"Gotta keep moving forward, if we stop now? we won't live to see what becomes of the future we dream ourselves..so I can't afford losing to you here, not now, when everything is at stake." _______________________________________________________________
BATTLE
_______________________________________________________________Tookit:Speciality:[1] Taijutsu | Fuuton | ??? | ??? | ???
Slots:SLOT 1 [OPEN] [Brittled By Impact] (Core Ability)
[Roleplay] Like most Reiniku that have come into contact with their former roots in the blood that runs their their veins, they often find themselves breaking things much easier at a level where some would look at them awkwardly as to their actions. Yet this is simply a unconscious action they have to cause harm with their touch, able to instantly zone in on the weak spot of something that is hard and durable or fragile and pathetic causing more precise damage. Additionally, by doing such things they weaken the foundations of the body as well, slowing it down where these key locations are touched almost by first choice alone when it comes to their train of though by picking out a spot or preference where they will strike first. As such despite their awfully agile and uncanny nature that comes by most members of the bloodline through physical fit of heritage along, they are slender and adept at striking in places thought protected or well endured. The real fact is that the body of a Reiniku is somewhat filmed by a second layer of chakra that is keenly invisible to all but the most adept of eyes that perceive such, making them stand out in open sight with a azure coating that continues to cycle or collecting upon through them like a plant that is herding sunlight to it's core.
Base I: Lowered Crit Range by 3 towards enemy after being hit by Reiniku's Taijutsu.
Upgrade I: Lowered Crit Range by 5 towards enemy after being hit by a Reiniku Taijutsu
Upgrade II: Lowered Crit Range by 7 towards enemy after being hit by a Reiniku Taijutsu
Note: Multiple hits do not stack but do refresh duration. This Bonus applies only to the Reiniku.Note: Effect lasts 2 rounds.
Base I: -1 to Enemy Attack Rolls after being hit by a Taijutsu
Upgrade I: -2 to Enemy Attack Rolls after being hit by anTaijutsu
Upgrade II: -3 to Enemy Attack Rolls after being hit by a Taijutsu
Note: Multiple hits do not stack but do refresh duration. This Bonus applies only to the Reiniku.Note: Effect lasts 2 rounds.
Base I: Taijutsu that hit lowers the target's next Defense roll by 1.
Upgrade I: Taijutsu that hit lowers the target's next Defense roll by 2.
Upgrade II: Taijutsu that hit lowers the target's next Defense roll by 3.
Note: Multiple hits do not stack. This Bonus applies only to the Reiniku.SLOT 2 [OPEN] [Natural Chakrasynthesis] (Core Ability)
[Roleplay] The real fact is that the body of a Reiniku is somewhat filmed by a second layer of chakra that is keenly invisible to all but the most adept of eyes that perceive such, making them stand out in open sight with a azure coating that continues to cycle or collecting upon through them like a plant that is herding sunlight to it's core, drawing in excess reserves of Chakra that make them very much durable despite their thin and agile appearances. However, the unique gift of this ability comes from the fact instead of refusing skin color pigment like a vector it promotes vivid skin color to a much more 'orange' or darkly tanned skin-tone, including the hair of the Reiniku almost always being fiery by color itself or dark tangerine. They are consistently aware of this protection, as the chakra begins to draw in from the excess amount being put out to further protect the body like a turtle that draws into it's shell, becoming more vivid and easily seen to the eye. In some manners, this excessive protection is what causes the Reiniku in question sometimes to be clumsy without practice over their own body to control what they hold in question, often enough, being a klutz and breaking things.
Base I: Secondary accessible HP Pool. 3 Start/1 Regen(Pool)/10 Cap. No Level Bonus to HP.
Upgrade I: Secondary accessible HP Pool. 5 Start/D2 Regen(Pool)/12 Cap. No Level Bonus to HP.
Upgrade II: Secondary accessible HP Pool. 8 Start/D2+1 Regen(Pool)/15 Cap. No Level Bonus to HP.Note: Damage dealt is first done to Secondary HP Pool before Main HP Pool.
[Natural Chakrasynthesis]
Base I: Secondary accessible CP Pool. 3 Start/1 Regen(Pool)/10 Cap. No Level Bonus to CP.
Upgrade I: Secondary accessible CP Pool. 5 Start/1 Regen(Pool)/12 Cap. No Level Bonus to CP.
Upgrade II: Secondary accessible CP Pool. 8 Start/D2 Regen(Pool)/15 Cap. No Level Bonus to CP.
Note: Damage dealt is first done to Secondary CP Pool before Main CP Pool.SLOT 3 [OPEN] [The Cycle Repeats] (Core Ability)
[Roleplay] What makes the Reiniku so dangerous is the fact they can spread their attacks simply from the excessive amount of chakra alone that is contained and released from their strikes or choice of jutsu. This makes them excellent members to have for support when placed on a team, allowing them to disperse their focus between multiple targets or allies depending on the level of skill and control over their own jutsu. However, this is not the only gift following this strange ability of theirs so naturally, as it is their body which makes them unique. Reiniku are fast and agile, capable of covering two targets while defending themselves to something one might call or put forward as a sixth sense, often giving them the image of a blur almost at times when they move so complexly. Yet to do such, requires a expense of chakra from their network to better allocate such speeds towards their leg muscles and other limbs.
Base I: Extra Targets +1.
Upgrade I: Extra Targets +2.
Upgrade II: Extra Targets +3. [Cull The Meek]
Base I: Allows for a second attack roll. Deals 1d4 Damage. No Techniques. Cooldown 1 Round. Adds Bonuses.
Upgrade I: Allows for a second attack roll. Deals 1d4+1 Damage. No Techniques. Cooldown 1 Round. Adds Bonuses.
Upgrade II: Allows for a second attack roll. Deals 1d4+2 Damage. No Techniques. Cooldown 1 Round Adds Bonuses.[Uncanny Dodge]
Base I: Allows for a second defense roll. 4 CP. 2 Round Cooldown.
Upgrade I: Allows for a second defense roll. 3 CP. 2 Round Cooldown.
Upgrade II: Allows for a second defense roll. 3 CP. 1 Round Cooldown.SLOT 4 [OPEN] SLOT 5 [Locked]Traits:Physical - N/AMental - N/ASpiritual - N/AJutsu:Taijutsu:- Spoiler:
Elbow Strike
Swing out the elbow into the soft parts of the enemy. The point of the elbow acts like a stiff blade dealing more damage.
Type/Rank: D-rank taijutsu (STR/DEX)
Costs: 2CP
Effects: Single Target attack, Deals base damage + 1D3 damage.