Battlesmith

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Battlesmith

Known among their compatriots as 'walking armories,' a Battlesmith is the master of all weaponry and armor. Ranged and melee, sharp and blunt, the weapons a Battlesmith uses in combat tend to be higher quality than any other. The way to spot one is easy--they're the ones walking onto a battlefield with a half-dozen sheaths strapped to them overtop their conspicuously well-maintained armor.

Eternal Arms Mastery - Passive (3 points)
The mastership of the Battlesmith in the art of weapon combat is said to be unparalleled. Likewise, their mastery over the creation and use of the weapons themselves is such that they can coax far more out of them than anyone else.
Effect: When creating a weapon, the user may choose two attributes of that weapon type instead of one.
Note: Weapon attributes are the traits selected upon creation of a weapon as per the Weapon Creation Rules such as whether a weapon may inflict Bleeding or Suppression.

Masterwork - Passive (1 point)
Restriction- May be purchased up to two times
When a mastersmith has forged the weapon you use, you can be assured of quality. When the one wielding the weapon is said mastersmith, that quality tends to carry over to the battlefield as well--along with an innate understanding of the weapons they spent their own time making.
Effect: +1 accuracy with weapon attacks

Warforged Style - Physical Style (3 points)
No one knows war like those who craft its weapons. A Battlesmith knows war inside and out, and is able to harness that fire that forges their weapons for it. During combat, this lets them rapidly shift and adapt to the situation, performing otherwise impossible and instant feats of crafting that gift their active weapon with unusual ability.
Effect: While this style is active, the user may switch weapons for 0 AP without limit. The user's active weapon may take one attribute from the previously switched out weapon to replace one of their own. (This attribute must be one the previous weapon had just prior to being sheathed; this can be one that was previously swapped onto that weapon.) All weapons are reverted to their original attributes when sheathed or if this style is dropped. All CP costs are increased by 15% while this style is active.
Notes:
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
- User must specify the attribute being added, and the attribute being replaced.
- Weapon attributes are the traits selected upon creation of a weapon as per the Weapon Creation Rules such as whether a weapon may inflict Bleeding or Suppression.


Resolve - Ability Modification (3 points)
Restriction- Requires Implacable
The will of a Battlesmith is made of the same steel that the tools they use are. Whenever their carefully-honed armor turns aside a blow that otherwise would be extremely dangerous, they use that will to strike back just as hard.
Effect: Whenever Implacable triggers naturally to prevent an effect against the user, the user gains +2 accuracy, +2 Critical range, and +10% damage to their next attack.

Bladespeak - Independent Special Move (2 points)
While it is easier for a Battlesmith to know a weapon they have forged themselves, that isn't a particular limitation for them. By landing a glancing blow on their enemy's, they can know a good deal more of it than that enemy would like them to. At the very least, they can know enough to gain an edge against it.
Effect: The user makes a Called Shot: Weapon Basic Strike for their normal Basic Strike AP cost against an opponent. Upon success, the user gains +2 Dodge/Save/Bonus/Checks/etc. against all actions associated with that weapon (such as weapon attacks, jutsu channeled through it, poison applied to it, etc.) for 30 seconds. The user also has one random augment from the affected weapon revealed to them. This does not affect weapons created from Weapon Creation jutsu.

Armor Augmentation - Passive (2 points)
Normally, only weapons can be upgraded and augmented. Battlesmiths prefer to ignore that limit as arbitrary. Why shouldn't they also make their armor even more useful? Of course, armor isn't a weapon, so it can be somewhat limited, but it's still rather beneficial.
Effect: The user may choose to equip either their Light Armor or Heavy Armor with any single Weapon Augment that does not require attacking to enact its effect. (Example: The Recovery augment.) The effects of the same augment do not stack if they are on both the user's armor and equipped weapon. This may only be done on one single Armor if the user possesses more than one, and must be done in the user's Dojo as normal for inventory.

Weapon Finesse - Ability Modification (3 points)
Restriction- Requires Weapon Mastery
A true weapon master is not limited by the form of their weapon. A Battlesmith might insist, with the surety of one who can alter the properties of weapons as easily as any other ninja can shift their stance, that really any advanced skill can be applied to any weapon, if one is good enough at both.
Effect: The Weapon Mastery skill the user chooses will apply to the user's active weapon, regardless of whether it is of the correct subtype.

Battle Spirit - Independent Special Move (2 points)
The passion of the battle often envelops a Battlesmith, especially when they are deep into the fray. This does not, however, mean that they lose their heads. No, anyone who is accustomed to working in a high-pressure, dangerous environment such as a forge knows how to stop for a quick second and take stock of the situation so they can handle it a little more calmly.
Effect: When the user is afflicted with an effect that prevents them from choosing targets, they may pay 1 AP and 800 CP to ignore all such effects for 10 seconds. This may be used reflexively but does not have to be. Requires 10 seconds of cooldown after completion.
Note: This only applies to effects on the user, not general battlefield effects such as clones or transformations.

Armored Soul - Independent Special Move (3 points)
Armor doesn't have to be merely physical, something a Battlesmith knows very well. Since one wouldn't be caught dead in a fight without their physical armor, there are certain on-the-fly enhancements that can be made to make it something a little more.
Effect: The user deploys a Chakra Armor for 1.5 AP and 1000 CP that enhances their Light Armor or Heavy Armor. While active, all of the user's Damage Reduction applies to Illusionary Damage as well as any other kinds it normally does. If the user is in Heavy Armor, the penalties from it are negated. Costs 500 CP/rnd to maintain.

Craftsman - Dependent Special Move (2 points)
Fine honing of a weapon can take a long time even for a skilled smith, but sometimes a Battlesmith simply doesn't have time, and the modifications they require must be made on the fly in the middle of a fight. Fortunately, they're quite capable of improvising together two of their existing weapons.
Effect: The user instantly swaps to a new weapon after the attack this is used with (sheathing their first weapon and equipping the second one). For the following 3 seconds or until their new weapon is unequipped (whichever comes first), the user's current weapon gains the modifiers and one single augment (chosen by the user) of the previous weapon in addition to its own.
Note: Cannot be used while Trace Projection is active.

Aura Flare - Independent Special Move (3 points)
A Battlesmith in armor is accustomed to taking heavy blows, but that does not mean that tanking them is all they can do. If a particularly good one catches them off-guard, they may be tempted to throw it back in the face of the one that dealt it, if somewhat imperfectly.
Effect: While the user is wearing Light Armor or Heavy Armor, when hit with an attack that deals more than 5% of their max HP, the user may reflexively pay 3% of their max HP in order to deal back half the damage to the attacker. This damage may not be boosted, is not reduced by Damage Reduction, and uses the accuracy (type and modifier both) of the user's equipped weapon. May only be used once per round.
Note:
- The damage this is based on is calculated prior to the user's own
Damage Reduction and does not take it into account.

Trace Projection - Buffing Taijutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
Normally to craft a weapon, a smith sketches out a blueprint with their preferred drawing implement before endeavouring to bring it to life through hard work and skill. A Battlesmith can temporarily ignore this limitation, creating the blueprint out of nothing and turning that into the weapon itself in an instant before striking. This has a cost, however--a weapon made this way is only good for a single attack. Of course, there's always more where that one came from.
Rank 1: Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them (meaning as they attack, not when they begin preparing the attack), and break upon completion of the attack. These weapons use the normal Weapon Creation rules, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each.
Rank 2: Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them (meaning as they attack, not when they begin preparing the attack), and break upon completion of the attack. These weapons use the normal Weapon Creation rules with the exception of gaining +5% damage or +1 accuracy over normal weapons, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each, except for the first chosen which is free.
  • Copy Combo: Upon creation, the user may choose one single jutsu from their inventory or which they have seen another combatant use. (Jutsu copied from another player are treated as Rank 1.) That jutsu is cast immediately after the attack the weapon is used for at the same target, and costs the same CP and AP amount as it normally would. This counts as a combo.
  • Pinpoint Strike: The attack from this weapon always have +1 Critical range, even if the target has reduced or negated critical range.
  • Mimic Align: The weapon's attack will use the effect of an alignment of the user's choice (Alignment Rules), but will not be treated as that alignment. (Meaning the user does not shift to that alignment, nor do they deal increased/reduced damage to other alignments.)
  • Flicker Shield: The next attack targeting the user does 750 damage less, including if it is Illusionary. This is not treated as Damage Reduction and may only be chosen once per round.
  • Arms Efficiency: This weapon has +1 augment slot; this effect does not use an augment slot even at Rank 1.
  • Extra Edge: This weapon may go up to +3 base accuracy or +15% base damage before other modifications, including the boost at Rank 2 of this jutsu.
  • Stolen Voice: If the user has Bladespeak and has landed it on an opponent, they may copy one of the opponent's augments that has been revealed to them.
  • Aura Burst: If the user has triggered Aura Flare in the last 10 seconds, the attack made with this weapon may automatically target the enemy who triggered it as a second target at no additional cost.
  • Spirited Aim: If the user has Battle Spirit active, this attack will ignore clones, transformations, and redirection effects.
Rank 1 Cost: 2.75 AP, 3% Max CP, 1% Max HP per weapon created
Rank 2 Cost: 2.75 AP, 5% Max CP, 1% Max HP per weapon created
Notes:
- May be maintained for up to three rounds.
- This is a Weapon Creation jutsu.
- The user must specify the full weapon they are using with each weapon attack during this jutsu, or else anything unspecified will be assumed to be the same as the previous weapon. (Meaning weapon type, attributes, accuracy, damage, augments, and any applicable effects from the Effect List.)
- If the user has an equipped weapon, it is sheathed for 0 AP when this jutsu is activated. If the weapon is from another Weapon Creation jutsu, it is dispelled.
- The user may use and keep active weapon effects such as Chakra Extension and Elemental Channeling for as long as they choose while this is active with no disruption when the weapons dispel.
- If the user is in Warforged Style while this jutsu is active, its effect applies with newly created weapons the same as it would freshly drawn ones.
 

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[b]Battlesmith[/b]
[img]https://i.imgur.com/8q5d0EN.png[/img]
[quote]Known among their compatriots as 'walking armories,' a Battlesmith is the master of all weaponry and armor. Ranged and melee, sharp and blunt, the weapons a Battlesmith uses in combat tend to be higher quality than any other. The way to spot one is easy--they're the ones walking onto a battlefield with a half-dozen sheaths strapped to them overtop their conspicuously well-maintained armor.

[b][u]Eternal Arms Mastery[/u][/b] - Passive (3 points)
The mastership of the Battlesmith in the art of weapon combat is said to be unparalleled. Likewise, their mastery over the creation and use of the weapons themselves is such that they can coax far more out of them than anyone else.
[b]Effect:[/b] When creating a weapon, the user may choose two attributes of that weapon type instead of one.
[i][b]Note:[/b] Weapon attributes are the traits selected upon creation of a weapon as per the [url=https://ninpocho.com/viewtopic.php?f=107&t=5510#bbWeapons]Weapon Creation Rules[/url] such as whether a weapon may inflict Bleeding or Suppression.[/i]

[b][u]Masterwork[/u][/b] - Passive (1 point)
[i]Restriction-[/i] May be purchased up to two times
When a mastersmith has forged the weapon you use, you can be assured of quality. When the one wielding the weapon is said mastersmith, that quality tends to carry over to the battlefield as well--along with an innate understanding of the weapons they spent their own time making.
[b]Effect:[/b] +1 accuracy with weapon attacks

[b][u]Warforged Style[/u][/b] - Physical Style (3 points)
No one knows war like those who craft its weapons. A Battlesmith knows war inside and out, and is able to harness that fire that forges their weapons for it. During combat, this lets them rapidly shift and adapt to the situation, performing otherwise impossible and instant feats of crafting that gift their active weapon with unusual ability.
[b]Effect:[/b] While this style is active, the user may switch weapons for 0 AP without limit. The user's active weapon may take one attribute from the previously switched out weapon to replace one of their own. [i](This attribute must be one the previous weapon had just prior to being sheathed; this can be one that was previously swapped onto that weapon.)[/i] All weapons are reverted to their original attributes when sheathed or if this style is dropped. All CP costs are increased by 15% while this style is active.
[b][i]Notes:[/b] 
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
- User must specify the attribute being added, and the attribute being replaced.
- Weapon attributes are the traits selected upon creation of a weapon as per the [url=https://ninpocho.com/viewtopic.php?f=107&t=5510#bbWeapons]Weapon Creation Rules[/url] such as whether a weapon may inflict Bleeding or Suppression.[/i]

[b][u]Resolve[/u][/b] - Ability Modification (3 points)
[i]Restriction-[/i] Requires [url=https://ninpocho.com/viewtopic.php?f=213&t=54483]Implacable[/url]
The will of a Battlesmith is made of the same steel that the tools they use are. Whenever their carefully-honed armor turns aside a blow that otherwise would be extremely dangerous, they use that will to strike back just as hard.
[b]Effect:[/b] Whenever [i]Implacable[/i] triggers naturally to prevent an effect against the user, the user gains +2 accuracy, +2 Critical range, and +10% damage to their next attack.

[b][u]Bladespeak[/u][/b] - Independent Special Move (2 points)
While it is easier for a Battlesmith to know a weapon they have forged themselves, that isn't a particular limitation for them. By landing a glancing blow on their enemy's, they can know a good deal more of it than that enemy would like them to. At the very least, they can know enough to gain an edge against it.
[b]Effect:[/b]  The user makes a [i]Called Shot: Weapon[/i] Basic Strike for their normal Basic Strike AP cost against an opponent. Upon success, the user gains +2 Dodge/Save/Bonus/Checks/etc. against all actions associated with that weapon [i](such as weapon attacks, jutsu channeled through it, poison applied to it, etc.)[/i] for 30 seconds. The user also has one random augment from the affected weapon revealed to them. This does not affect weapons created from [i]Weapon Creation jutsu[/i].

[b][u]Armor Augmentation[/u][/b] - Passive (2 points)
Normally, only weapons can be upgraded and augmented. Battlesmiths prefer to ignore that limit as arbitrary. Why shouldn't they also make their armor even more useful? Of course, armor isn't a weapon, so it can be somewhat limited, but it's still rather beneficial.
[b]Effect:[/b] The user may choose to equip either their [i]Light Armor[/i] or [i]Heavy Armor[/i] with any single [i]Weapon Augment[/i] that does not require attacking to enact its effect. [i](Example: The [/i][url=https://ninpocho.com/viewtopic.php?f=357&t=51331]Recovery[/url][i] augment.)[/i] The effects of the same augment do not stack if they are on both the user's armor and equipped weapon. This may only be done on one single Armor if the user possesses more than one, and must be done in the user's Dojo as normal for inventory.

[b][u]Weapon Finesse[/u][/b] - Ability Modification (3 points)
[i]Restriction-[/i] Requires [url=https://ninpocho.com/viewtopic.php?f=213&t=5386]Weapon Mastery[/url]
A true weapon master is not limited by the form of their weapon. A Battlesmith might insist, with the surety of one who can alter the properties of weapons as easily as any other ninja can shift their stance, that really any advanced skill can be applied to any weapon, if one is good enough at both.
[b]Effect:[/b] The [i]Weapon Mastery[/i] skill the user chooses will apply to the user's active weapon, regardless of whether it is of the correct subtype.

[b][u]Battle Spirit[/u][/b] - Independent Special Move (2 points)
The passion of the battle often envelops a Battlesmith, especially when they are deep into the fray. This does not, however, mean that they lose their heads. No, anyone who is accustomed to working in a high-pressure, dangerous environment such as a forge knows how to stop for a quick second and take stock of the situation so they can handle it a little more calmly.
[b]Effect:[/b] When the user is afflicted with an effect that prevents them from choosing targets, they may pay 1 AP and 800 CP to ignore all such effects for 10 seconds. This may be used [i]reflexively[/i] but does not have to be. Requires 10 seconds of cooldown after completion. 
[b][i]Note:[/b] This only applies to effects on the user, not general battlefield effects such as clones or transformations.[/i]

[b][u]Armored Soul[/u][/b] - Independent Special Move (3 points)
Armor doesn't have to be merely physical, something a Battlesmith knows very well. Since one wouldn't be caught dead in a fight without their physical armor, there are certain on-the-fly enhancements that can be made to make it something a little more.
[b]Effect:[/b] The user deploys a [i]Chakra Armor[/i] for 1.5 AP and 1000 CP that enhances their [i]Light Armor[/i] or [i]Heavy Armor[/i]. While active, all of the user's [i]Damage Reduction[/i] applies to [i]Illusionary Damage[/i] as well as any other kinds it normally does. If the user is in [i]Heavy Armor[/i], the penalties from it are negated. Costs 500 CP/rnd to maintain.

[b][u]Craftsman[/u][/b] - Dependent Special Move (2 points)
Fine honing of a weapon can take a long time even for a skilled smith, but sometimes a Battlesmith simply doesn't have time, and the modifications they require must be made on the fly in the middle of a fight. Fortunately, they're quite capable of improvising together two of their existing weapons.
[b]Effect:[/b] The user instantly swaps to a new weapon after the attack this is used with [i](sheathing their first weapon and equipping the second one)[/i]. For the following 3 seconds or until their new weapon is unequipped [i](whichever comes first)[/i], the user's current weapon gains the modifiers and one single augment [i](chosen by the user)[/i] of the previous weapon in addition to its own.
[b][i]Note:[/b] Cannot be used while [/i]Trace Projection[i] is active.[/i]

[b][u]Aura Flare[/u][/b] - Independent Special Move (3 points)
A Battlesmith in armor is accustomed to taking heavy blows, but that does not mean that tanking them is all they can do. If a particularly good one catches them off-guard, they may be tempted to throw it back in the face of the one that dealt it, if somewhat imperfectly.
[b]Effect:[/b] While the user is wearing [i]Light Armor[/i] or [i]Heavy Armor[/i], when hit with an attack that deals more than 5% of their max HP, the user may [i]reflexively[/i] pay 3% of their max HP in order to deal back half the damage to the attacker. This damage may not be boosted, is not reduced by Damage Reduction, and uses the accuracy [i](type and modifier both)[/i] of the user's equipped weapon. May only be used once per round.
[b][i]Note:[/b]
- The damage this is based on is calculated prior to the user's own [/i]Damage Reduction[i] and does not take it into account.[/i]

[b][u]Trace Projection[/u][/b] - Buffing Taijutsu (1 point, 1 to rank up)
[i]Restriction-[/i] A-Rank and up
Normally to craft a weapon, a smith sketches out a blueprint with their preferred drawing implement before endeavouring to bring it to life through hard work and skill. A Battlesmith can temporarily ignore this limitation, creating the blueprint out of nothing and turning that into the weapon itself in an instant before striking. This has a cost, however--a weapon made this way is only good for a single attack. Of course, there's always more where that one came from.
[b]Rank 1:[/b] Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them [i](meaning as they attack, not when they begin preparing the attack)[/i], and break upon completion of the attack. These weapons use the normal [i]Weapon Creation[/i] rules, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each.
[b]Rank 2:[/b] Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them [i](meaning as they attack, not when they begin preparing the attack)[/i], and break upon completion of the attack. These weapons use the normal [i]Weapon Creation[/i] rules with the exception of gaining +5% damage or +1 accuracy over normal weapons, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each, except for the first chosen which is free.
[spoiler="Effect List"][list][*] [i]Copy Combo:[/i] Upon creation, the user may choose one single jutsu from their inventory or which they have seen another combatant use. [i](Jutsu copied from another player are treated as Rank 1.)[/i] That jutsu is cast immediately after the attack the weapon is used for at the same target, and costs the same CP and AP amount as it normally would. This counts as a combo.
[*][i]Pinpoint Strike:[/i] The attack from this weapon always have +1 Critical range, even if the target has reduced or negated critical range.
[*][i]Mimic Align:[/i] The weapon's attack will use the effect of an alignment of the user's choice ([i][url=https://ninpocho.com/viewtopic.php?f=107&t=5510#bbalignment]Alignment Rules[/url][/i]), but will not be treated as that alignment. [i](Meaning the user does not shift to that alignment, nor do they deal increased/reduced damage to other alignments.)[/i]
[*][i]Flicker Shield:[/i] The next attack targeting the user does 750 damage less, including if it is Illusionary. This is not treated as [i]Damage Reduction[/i] and may only be chosen once per round.
[*][i]Arms Efficiency:[/i] This weapon has +1 augment slot; this effect does not use an augment slot even at Rank 1.
[*][i]Extra Edge:[/i] This weapon may go up to +3 base accuracy or +15% base damage before other modifications, including the boost at [i]Rank 2[/i] of this jutsu.
[*][i]Stolen Voice:[/i] If the user has [i]Bladespeak[/i] and has landed it on an opponent, they may copy one of the opponent's augments that has been revealed to them.
[*][i]Aura Burst:[/i] If the user has triggered [i]Aura Flare[/i] in the last 10 seconds, the attack made with this weapon may automatically target the enemy who triggered it as a second target at no additional cost.
[*][i]Spirited Aim:[/i] If the user has [i]Battle Spirit[/i] active, this attack will ignore clones, transformations, and redirection effects.[/list][/spoiler]
[b]Rank 1 Cost:[/b] 2.75 AP, 3% Max CP, 1% Max HP per weapon created
[b]Rank 2 Cost:[/b] 2.75 AP, 5% Max CP, 1% Max HP per weapon created
[i][b]Notes:[/b]
- May be maintained for up to three rounds.
- This is a [b]Weapon Creation[/b] jutsu.
- The user must specify the [b]full[/b] weapon they are using with each weapon attack during this jutsu, or else anything unspecified will be assumed to be the same as the previous weapon. [b](Meaning weapon type, attributes, accuracy, damage, augments, and any applicable effects from the Effect List.)[/b]
- If the user has an equipped weapon, it is sheathed for 0 AP when this jutsu is activated. If the weapon is from another [b]Weapon Creation[/b] jutsu, it is dispelled.
- The user may use and keep active weapon effects such as [b]Chakra Extension[/b] and [b]Elemental Channeling[/b] for as long as they choose while this is active with no disruption when the weapons dispel.
- If the user is in [b]Warforged Style[/b] while this jutsu is active, its effect applies with newly created weapons the same as it would freshly drawn ones.[/i][/quote]