OOC Note: This replaced my 3 tomoe sharingan.
With Kenshin's wife's eye, the sharingan, being ripped out from him by Sao Uchiha, Kenshin's personality has entirely shifted. No more silliness, no more goofing around, and no more stops. He knows he cannot take on an empowered Sao now without something to balance the weights, afterall.. The sharingan givin to him by his wife was a huge source of his abilities. He had to get it back.. Not to implant it but in no way was he going to let Sao Uchiha hold onto his final momento given to him by his wife on her death bed. No way. It was time to perfect the Flying Thunder God if he were to stand any chance.
Eternal Flying Thunder God
No longer needing to mark a target or teleport to a specifically laid seal, Kenshin has perfected his Flying Thunder God technique to its upmost potential. Now only needing to see where he will be teleporting to and flowing a micro-sized fuuinjutsu around the battlefield at an extremely high speed rate. (sorta like Nightcrawler from X-men i guess), he has reached a whole new level of personalized skill. His strikes nearly unseen and so fast that he could essentially be called a living blur.
Dice: +5 to attack/defense rolls (Overwriting all other innate bonus to rolls Kenshin has). His normal Eternal Flying Thunder God techniques not requiring a Spot/Set Trap roll. All EFTG techniques being rolled with INT just like his old Flying Thunder God Seals. May use INT to dodge because of this. Any older Flying Thunder God seal techniques that gave bonuses may still be used but still require the spot/set trap roll to gain those bonuses. Even when Chakra is Sealed, Flying Thunder God still works due to it being mostly a mixture of constant fuuinjutsu/tool manipulation, meaning he retains his innate bonuses. However, he cannot use EFTG techniques when his chakra is sealed.
Eternal Flying Thunder God Techniques
Thunder God Denial
CP Cost: 8
Rank: Unknown (B for Counter purposes)
Description: Just as the enemy preps for their attack, Kenshin immediately blurs infront of them and sends a powerful kick to their torso to knock them back and interrupt them, followed by teleporting back to his original space.
Dice: Used as a free-action counter (Does not lose turn upon success or failure). Can count as an interuption (Can be used to stop a non-hostile move). Can be used once every two rounds. Deals 2d8 dmg on success. If Kenshin fails the roll, he can still roll to evade the oncoming attack.
Thunder God Protection
CP Cost: 4 per protected target
Rank: Unknown (B for Counter purposes)
Description: Noticing his teammates are about to take on heavy fire, he would try to flash to each of them, grabbing them and trying to move them out of the way in a matter of seconds.
Dice: Chooses up to 3 allies to defend for. Has a +2 to the defense roll. Only a single roll is made to defend for all selected allies. Kenshin loses his turn if he successfully defends for them.
Thunder God Combination
CP Cost: 18
Rank: Unknown (S for Counter purposes)
Description: An extremely advanced form of combination 3, throwing his thunder god movements into the equation to completely devastate a single opponent, getting off nearly 3-4x the attacks. The opponents body pulverized by the end of the onslaught.
Dice: Deals 3d10+3d4+1d6 dmg to a single opponent. Opponent has a -2 to rolls for 1d4+1 rounds afterwards.
Reverse Thunder God
Cp Cost: None
Rank: Unknown (C Rank)
Description: Kenshin performs a reverse version of his Flying Thunder God. Able to teleport items and who he has marked in the past to him instead of him teleporting to them.
Dice: RP Only Ability. Requires players consent to teleport.
Genius/Fuuinjutsu Mastery Special Ability Set.:: INNATE ::.
[Ingenious Mind]
+ 2 INT, INT Stat Substitutes CHA Stat (Includes Bonuses)
Lvl 15: + 10 Lore/Set Trap Rolls
Lvl 25: + 15 Lore/Set Trap Rolls
Lvl 35: + 20 Lore/Set Trap Rolls
.:: ABILITY ::.
[Mind over Matter]
RPly, User can try to ignore a portion of damage imposed on them.
Lvl 15: + 2 DR
Lvl 25: + 3 DR
Lvl 35: + 4 DR
[Analytical Observation]
RPly, User uses their keen mind to find the correct course of action to be taken.
5 Cp used as a free action before an ATK / DEF Roll, + 2 to roll.
.:: FUINJUTSU ::.
May use INT for the Fuinjutsu Below
[Scroll of Summoning: Ninja-Tools (Minor)]
Jutsu Type: Fuinjutsu / Summoning
Rank: D
Cp: 3
Description: User contains a scroll with a special seal that would instantaneously teleport a ninja weapon tool from Konoha's armor / weapon depository.
PvP: User summons 1d4+1 Ninja-tools, choose one type of the following Ninja-tools:
- Kunai
- Shuriken
- Senbon
[Scroll of Multiplication]
Jutsu Type: Fuinjutsu
Rank: C
Cost: x 3 per battle (Max. 3, 10 Tokens to Purchase +1)
Description: User flicks a seal onto a ninja tool or Kage-Bunshin and performs the rat seal, causing the tagged object to multiply twice.
PvP: Used as a free action before an ATK, + 2 extra ATK actions via Ninja Tool or Kage-Bunshin.
[Scroll of Summoning: Ninja-Tools (Greater)]
Jutsu Type: Fuinjutsu / Summoning
Rank: C
Cp: 5
Description: User contains a scroll with a special seal that would instantaneously teleport a ninja weapon tool from Konoha's armor / weapon depository.
PvP: User summons 2 Ninja-tools, choose one type of the following Ninja-tools:
- Ninja Wire
- Explosive Tag
- Smoke Bomb
[Scroll of Minor Rejuvenation]
Jutsu Type: Fuinjutsu
Rank: C
Cost: x 1 per battle (Max. 3, 10 Tokens to Purchase +1)
Description: User sticks a tag onto a target and performs the Horse handseal, the tag ignites into flame not harming the target - but leaves behind a glowing mark on their forehead emitting a soft soothing steam from under their garments feeling their energy being replenished.
PvP: Heal target for 2d4+2 HP and CP.
[Scroll of Infusion]
Jutsu Type: Fuinjutsu
Rank: C
Cost: x 1 per battle (Max. 3, 10 Tokens to Purchase +1)
Description: User attaches a tag onto the back of one of their kage-bunshin as the seal would create a link between the User and the clone, bestowing them a portion of their life energy.
PvP: Add to 1 Kage-Bunshin: + 20 HP and CP (Does not get dispelled on hit), can perform up to C-Rank Jutsus the User knows via their own CP. User can Opt to pay for the Jutsu CP Cost instead. Infused bunshin is empowered with Kenshin's bonuses as well, being almost a direct copy.
[Scroll of Storage]
Jutsu Type: Fuinjutsu / Summoning
Rank: B
Cost: x 3 per battle (Max. 3, 15 Tokens to Purchase +1)
Description: User swiftly unravels a scroll from their equipment, with the kanji seal "Store" in the middle of the parchment. If successful the kanji seal would state "Sealed" after emitting a crimson glow and can be reused at any time later on.
PvP: Block + 2, If successful absorb 1 enemy Ninjutsu ATK (A-ranked or lower.) storing it in a scroll for later use at no CP cost. Duration Until the end of battle or until the Ninjutsu ATK is used. Can absorb unblockables.
[Scroll of Greater Rejuvenation]
Jutsu Type: Fuinjutsu
Rank: B
Cost: x 2 per battle (Max. 3, 15 Tokens to Purchase +1)
Description: User sticks a tag onto a target and performs the Horse handseal, the tag ignites into flame not harming the target - but leaves behind a glowing mark on their forehead emitting a soft soothing steam from under their garments feeling their energy being replenished.
PvP: Heal target for 2d8+2 HP and CP.
[Seal of Flying Thunder God Technique]
Jutsu Type: Fuinjutsu / Summoning
Rank: A
Cost: x 3 per battle (Max. 5, 20 Tokens to Purchase + 1)
Description: User attaches a transportation seal onto an object capable of instantaneously teleporting them towards the individual, even if the individual is hidden or in a distant location.
PvP: Used as a free action before an ATK / DEF. Set Trap + 20 Vs Spot: if successful apply Sneak ATK Bonus, + 2d10 DMG to an ATK [OR] apply Sneak ATK Bonus of + 4 to DEF Roll, + 10 DR if it should fail. Enemy is knocked from hiding if this jutsu successfully hits on an attack.
[Scroll of Summoning: Grand Chakra Turtles]
Jutsu Type: Fuinjutsu / Summoning
Rank: A
Cp: 12 + Special
Description: Summons 2 chakra creatures that form into the shape of turtles. Each weightless turtle latches onto a designated teammate of Kenshin's, protecting them from harmful attacks if Kenshin tells them to. When activated, the chakra turtles would ignite their chakra and form a "chakra shell" around the person they are safeguarding, ultimately defending them from harm.
PvP: Kenshin chooses 2 teammates to attach the turtles onto. Lasts for 1d4+2 rounds. A turtle may be used to defend for a teammate as a free action with a +2 to the roll. However, Each time that a turtle successfully negates an attack, Kenshin must pay an additional 2 chakra (So if he blocks both teammates successfully, he must pay an additional 4 chakra). This is part of Kenshin's genius ability set.
[Flying Thunder God's Wrath]
Jutsu Type: Fuinjutsu / Summoning / Taijutsu
Rank: A
Cp: 13 + 1 Flying Thunder God Seal
Description: Tossing a specially marked kunai at the center of a group of enemies, Kenshin would use his Flying Thunder God to teleport to the kunai and slam a barrage of strikes against each enemy, teleporting back and forth to the kunai while it still flies through the air and landing a new hit on a new enemy with each teleportation until the kunai finally descends from it's flight.
PvP: Mass AoE. 3d10 dmg. Kenshin's Flying Thunder God bonuses apply here if enemy fails the Flying Thunder God spot vs set trap roll. This is part of Kenshin's genius ability set.
[Scroll of Summoning: Explosive Element Field]
Jutsu Type: Fuinjutsu / Summoning
Rank: A
Cost: x1 per battle (Max 3. 20 tokens to purchase +1)
Description: Leaping into the air and unravelling his scroll, Kenshin would summon forth an entire field of seemingly invisible and undetetable land mines. Kenshin being the summoner, is the only one that can see the mines. Those with special sight Doujutsu such as the Byakugan, the Sharingan and the Rinnegan can also see the mines. When an enemy steps on a mine, the mine activates and releases a geyser and explosion of specific elemental energy.
Pvp: Lasts for 1d4+2 rounds. Each round on the enemies attack (If it requires them to move), They must roll DEX vs Kenshin's INT to avoid an exploding mine. The mines are unblockable. The enemy may sub from the mine in time (WIS) but will cost them normal sub chakra. If the enemy fails the roll, they must roll a 1d6 to determine which elemental mine they stepped on. They are then dealt 2d6 elemental dmg according to what they rolled. The enemies attack continues even if they step on a mine. This is part of Kenshins genius ability set.
1: Lightning
2: Water
3: Earth
4: Fire
5: Wind
6: Light
.:: GENJUTSU ::.
[Imprisoning Genjutsu]
Jutsu Type: Genjutsu
Rank: D
Cp: 3 + Original Genjutsu CP Cost.
Description: User heightens the effect of one of the genjutsus - as chains erupt in the illusion binding the individual in place while they are forced to succumb to its effects.
PvP: Add to Genjutsu effect: DC and Resilience increases by 1 per Round active. (Once per Genjutsu)
[Debilitating Genjutsu]
Jutsu Type: Genjutsu
Rank: C
Cp: 5 + Original Genjutsu CP Cost.
Description: User would cause concussive effects by putting a mind numbing migraine onto the target after they break the effects of a genjutsu before the duration ends.
PvP: Add to Genjutsu effect: If Genjutsu breaks before Duration ends, - 2 ATK / DEF for remaining duration of Genjutsu. (Not Stackable, Once per Genjutsu)
[Battle of the Minds]
Jutsu Type: Genjutsu
Rank: B
Cp: 10
Description: User would launch their soul into a target interrupting the illusion briefly as they materialize inside the target's mind and attack them physically in anyway the User wishes.
PvP: Requires Target to be Stunned in a Genjutsu, deal 3d6 CP DMG without breaking Genjutsu. (Useable Once per Genjutsu)
[Doppleganger Illusion Technique]
Jutsu Type: Genjutsu
Rank: A
Cp: 15 CP
Description: User would prepare an illusion the moment they realize they are being targeted to an attack - if successful the enemy would view another individual as the target of the attack, even themselves if the User wishes.
PvP: Substitution + 2, If successful User can switch the target of the ATK to another. (Including the Source of the ATK). The new target can still roll DEF.
[Special Ability: Psionic Weaponry] Description: Through his years hardening his mind and studying the greatest logistics known to man as well as developing numerous complex genjutsu, Kenshin has finally taken his "unique" logic to the next level. By placing a highly complex fuuinjutsu on all of his weaponry (much like his Flying Thunder God seal) he has managed to use his "brain power" to direct the weapons and move them around the battlefield without lifting a finger. The special fuuinjutsu actually acts as a catalyst, altering the innate chakra the weapons carry inside them, acting as an interlocking connection. Where Kenshin sets his sights and focuses his mind is where the weapon will move to and respond. Kenshin may place this special fuuinjutsu on any weapon he pleases to utilize it with his mind. (Except other people's weapons). This is part of Kenshin's genius ability set.
PvP: Allows the use of INT to utilize all manners of material weaponry to both attack and block. This also means Kenshin does not need the function of his arms to attack/block with Psionic Weaponry. (Weapons, Kunai, Shuriken, Smoke bombs etc. etc.)