Post by Manah on Jan 10, 2013 23:49:31 GMT -5
ITACHI
Redeemed Rogue Kunoichi
Itachi, in more neutral Kunoichi outfit, with her repaired Konoha headband
Itachi, wearing more normal clothes
Itachi's Mangekyo Sharingan
Redeemed Rogue Kunoichi
Itachi, in more neutral Kunoichi outfit, with her repaired Konoha headband
Itachi, wearing more normal clothes
Itachi's Mangekyo Sharingan
QUOTE: "One can lie to others, but never to oneself. And deception merely creates more shackles to keep us down... I will learn to break those shackles, and see the Truth!"
Full Name: Itachi Uchiha
Age: 18
Other aliases: The Black Raven of Akatsuki (Formerly), The Black Raven
Occupation: Former Konoha ANBU Captain, S-Rank Criminal, Former Member of Akatsuki, Member of the Sinestro Corps (not by choice)
Height: 5'6"
Weight: 118 lbs
Eye color: Onyx black, although they are usually bright red with three Tomoe around the iris, due to Itachi's ability to keep her Sharingan active pretty much all the time.
Hair color: Black
Species: Human (Shinobi)
ABILITIES
Int: 8
Str: 8
Agl: 8
Spd: 7
Dur: 7
HEALTH: 7 P.L: 5
ENERGY: 36 (+20 from Yellow Power Ring) P.L: 15
REGEN: 22 P.L: 9
ACTIONS
Ninja: 10
(Str.bonus and Wpn.modifier/2 Wpn.modifiers)
-Efficient
-Taijutsu
-Kunai/Shurikens
-Tombugiri
-Yellow Power Ring
-Stealth
-Kenjutsu
-Swords
-Avoid/Target the vitals
-Disable rather than kill
-Use of powers in combat
Acrobatics: 7
(Agl.bonus)
-Efficient
Ki Control: 8
(Dur.bonus)
-Efficient
-Ki Blast
-Ki Barrier
-Toughness and Reflexive Dodge
-Ability Boost
-Combine with Close/Ranged Combat
Shin Goku Satsu: 8
(Int.bonus)
-Attack VS Durability, 2x damage VS Sinners, 3x damage VS Vile Sinners
-Cannot split stones for multiple opponents
-Range: 1
-Does not work on Soulless targets
-Does not cause any collateral damage, nor damage the victim's clothes or equipment; entirely target at the body and soul of a victim
-For the purpose of this attack, a "Sinner" is someone who committed a serious offense in their life, such as multiple thefts, ruining someone's life, committing rape, committing a planned murder, etc. A "Vile Sinner" is someone who committed even more serious crimes, such as mass murder, ruining multiple people's lives, torturing others, destruction on very large scale, causing a war, etc.
Psycho Power: 8
(Int.bonus)
-Efficient
-As Telekinesis (Wpn.modifier)
-Psycho Cannon (As Force Blast, 2x damage, Normal and Stun Damage)
-Psycho Crusher: Acts as Blasting, with a max Speed of AN
-Psycho Aura (Can improve Unnarmed attacks or Weapons; adding stones of "Wpn.modifier" on a 1/1 basis up to AN, the rest can be used to add Advantages, also up to AN. Psycho Aura can be maintained by paying 1 stone per panel.)
-Psycho Regen (May be used as Mutant Healing)
-Can Fly at AN
-Can Teleport at 1/2 AN, rounded up (Can send others without teleporting along via vortexes)
-Create Duplicates of Self; up to 1 Duplicate/3 ANs rounded down; each Duplicate costs 3 stones to create, 1 stone to maintain, and none can be maintained for more than AN panels, after which the user must wait an hour before using again.
-May be used to Control others as per the Telepathy option, but control may be rendered permanent if victim's Intelligence is half the User's. It can then be broken through various means, but otherwise, the victim becomes a "doll" servant of the user.
-Read a person's fate (As per Clairvoyance, but only to see a person's fate)
Break: 5
-Allows user to either target and break objects, or to target certain body parts to cause negative effects to the victim
-May add to Close Combat
-Must target a part of the target's body
-Must choose effect before shot
-Effects last for Damage in panels except for Energy Break, which is just Stun Damage
Calling Magic: 8
(Dur.bonus)
-1 Summoned Creature per AN
-Summons last 1 Panel
-Immune to Damage on that Panel
-Improve Summon's Special Action by AN
-Known Calls: Shiva, Carbunckle, Leviathan, Odin, Phoenix, Behemoth, Succubus, White Cactuar
Ninjutsu: 9
(Int.bonus)
-As Mastery of Elements (Fire, Earth, Water) and Magical Healing at Half AN (rounded down) for basic First Aid and minor poison/disease treatments
-Create/Manipulate (Can't use Water Release to breathe underwater)
-Force Blast: Fire (2x damage, sets flammable materials on fire), Earth (Normal damage when target is airborne, 2x damage when target is standing on the ground, 3x damage when target is under/in the ground) and Water (Normal and Stun damage, Also 2x damage when target is in, under or on water) elements.
-Fire specialty (Gains 1 free stone from GP when using Fire, and loses 1 when using Water. All Fire effects are Efficient, and will improve to Super-Efficient if the 'Efficient' option is bought on the action. However, Water, if acquired, will never be Efficient regardless of options bought.)
-Accumulate Energy for greater effect
Genjutsu: 8
-Efficient
-As Create Illusions, but enhanced: the illusions may affect up to one sense (sight, hearing, smell, touch, and taste, in that order) per stone played, with a difficulty equal to stones played as usual to "see through" the deception. In other words, if a person falls for it, the illusion could seem very real while being nothing more than a fake for anyone who saw through it. An illusion still cannot harm a person nor affect its environment.
-May be used for the opposite as well, hiding a real object from the senses of people around.
-Substitution jutsu (when used for this purpose, this action shifted into defense allows [if Itachi manages to evade damage altogether] the user to 'change places' with a nearby object or person located at less than 30'. That object/person receives the attack instead, and the relocation allows Itachi to attack from an unexpected angle the next turn.)
Explosion Release: 6
(Int.bonus)
-Charges a given object with explosive Chakra that will cause the object to be able to detonate and cause a powerful explosion. The user must put in at least enough stones to beat the object's Hardness. The resulting explosion will be an Attack of stones played (2x damage, AP, Area Effect of Half as many stones played centered on the object at the time of explosion, up to AN), plus Half the Hardness of the exploded object (rounded up).
-The explosion can occur at any of the following moments: immediately upon being charged, up to AN panels later, upon impact, when in proximity to something that moves (Explosive object has AN Enhanced Vision 'Detect movement' for that purpose), or after a given Duration of the the user's choice (must pay stones for Duration on the D&R chart when creating the explosive.
-May have up to AN explosive chakra-charged objects in existence at once; may detonate existing ones to 'make room'.
Explosive Clay Technique: 6
(Int.bonus)
-Efficient
-User creates Clay via Earth Release which is then charged with powerful Explosive chakra, creating a wide variety of bombs and explosive, versatile materials for all sorts of usage.
-Create/Manipulate
-C1 (As Force Blast/Summoning; if Force Blast, create small animals/projectiles of various types for various situations: 2x damage, AP, Automatically causes collateral damage, Range 5. If Summoning, creatures created via this Jutsu are automatically under the user's control, and need not be maintained, although their Duration is standard for Explosion Release's Duration before explosion. Upon detonation, all so 'summoned' creatures will cause an Attack of this action's AN, plus any stones the user spends for that purpose on the same panel. NOTE: Different types of bombs have different effects: Insects and spiders are common bombs, birds work as projectiles and sometimes transportation, snakes and centipedes can be used for underground attack, as they can burrow and move underground, fish and jellyfish work normally underwater and bats are basically homing (gaining Good Luck +3 for the sole purpose of hitting their target.))
-C2 (Allows user to create a 10 stones/stone played large dragon, capable of both fighting and flying and otherwise serving its creator, and of basically using C1 at up to this action's AN. This creature, of course, is also a massive bomb, and when allowed to explode as such will cause an attack of Twice this action's AN (2x damage, AP, Ignore 2 Toughness even when No AP, Area effect of at least Half this Action's AN, user may spend stones on the same panel to increase the attack stones or the area. Note: As the Dragon used in this technique is very large, it normally can't be used in small areas/buildings, unless the user doesn't mind destroying said area.)
-C3 (This technique creates a large, humanoid-shaped bomb which will then cause a massive explosion upon release (or when it is set to blow up, as usual). It gets a Weapon Modifier of AN, (2x damage, AP, Ignore 4 AP even when No AP, Area Effect of AN, Cause massive collateral damage) and must basically be dropped like an actual bomb to use.)
-C4 (One of the most fearsome techniques of this Kekkei Genkai, C4 allows the user to create a stationary, giant doll of themselves, which then 'explodes' into a cloud of microscopic bombs, entering the bloodstream of any who inhales them within the area. The bombs then explode within the body of the victims, usually disintegrating from the inside. Acts as an Attack VS Durability, Area Effect of AN around the giant doll, victims must be breathing for the attack to affect them. Alternately, user might diminish the Area by creating smaller dolls of themsevles.)
-C0 (This is actually a suicide attack, which will turn the user's own body into a bomb. When used, this attack kills them, and takes their remaining life force to empower the attack. Stones are spent into this action normally, then the user's remaining health is converted in red stones and added to it. The attack will be 3x damage, AP, Ignore 5 AP even when No AP, Area effect of AN, Cause massive collateral damage.)
-Clay Clones: Clones created via Kage Bunshin no Jutsu can explode as per a C1 'summoned' creature would.
-Requires Earth Release, Explosion Release and Iwagakure Kinjutsu to learn/use
Sharingan: 10
(Int.bonus; only for using copied techniques or the Telepathy aspect of Sharingan)
-Efficient
-As Genjutsu (As per the action at AN; Requires Eye contact, Victims' Enhanced Vision is halved, Genjutsu Defense applies normally.)
-As Telepathy (All uses require Eye contact: Telepathic communications, Mental Bolts, Illusions, Project thoughts/Control others, Repair minds, Empathy, Psychometry, Generate Pain by touch, Empathic projection)
-Izanami (Perfect attack, No normal defense, Victim is stuck in a Genjutsu loop forcing him to relive a certain chain of events over and over again, until he finally accepts the decided outcome and is freed. The victim, in the real world, is immobilized, and can't act until freed of Izanami. Using this power will 'extinguish' the Sharingan Eye used to perform it, along with the reduction in power that comes with it.)
Mangekyo Sharingan: 10
(Int.bonus; only for Manipulate option of Amaterasu, and for use of Tsukuyomi)
-Efficient
-Amaterasu (As a Create/Manipulate Amaterasu flames, Also used as a Ranged Combat weapon modifier of half this action's AN, rounded up [2x damage]. The victim's Reflexive Dodge doesn't apply. The flames burn for a very long time and can't be extinguished through normal means. Costs 1 more stone of Energy for every 3 stones used in this power.)
-Tsukuyomi (Works as an Attack VS Intelligence, dealing Stun Damage only, 2x damage; and an Attack VS Intelligence + Genjutsu Defense [or Half the target's Mental Defense, if higher], which either deals Mental Damage [as normal, but may only heal through Repair Minds option of Telepathy or through powerful Medical Ninjutsus] or which can stun for 1 minute per stone of damage due to the pain and mental trauma. If even 1 stone of mental damage is dealt, the victim takes -1 to all Actions for 30 minutes, cumulative with other uses of Tsukuyomi up to -3 to all actions. NOTE: Each use temporarily reduces the user's sense of Sight. In effect, the user loses temporarily 1 MN of Acute Sight every time he uses it, until it reaches 0, at which point it will start adding up a challenge (-1; Poor eyesight) until it reaches -5, which brings blindness. Again, this is only temporary (unlike using the Mangekyo Sharingan too often as a whole, and all temporary penalties will start going away after 10 minutes of not using the Mangekyo Sharingan (the challenge will be lowered by 1, or the Acute Sense will go back one level), improving by 1 every 5 minutes afterwards until the user's sight is returned to normal.
-Susanoo: Activates Growth as a Modifier up to one half the stones played, rounded down (before Modifiers are added) rounded down with corresponding bonuses. Stones played (before Modifiers) in this action may be used as Force Field (with Defensive stones doubled). Itachi gains twice as many stones played as Metamorphosis, which can be used to improve any physical action, or gain weapons with advantages on a 1 stone/+1 CL basis. Maintaining for more than 10 panels without rest harms the user, and burdens her with negative sitmods. [8 panels of use left]
Earth Grudge Fear: 5
(Int.bonus)
-Efficient
-Allows user to manipulate thick, black threads at a distance for various purposes
-As Telekinesis (with Wpn.modifier); can either manipulate objects/creatures, inflict normal damage, or initiate the 'Steal Body Organs Technique' if a stone of damage gets through.
-Due to the Earth nature of this Jutsu, can freely manipulate threads and held objects/creatures underground.
-As Tendril Whip (with Wpn.modifier)
-As Mutant Healing at AN (Can heal up to 2x AN stones per days; can reattach severed body parts by sealing the wounds with the threads
-Can be used as Metamorphosis, Transformation occurs in the same panel, Needs not be maintained; the user basically manipulates the black threads to make themselves a different, black thread body.
-Allows Transformation of self's body similar to a rag-doll by 'sewing' the thread between each body part, allowing the user to detach their body parts and use them at a distance using the threads, just as efficiently as if they were right next to it (up to normal range of 4)
-If the user has gathered Masks/hearts via the Steal Body Organ Technique, they can use this action as Summoning, to create a separate body made of threads with one of the masks, thus giving said creature the affiliated powers and a life of its own. Such 'summons' are automatically under the user's control, and can be reabsorbed at any time. If destroyed however, their heart die with them and can't be recovered.
Steal Body Organs Technique: 5
-Attack VS Durability; 2x damage for most organs, 3x for Heart or Brain. If even a single stone of damage occurs, the user can select a single organ to steal and integrate into their own body, thus extending their own life (+3 years of lifespan for most organs, +5 for a brain or heart). If the selected organ is the heart or the brain and the damage isn't enough to kill the victim, the GM might rule they simply take the damage due to the shock and wounds in the organ's area, and additional attempts may be necessary to get the organ.
-Spare Lives (If the user steals hearts and stores them within their bodies via Masks, the user effectively can survive death equal to the number of masks thus stored before really risking their life. Essentially, if the character is 'killed', one of the hearts is destroyed, and the user is fully healed, minus one heart and its provided abilities (read below). A user may store a number of Hearts within themselves equal to one half this action'S AN, rounded down.)
-Mask Affinities (If the stolen Hearts belonged to individuals with specific powers/jutsus/abilities, one or more of them might be transfered to the user for as long as they own the mask holding the heart, allowing them to use said powers as though they were their own. The specific powers thus gained are left to GM's discretion depending on the victims.)
Yellow Power Ring: 10
(Int.bonus)
-Efficient
-May rearrange Wielder's Ability/Action numbers at will (to up to AN), and Grants the user 2x AN Free red stones of Energy per panel
-May use to perform any Physical, Energy or Magical action
-Force Blast (Base Range 5, With free options up to half this action's AN, rounded up. More options may be gained by spending stones. Element is either Yellow Energy, or whatever energy the wielder is manipulating at the time; the variable advantages reflect this versatility.)
-Free Force Field at AN (not doubled, though its strength can be increased by actively shifting stones from this action in defense) when worn
-Energy Constructs (may create matter made of Yellow fear energy, including weapons, vehicles, just about anything the user can imagine. Objects thus created must be maintained by spending 1 stone/panel, although this does not require an action. The only exception is living beings; even the Power Rings cannot create life out of nothing.)
-Manipulate Time, Matter, Energy
-Wormhole/Spacial Warps (As Teleportation; May teleport interstellar distances; May also teleport to other dimensions, but doing so empties the energy reserve of the Ring, and leaves the user fatigued; -1 to all actions for an hour. Must pay stones for each "guest".)
-Phase shift
-Holographic Projector (As Create Illusions)
-Time Travel at AN
-Self-Contained Lifeform
-Grants Flight at AN 10, May reach AN 11 if used solely for this (though shifting stones in defense is still allowed), as its separate action box. Perfect maneuverability.
-Energy Twin (As Astral Projection; the user's "twin" can only be detected by other Power Ring bearers, or the Guardians of the Universe.)
-Mind Alteration (As Telepathy with "Telepathic communication", "Edit memories", "Project thoughts", "Repair minds", "Create links with others", "Psychometry", and "Mental Bolts". The latter 'option' is more of a voluntary misuse of the Mind altering powers of the ring, and is rather frowned upon by Lanterns in general, for while altering memories is sometimes necessary, harming a person's mind is considered an unnecessary evil. The Sinestro Corps, however, are a bit more inclined to use such tactics.)
-Xenolinguistics (As Universal Translation)
-Wielder has an Enhanced Healing Factor; may also grant an Accelerated Healing Factor to others by using the ring's influence upon them.
-Universal Scanner (As Cybernetic Senses at a MN equal to this action's AN)
-Material Alteration (the wielder's clothes can be altered/covered/replaced with a suit made of the Ring's energy. While it has a standard appearance of a skintight jumpsuit of a bright yellow color with the Sinestro Corps's symbol on the chest, it can look/be changed like anything the wearing desires, to fit a situation, a whim or for the sake of it. Regardless of its form, the suit grants a +1 [ex: light clothes, swimsuit] to +3 bonus [fully armored form] to defense, is No AP and can't be destroyed.)
-Emergency/Homing Beacon (allows the wielder to send a distress/homing signal to other Ring bearers, along with a short message explaining the situation)
-Self-Contained Lifeform
-Pocket dimension (access to a Pocket dimension within the ring, of an Area of AN. The wielder can either use it as a storage unit, and/or to enter it physically [even bring along allies] for whatever reason. Within the pocket dimension, the wielder can create anything and do anything, but it cannot be used for offensive/harmful purposes [although it could be used to train])
-Near-limitless data storage unit (as Photographic Memory)
-Near-limitless databases (As PCPT +3, lore on most any subject or so)
-Ring Duplication (the Yellow Power Ring can create brand new Yellow Power Rings by creating a perfect duplicate of itself, but only with the approval of the GM.)
-Security Protocol (only obeys its true wielder, cannot be used by anyone else, unless the true wielder allows it. As Exclusive.)
-Weakness (A Red Lantern ring can easily disrupt a Yellow Lantern ring's energy; the wielder of such a ring gains +4 to all Ring's uses to disrupt the powers of a Yellow Lantern. Additionally, a Blue Lantern ring, when used near an active Green Power Ring, is capable of draining its power quickly and dramatically. For each 2 stones used with the BLue Lantern ring, the Yellow Lantern ring will lose 1 hour of use (which are then recovered and split between the Blue and Green rings). Also, regardless of how many hours of use are drained, the Yellow Power Ring takes a -2 to its Yellow Power Ring action, cumulative with each drain, until its powers fail. This malus can be negated by recharging the ring.)
-Ring is Indestructible
Fūinjutsu: 6
(Int.bonus)
-As Hammerspace
-Can be used to seal creatures, objects, chakra, etc. within other objects, creatures, etc.
Super Saiyajin: 8
-Increase Strength, Agility, Speed, Durability, Ki Control, Zanzoken, Toughness, Reflexive Dodge and Energy-based/related attacks (including Magical Actions and Final Fantasy actions except Break, Beast Taming and Alchemy) by +1 per stone played, with +1 to Power Level every 3 stones played. Stones in between add 1 to Energy Battery. 3 stones = Super Saiyajin Level
-Stones spent remain in action box till removed.
-Heal 1w upon transforming
-Calm Super Saiyajin: She learned to trigger Super Saiyajin without rage.
Chakra: 7 (Normally 8; drained by Samehada)
-Usable as Ki User
-Gains a 'Special Technique' every 2 AN, with 1 more at AN 3, AN 6 and AN 9. Up to 2/3 of the AN of this action may be used as Advantages to the Special Technique when creating them, the rest acts as a bonus to the action. A bonus of up to half the normal bonus may also be added if proper disadvantages are selected. The technique may apply only to one Action which must be selected when the technique is acquired, and cannot be changed afterwards, except by changing weapon and fighting stlye (see below).
NOTE: If an advantage is already provided by some other sources in the character (for example, a 2x damage technique used with a 2x damage weapon), the advantages do not stack; instead, the attack gets a bonus equal to the advantage's worth in CL (2 stones for 2x damage, for example).
-May not use a single technique more than AN times per hour
-Inner Power (As Accumulate Energy from M.o.M)
- Special Tech 1: "Superior Shurikenjutsu"
-Added to Ninja; Acts as a +3 modifier; only through use of Shurikens/thrown Kunai; must throw several to use.
-FX: Itachi's mastery of Shurikenjutsu, combined with her acute sight from her Sharingan, allows her to attack with deadly accuracy and strength
-Gained at Chakra AN 2 - Special Tech 2: "Black Raven"
-Added to any action related to crows & ravens; Acts as a +4 modifier; must use in conjunction with Chakra; use creates black crow feathers which remain behind for an hour before dissolving into thin air.
-FX: Many of Itachi's jutsus involve the use of crows or raven-related effects. This technique reflects her great skill at using such jutsus, and add a rather cool visual effect as Itachi leaves behind several crow black feathers charged with chakra. The downside being that a person knowing that particular effect from Itachi's power is usually able to identify them as proof of her involvement, but then again, that's usually what Itachi wants, kind of as a signature.
-Gained at Chakra AN 3 - Special Tech 3: "Burning Resolve"
-Added to either Fire Release techniques or to Amaterasu; works as a +6 modifier, must use in conjunction with Chakra, automatically causes collateral damage.
-FX: Itachi is particularly feared for her devastating fire attacks which leave nothing standing and mercilessly incinerate her foes to ashes. If the kunoichi really gives it her all, her flames blaze through obstacles and foes with frightening efficiency.
-Gained at Chakra AN 4 - Special Tech 4: "True Lies"
-Added to Genjutsu, either through Sharingan or not; Acts as a +6 modifier
-FX: A fearsome master of Genjutsu since she was a kid, Itachi constantly leaves her opponents guessing whether what is going on is indeed reality or yet another of her illusions.
-Gained at Chakra AN 6 - Special Tech 5: "Ten Days of Torture"
-Added to Mangekyo Sharingan (Tsukuyomi); Acts as a +8 modifier; may not split stones between targets, cannot spend stones into control to 'hold back'.
-FX: Sometimes, one needs to leave a clear message or spread fear among one's foes. When that time comes, Itachi seriously messes up one of her enemies' mind, by submitting them to Tsukuyomi's tortures for what feels like 10 days to the victim, but hardly last more than ten seconds in reality. The hapless victim will probably be devastated, and might even fall in a coma, becoming more or less brain dead due to the sheer amount of mental pain and trauma.
-Gained at Chakra AN 6. - Special Tech 6: "God of Valor"
-Added to all actions using Susanoo; Acts as a +8 modifier.
-FX: Itachi's ultimate technique, Susanoo, defies the regular limits of destruction and defensive abilities of most ninjas. Her mastery over it allows her to vanquish her opponents and survive powerful attacks with relative ease.
-Gained at Chakra AN 8.
Kage Bunshin no Jutsu: 5
(Dur.bonus)
-As Duplicate Self, except as follows
-May create up to 1 clone per AN, must pay clones' Durability in stones to create a clone, then 1 stone per clone maintained per panel. Maintaining this does not use up an action per panel.
-Perfect Clones: Clones are as powerful as the original (with the following exception: Clones' Chakra is 2 ANs lower and their Power Level is reduced by 1)
-Up to 4 clones may exist at once
-Original Itachi retains knowledge/sensory experiences of her Clones
-May gain 1 additional LoE by using her Clones to learn something faster.
-Clones can either be made through Water Release, using summoned crows, or through the basic Kage Bunshin no Jutsu technique.
Kyuuchi no Jutsu: 7
(Int.bonus)
-Efficient
-As Summoning
-May summon Ninja crows or regular crows of various sizes and kinds, smarter than average
-Base duration of half the Chakra AN on the D&R chart, may increase by stones
-Cannot lose control of the summoning, but Summoned Ninja crows still retain their free will.
-If summoning normal crows, Itachi can summon up to 10 crows per stone used, effectively calling upon more than a hundred in mere seconds.
Jashin Ritual: 7
-Must acquire and consume a victim's blood to use; upon consumal, user puts stones in this action as an Attack VS Durability. If even a single stone beats the defense, the user manages to complete the ritual, draws the Jashin symbol on the ground with their own blood, and links the victim's body with their own.
-Once linked, any damage suffered by the user will be suffered by the victim, be it Normal damage, Stun damage, Mental damage, broken bones, pierced hearts, etc; this effect is active as long as the user remains in the Jashin symbol drawn on the floor.
-While active, the ritual grants its user a Grim Reaper-like appearance, with black skin and white bone-like markings
-If forcibly removed from or moving from the Jashin symbol, the user cannot affect the victim with this power anymore, but the link remains and so does the Grim Reaper transformation, allowing the user to simply re-enter the circle to benefit from this technique anew.
Flight: 10
-May reach AN 11 if used solely for this (though shifting stones in defense is still allowed)
-Perfect maneuverability
-Through the Yellow Lantern Ring
Black Ops: 6
(Int.bonus)
-Surveillance
-Ambush
-Assassination
-Interrogation
-Escape Artist
-Coercition
General Knowledge: 7
(Int.bonus)
-Efficient
-Konoha lore & culture
-Justu and combat tactics
-Tactical lore
-Akatsuki
-Jutsus' weaknesses
-History and geography
-The Tailed Beasts
Housekeeping: 5
(Agl.bonus)
-Cleaning
-Cooking
-Minor repair/maintenance
-Gardening
-Sewing
Leadership: 3
Psychiatry: 4
(Int.bonus)
-Mind-games
-Manipulate others
-Hide true purpose
-Inspire others
Social Skills: 7
-Tsundere
-Humor/Sarcasm
-Self-Conscious
-Intimidate
-Lie/Bluff
-Beautiful
-Womanly
MODIFIERS
Power Level: 5
-Power Level Recovery
-Tireless 2
Jashin Immortality
-As Superior Healing Factor (Heals 2w per panel), and Immortal; Can reattach limbs and lost body parts merely by pressing them together with the main body
-While user retains scars when there should be some, even them vanish in a few days
-Inability to die from virtually all causes, except malnutrition
-Can still take damage/suffer dismemberment/feel pain; just won't die from it
-Also won't be incapacitated by damage unless it involves dismemberment. For exemple, having one's lungs pierced by knives won't keep the user from acting, nor will having severely burning their arms keep them from wielding a weapon (while cutting said arms off would)
-Head still needs to be connected to body to control it
-To maintain active, user must kill a victim through the Jashin ritual once per week. Failing that, their immortality fails them and they lose access to this ability. Killing three victims in three days with the Ritual for the direct purpose of appeasing Jashin and winning back its favor will, however, restore it.
Sharingan Eyes: 10
Sharingan Copy
-Through Sharingan Eyes
Blue Magic
-Spells/Powers/Attacks must affect her directly to learn them
Energy Battery 5
Deep Reserves +5
Animal Senses/Acute Sight +3/+5
-As a Raven
-Acute Sight enhanced to +7 due to Sharingan Eyes, lowered to +5 due to using Mangekyo Sharingan in the past.
2x Natural Healing Rate
Reflexive Dodge +8
-3 levels from Ki Control
Toughness +8
-No 2x damage
-No AP
-3 levels from Ki Control
Ki Defense +6
Flexible Skeleton +2
Energy Defense +4
Genjutsu Defense +9
-Protects against all forms of Illusions, including the powers of Sharingan. 5 from the Sharingan's power, enhanced to 8 through personal training.
Mental Defense +7
Targeting +3
Tireless +2
Fast-draw +4
Leaping +2
Prescience
-Through Sharingan Eyes
Enhanced Vision 5
-Perceive minute details, Fast Sight, Perceive an opponent's next move
-Through Sharingan Eyes
Iwagakure Kinjutsu
-This strange technique allows the user to knead Chakra into Materials via use of either their own mouth, or additional mouths, complete with tongues and teeth located both in the user's two hands' palms, and onto the user' chest. Among other uses, it is best known for its use in Explosive Clay Technique.
-Aside from this, the mouths are fully functional, and can be used to lick, spit, etc, as a normal mouth would. However, they can't talk as they aren't connected to the user's vocal chords, and can't eat, because they aren't connected to the stomach. On the other hand, they are capable of reabsorbing explosive clay, negating its threat of exploding.
-Itachi's additional mouths are Retractable, as in they can be absorbed by her form and appear only when needed.
Rule of Awesome +3
Sage Mode
-Adds +2 to Str, +4 Agl, +3 Spd, Dur, Toughness and Reflexive Dodge
-Adds a "Sage Mode" modifier of +3 to all Ninja, Ninjutsu, Genjutsu, Chakra, Kage Bushin no Jutsu, and Kyuuchi no Jutsu actions (All of which become Efficient if they weren't already.)
-Use of the natural energy in her surroundings increase Itachi's reach (Range of her attacks) by 1, including her Close Combat attacks
-Grants Flight as a separate action at AN 3; Itachi didn't achieve perfect control of her Raven Senjutsu, but she controls it well enough so that the physical changes she receives are actually a pair of black feathered wings.
-Adds 4 to Sense Chakra
-Can also use 1 more action/panel
-To remain in this form for long periods (over 5 minutes/10 panels), the user must remain still. To counter this and actually use this form properly (say, in a battle), the user must make use of the help of another Sage, or in Itachi's case, Clones. Therefore, to use, Itachi will usually keep a pair of Clones around to gather the natural energy necessary for her to remain transformed. Once her transformation ends, she absorbs one of the clones and returns in Sage mode.
-Itachi will be tired (-1 to all actions for 10 panels) after using it.
Wealth: 4
-Gains $20,000 per issue/month
-Currently has $253,000
CHALLENGES
-Psychological (-1; deceptive. Having only recently come to terms with a life of lies and mistakes, Itachi has in turn greatly diminished her tendency to lie, enjoying the feeling brought upon by being who she really is. Still, old habits die hard.)
-Psychological (-1; pacifist. Itachi finds no pleasure in killing or violence, even though she will kill or use violence if necessary.)
-Duty (-3; to her "new" companions and fellow Rogue Ninjas, Sasori and Konan... and her Pokémon mother, Mikoto. If she could just convince Sasuke to forgive her too...)
-Haunted past (-2; the Uchiha Clan Massacre and her part in it. Her mother's words have eased her pain somewhat, but still.)
-Love magnet (-2; since Itachi was transformed into a woman, her beauty, possibly helped with Q's will, has made her very attractive to many, men or women. Sometimes tends to be troublesome for various reasons.)
-Love (-2; towards Konan, who decided she didn't mind that Itachi was a woman, allowing the latter's love to bloom.)
-Minority (-1; lesbian. As far as she knows, Itachi has always been interested only in women, although not enough to really think seriously about one, until very recently.)
-Deadly Enemy (-3; Zetsu, last remnant of the evil that bound the Akatsuki, and who plans to revive Madara and plunge the world into chaos. Additionally, Sasuke Uchiha, Itachi's brother, currently hates her, although she hopes to change that.)
EQUIPMENT
-Kimono-gown-shaped Yellow Lantern uniform (+2 defense, No AP.)
-Ninja Uniform (+1 defense; an elegant kimono-gown in black with a red rose pattern, and blood red obi. She wears low-heeled pumps along with it.)(Temporarily lent to her mother)
-Sword (+3)
-Shuriken +1 (14 of those; can be thrown at range 3)
-Kunai +2, (9 of those, used either in melee or can be thrown at Range 2)
-Tombugiri (A +6 AP Weapon, Can hit targets on the astral plane or when Phase shifted. +5 for the purpose of piercing Chakra Barriers; wielder can Teleport to spear if Seperated via Ninjutsu; Indestructible. A 10 feet long, ornate-looking spear covered in gold plating and jewel decorations. Some kanji are engraved on the handle : 'Tombugiri'. It seems to radiate power.)
-Samehada (+4 weapon when wrapped in bandages, +5, 2x damage when the bandages are removed; Samehada is a sentient, living weapon which feeds on the chakra of its wielder and that of the enemies it strikes. If they deal damage, each of his strikes also act like an AN 8 Improved Energy Drain, only giving half of what it steals back to the wielder [and devouring the rest]. Samehada grants a +2 bonus to Sense Chakra when held, and is essentially indestructible. The sword has only one chosen wielder at once, and if someone else tries to pick it up, it will grow wicked spikes on its handle to force the wannabe wielder to let go. NOTE: Owning the sword reduces its user chakra's AN by 1 due to it constantly draining part of it.)
-Chainkaysaw (+5, Limited AP, 2x damage, with 'Firey touch' at MN 4, and 'Electrification' at MN 4 (Basically two free 4 stone attacks of Fire, and Electricity VS Whoever she touches with them. This weapon is basically two chainsaws attacked to a kayak paddle, but also seem to be electrified, and on fire when turned on.)
-Antimatter Extrapolator (+7, 2x damage, Range 2. High-power Energy rifle stolen from Doctor Doom's castle.)
-Molecular Displacer (+1, Range 4, Does no damage. But any target hit is broken down into base molecules and absorbed into the gun. Second shot either restores the vistem whole, or scatters molecules over a wide area to kill them. Toughness does not count towards defense. Any stone of damage triggers effect.)
-Stasis Gun (+6, Range 2. Does no damage. However Target is trapped inside a suspended animation energy shell until it's either broken or until the polarity is reversed or drained. (Difficulty 10, Resistance 2x Stones Played.) While in this shell the victim has no need for food, water, or air. However they still maintain awareness, and all of their senses despite being frozen in place.)
-Slashed Konoha Ninja Headband (+1 to Intimidate attempts to all allies of Konoha and common folks who recognize its significance.)
-Summoning Scroll (+2 to her Kyuuchi no Jutsu and Kage Bushin no Jutsu actions)
-Akatsuki Ring (Red ring ring with the symbol for "Scarlet", which Itachi wears on his right hand's ring finger.)
-Yellow Lantern (Can power up the Yellow Power Ring)
-Yellow Lantern Power Ring
Arguably one of the most dangerous Power Rings, both for the wielder and their enemies, the Yellow Lantern Power Rings focus the terrible power of fear, both the wielder's and of others. It has a finite level of energy, allowing it to be used for a limited time before they must recharge it. Its power reserve allows it to be used for one full day (24 hours) in total before needing to be replenished, which requires them to hold the ring close to a Yellow Lantern (the object, not an actual member of the Corps), while reflecting upon their own fears and try facing them. If a bearer fails to frighten (not surprise; literally cause fear) any other creature for extended periods (Yellow Power Ring's AN hours), he takes -2 to all of the Ring's powers, with a cumulative -2 for every hour after that, as the Ring's powers directly depend upon this. This malus can be removed when recharging the ring, or as soon as the bearer finally manages to really scare someone else. NOTE: Itachi's ring is special, as it holds an independent A.I which seems to have control over the ring and may do things with it on her own accord. Itachi christened her 'Niria'. She usually appears as some sort of a cat girl with a fox tail.
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STORY: naruto.wikia.com/wiki/Itachi_Uchiha