though the Cat is no longer the hunter it used to be, Cats are still capable and all too eager to pounce on their prey. When a Cat uses a "Charge"-based "Attack" action they may automatically make the opponent "Prone" if they deal even a single point of damage.
  463. Grace of the Cat: Cats are capable of seemingly impossible feats of balance and deftness, which allows them to coordinate themselves in a way that allows for multiple attacks at once. A Cat my choose, at the beginning of the Round, to engage in a "Full Attack". A Full Attack means a Cat must use basic Taijutsu melee "Attack" actions, Maneuvers, or "Charge" based "Attack" actions ONLY. Failure to do so sets their Grit to 0 and causes them to lose a partial action on their next turn as they recover their balance. If they use this "Full Attack", the enemy suffers -X ASP where X is the number of Actions they possess in a turn. The X value doubles with each successive "Attack" action against the same target.
  464.  
  465. High Speed Movement [Chunin or higher, 5MP+]: Every time you purchase this perk your Speed Rank increases by 1. You may only purchase this perk once per Rank starting at Chunin. Each purchase costs 5MP and additional 5MP for each Rank of High Speed Movement perk you possess [So 5MP, then 10MP, then 15MP, then 20MP etc.].
  466.  
  467. Familiarity: Rending Claw, Splendid Screw
  468. Signature Technique: Rending Claw (Requires Familiarity, XP 5): Your focus on this Jutsu is admirable. Add another 3 BP to this Jutsu, additionally, it cannot be copied by any technique capable of doing so. Finally, you may use it for free once per encounter. If the Cost of the Jutsu is X the X is assumed to be 1/2 your maximum Chakra Pool.
  469. Parting Shot (Requires Speed Rank 2 or Higher, 5 XP): You are very nimble, and you are well used to being attacked. When you use a Jutsu or a ranged Taijutsu-based attack against a foe that is adjacent to you, you may move backwards a number of squares equal to your Ninjutsu at the end of your turn
  470.  
  471. (5+6+5+5=21)
  472.  
  473.  
  474. MANEUVERS AND JUTSUS
  475. Charge
  476.  
  477. Wind Release: Rending Claw (Projectile)
  478. [Rt: D /CC: 1 / Se: Bird-Ram-Bird /Rng: 30 / /Dmg: 15+6+6+12+12=[65] / Spd: 3 /Eff: Wind, Sliceable]
  479. +4BP base, +6BP Signature Technique, -3BP Reduce Chakra 1, -3BP Wind,-4BP Increase Damage 4, -1 Chakra reduction from CC6
  480. An extremely efficient Jutsu used for long-distance sniping. Sends a trio of sharp blades towards the target.
  481.  
  482. Wind Release: Splendind Screw (Explosion)
  483. [Rt: B /CC: 6/Se: Bird-Dog-Bird-Hare-Dog-Hare/ Rng: 13, Burst5 / /Dmg: 15+6+6+12+12+12-40 = [24] /Spd: 5 /Eff: Wind, Airborne]
  484. +8BP base, +3BP Reduce Area, +3BP Familiarity, -3BP Wind, -3 BP Increase Damage 3, -4BP Modify Area, -5BP Airborne
  485. A wide, upwards spiral gust of razor wind, meant to inhibit enemy movement.
  486.  
  487.  
  488. Wind Release: Pupil Blade (Chokuto)
  489. [Rt: C /CC: 6 /Se:Bird-Hare-Bird /Rng: Melee / /Dmg: 6+6+6+12+12+28-20=[50] /Spd: 4 /Eff: Wind]
  490. +6BP base, Reduce Area 8(+8), -3BP Wind, -4BP Weaponized, -7BP Increase Damage 7
  491. A sword-like blade made of wind, with a leaf blade. Apparently, this is the incomplete version.
  492.  
  493. Changes move to 20.
  494. Chokuto: Cost: 7 Resources, Damage: 6- A longer blade which is similar to the katana, the Chokuto requires a Taijutsu of 4 or greater to use thanks to the agility and strength needed to use it. The Chokuto is used with the “Chokuto Training” skill. The Chokuto is lengthy and is capable of being wielded as a stabbing or a slashing weapon. At the start of each “Attack” action the user may choose to stab or slash. A stab ignores 10 mundane DR. A slash inflicts two “Bleeding” conditions if the user activates a “Follow-Up”. A shinobi who is wielding and uses a skill based on Kunai, Tanto, Kama, Martial Arts, or any unarmed skill to “Defend” against a Chokuto suffers a -2 ASP due to the size difference of the weapons.
  495. Weaponized Jutsu (Requires Range: Engaged-0, no other range, Chakra Control 6 or higher, and Chunin+): You have created a modification of your Jutsu that allows you to hold it in one or both hands and deliver it point blank. When you create a Weaponized jutsu you must pick a weapon, or martial arts, that the jutsu will manifest as, which lasts Rank number of rounds. This allows you to attack with the jutsu using Ninjutsu/Taijutsu + Element Training or Ninjutsu/Taijutsu + Weapon/Martial Arts training, as well as use it to “Parry” or “Counter” any Taijutsu or Ninjutsu-based attacks. The “weapon” occupies one or both hands, or possibly some other body part, as appropriate to the weapon, and gains the weapon’s base damage and effects, but only gains the benefits of the Element Training skill, not the Weapon/Martial Arts Training skill. Enemies may perform Taijutsu-based “Defend” actions, but if they “Parry” or “Counter” with a Taijutsu-based action without a “Receptive” weapon or “Channeling Elemental Chakra”, they are automatically hit. If someone performs the Disarm maneuver on you, the Weaponized Jutsu is lost. You may use Maneuvers with a Weaponized Jutsu. The weapon loses any range it might possess, including Line or Burst. This includes any Line or Burst it might gain through the use of a Maneuver. Finally, the Speed of your Jutsu confers 5 Movement per Speed rank it is above your natural Speed ranks. You may apply any other effect that costs BP to a Weaponized jutsu, as long as the jutsu uses the appropriate element and you meet any Attribute requirements, but may ignore normal range requirements.
  496.  
  497.  
  498. NOTES:
  499. Wind Element Training (Core, Ninjutsu, Basic)
  500. Wind Dancer [Novice] (Rank 1-2): Your Jutsu hone and sharpen the air around you and your victims. Your "Wind Element" Jutsu deal damage equal to your Rank + Ninjutsu Score + Jutsu Base Damage + Wind Element Training + Wind Element Damage as well as ignoring Mundane DR.
  501. Air Buffer [Adept] (Rank 3-6): The power of the winds, as it commands and hosts all projectiles, allows you to be capricious. If you use a "Wind Element" Jutsu as a "Defend" action against any weapon-based ranged attack you may not only negate all projectiles incoming, but you may reverse them upon their user. The attacker may choose to Dodge or "Parry". However, if they are use a "Wind Element" Jutsu, the projectiles cannot rebound back on you.
  502. Slice [Talent] (Rank 5): Your use of wind allows you to sharpen it into an amazingly sharp object, more piercing than any steel blade. By focusing the winds you may tune them to slice apart objects in your way. Any non-living object, not including gear a shinobi is actively wearing or carrying, that is in the area of your Wind Element Jutsu become torn to shreds if they are natural or were created by a shinobi of lower Rank. If they were made by a shinobi of equal or greater Rank you must deal enough damage to break their Chakra DR as well as any Injury the object has in a single attack. If you succeed, your "Wind Element" Jutsu becomes filled with debris. Any shinobi in the path of the attack who you successfully hit suffers a number of "Stagger" conditions equal to your Rank and becomes "Immobilized" for a round as they are battered and brace against the wind. This costs 4 Grit to add to your Jutsu.
  503.  
  504. Wind: +15 Damage. Reduces Mundane DR of a piece of equipment by 2 permanently for each instance of damage. If the target has 0 Mundane DR from equipment they gain an instance of “Bleeding”. If a piece of armor has its DR reduced to 0 by this effect it is destroyed and unusable. The DR reduction lasts until the end of combat.
  505.  
  506. DR Reduction is tripled by Elemental Purity.
  507.  
  508.  
  509.  
  510.  
  511.  
  512.  
  513.  
  514. Beauty
  515. A small cat, used for infiltration. Looks like a regular cat, but comes in many different appearances.
  516.  
  517. Name: Beauty
  518. Rank (2): Genin
  519. XP Total/XP Spent: 37/37
  520.  
  521. Chakra Control 2
  522. Taijutsu 3
  523. Ninjutsu 5 (9XP)
  524. Genjutsu 3
  525. Determination 2
  526.  
  527. Injury 6/12/24
  528. Stability 21 Chakra Pool 6 Grit per Round 1
  529. Speed Ranks 1 Movement 5 Intuition 1 Initiative 3
  530.  
  531.  
  532. Elemental Nature: ?
  533. Nindo (0):
  534. I'm the sexiest (Glory)
  535. I am the stealthiest (Glory)
  536.  
  537.  
  538.  
  539. UA1: Fashion Sense (Aspect)
  540. The summon looks like a perfectly normal cat, and not a ninja animal. Additionally, it can change its appearance without the use of Bunshin, and thus will never be identified as one, even after changing the color and shape of fur, bodily characteristics, etc. However, it is not immune to being identified as a summon by abilities that would detect its chakra signature, and will be proven to be a summon if banished.
  541.  
  542.  
  543. Renown: ??
  544.  
  545.  
  546. Traits
  547. Nimble: The cat is renowned for its grace and absolute dexterity. A cat is immune to "Prone". Additionally, whenever a cat uses "Dodge" to "Defend" against a Taijutsu-based melee attack they may use the "Disarm" Maneuver if they possess it as a free action, their lightning-fast jump allowing them the chance to kick an opponent's weapon away.
  548.  
  549. (CG) Shadow Incarnate: You possess a rare ability which allows you to mask your chakra signature, giving you potential to become one of the greatest assassins of your time. Shinobi with "Chakra Sight", "ACD" and "Tremorsense" do not automatically notice you and still need to roll against your Stealth. Additionally, you gain +2 ASB whenever you attack a target that isn't aware of your presence.
  550.  
  551.  
  552.  
  553. Skills
  554. Martial Arts 1 (Core, Taijutsu, Basic)
  555. Stealth 4
  556. Dodge 3
  557. Deception 1
  558. International Lore 1
  559. (10+6+1+1)
  560.  
  561.  
  562. Perks
  563. Pounce: Even though the Cat is no longer the hunter it used to be, Cats are still capable and all too eager to pounce on their prey. When a Cat uses a "Charge"-based "Attack" action they may automatically make the opponent "Prone" if they deal even a single point of damage.
  564. Grace of the Cat: Cats are capable of seemingly impossible feats of balance and deftness, which allows them to coordinate themselves in a way that allows for multiple attacks at once. A Cat my choose, at the beginning of the Round, to engage in a "Full Attack". A Full Attack means a Cat must use basic Taijutsu melee "Attack" actions, Maneuvers, or "Charge" based "Attack" actions ONLY. Failure to do so sets their Grit to 0 and causes them to lose a partial action on their next turn as they recover their balance. If they use this "Full Attack", the enemy suffers -X ASP where X is the number of Actions they possess in a turn. The X value doubles with each successive "Attack" action against the same target.
  565.  
  566. Chakra Dimming (Requires Shadow Incarnate Trait): You can reduce the strength of your chakra signal, giving a -1 ASP to foes using Chakra Sight and trying to find you while you are in Stealth.
  567. Chakra Muffle (Requires Chakra Dimming): You give additional -2 ASP to foes trying to detect your chakra signal for a total of -3 ASP.
  568. (6)
  569.  
  570.  
  571. Jutsu
  572. Don't matter, but basic ones.
  573.  
  574.  
  575. Maneuvers
  576. Disarm
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