Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Minamoto Daisuke's Dojo

Joined
Oct 3, 2017
Messages
642
Yen
450,600
ASP
529
OOC Rank
S
These dojo purchases and creations are subject to the approval of this training post

Core ability purchase
Link to core ability: https://ninpocho.com/viewtopic.php?f=131&t=5537
Link to profile: https://ninpocho.com/viewtopic.php?f=773&t=59432
Points available: 4
Inner Reservoir<i></i> - Passive (2 points) Ninjas with a water adept often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu. Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only water jutsu can be cast from this chakra pool.
Fluid Motion<i></i> - Passive (2 Points) Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents. Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.
Points remaining: 0

Creating custom class (with class point card purchase from here)
Heir to the Mist
HP: (53+lvl) x stamina
CP: (37+lvl) x chakra control
Class Bonus: +4 Stealth and Awareness
High: Ninjutsu Accuracy
Average: Genjutsu DC, Dodge, Genjutsu Save
Low: Melee Accuracy, Ranged Accuracy

Creating weapon:
Shuriken seal
Weapon type: Thrown (able to use handseals)
Damage modifier: -10%
Accuracy modifier: +2
Augments: Silencer, Toxify, Lucky Strike

Acquiring items:

Acquiring abilities:

Initiative
For Minamoto Daisuke, being aware of all those in a battle (or indeed in any situation) is of the utmost importance. As such the boy has learnt to act as quickly as possible when any hit of a threat arises. Daily training taught the boy how to efficiently strike first, after all the first blow could very well prove fatal to those receiving it. Yet, despite the emphasis on attacking Daisuke has always been acutely aware of how acting quickly can provide great utility to a shinobi, especially when done so at the beginning of a battle. With the theory and training in place, the boy now only needs practical experience…

WC: 111

Stalker
The parents of Minamoto Daisuke have always played an important role in the boy’s view of shinobi life and especially strategy. Throughout his life the boy faced training in different aspects of shinobi conflict. The prevailing strategy that Daisuke had observed from his mother was one of stealth. At first the blonde boy wasn’t sure why a shinobi wouldn’t face off against an opponent openly, but after observation (or lack thereof) of his mother’s training it became blatantly obvious to Daisuke the benefits of striking from the shadows. Since that moment of realisation, the blonde boy has tried to stay in the shadows despite his vibrant hair.
WC: 107

Hyperactive
Energy. Something that Minamoto Daisuke never seemed to lack. From a young age, the boy never seemed to tire even after the longest of days. Even with seemingly limitless energy the blonde boy always remained calm – something within him had to be contained. Such energy was always a strain, long days and sleepless nights plagued Daisuke in his younger years. Something had to be done. With great effort and concentration the boy came to a realisation, should he expend energy then he should also allow for his pool of power to replenish that which he had lost. That would be what his mind focused on, that would be his goal.

WC: 111

-4200 Yen for augment purchases
 
Minamoto Daisuke said:
These dojo purchases and creations are subject to the approval of this training post

Core ability purchase
Link to core ability: https://ninpocho.com/viewtopic.php?f=131&t=5537
Link to profile: https://ninpocho.com/viewtopic.php?f=773&t=59432
Points available: 4
Inner Reservoir<i></i> - Passive (2 points) Ninjas with a water adept often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu. Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only water jutsu can be cast from this chakra pool.
Fluid Motion<i></i> - Passive (2 Points) Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents. Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.
Points remaining: 0

Creating custom class (with class point card purchase from here)
Heir to the Mist
HP: (53+lvl) x stamina
CP: (37+lvl) x chakra control
Class Bonus: +4 Stealth and Awareness
High: Ninjutsu Accuracy
Average: Genjutsu DC, Dodge, Genjutsu Save
Low: Melee Accuracy, Ranged Accuracy

Creating weapon:
Shuriken seal
Weapon type: Thrown (able to use handseals)
Damage modifier: -10%
Accuracy modifier: +2
Augments: Silencer, Toxify, Lucky Strike

Acquiring items:

Acquiring abilities:

Initiative
For Minamoto Daisuke, being aware of all those in a battle (or indeed in any situation) is of the utmost importance. As such the boy has learnt to act as quickly as possible when any hit of a threat arises. Daily training taught the boy how to efficiently strike first, after all the first blow could very well prove fatal to those receiving it. Yet, despite the emphasis on attacking Daisuke has always been acutely aware of how acting quickly can provide great utility to a shinobi, especially when done so at the beginning of a battle. With the theory and training in place, the boy now only needs practical experience…

WC: 111

Stalker
The parents of Minamoto Daisuke have always played an important role in the boy’s view of shinobi life and especially strategy. Throughout his life the boy faced training in different aspects of shinobi conflict. The prevailing strategy that Daisuke had observed from his mother was one of stealth. At first the blonde boy wasn’t sure why a shinobi wouldn’t face off against an opponent openly, but after observation (or lack thereof) of his mother’s training it became blatantly obvious to Daisuke the benefits of striking from the shadows. Since that moment of realisation, the blonde boy has tried to stay in the shadows despite his vibrant hair.
WC: 107

Hyperactive
Energy. Something that Minamoto Daisuke never seemed to lack. From a young age, the boy never seemed to tire even after the longest of days. Even with seemingly limitless energy the blonde boy always remained calm – something within him had to be contained. Such energy was always a strain, long days and sleepless nights plagued Daisuke in his younger years. Something had to be done. With great effort and concentration the boy came to a realisation, should he expend energy then he should also allow for his pool of power to replenish that which he had lost. That would be what his mind focused on, that would be his goal.

WC: 111

-4200 Yen for augment purchases

Dojo Approved:

NEW YEN: 82,350 - 4200 = 78,150

Ability list:
» Hyperactive
» Stalker
» Initiative
» Open
» Open
 
Acquiring more abilities!

Willpower
For a shinobi, chakra control is one of if not the most important skill a person can have. And with the extreme ability to manipulate one’s own chakra, comes a level of awareness that allows for a ninja to detect fluctuations in their own network. However even with extreme awareness, it always comes in handy to be able to stop the flow of chakra completely. Daisuke was well aware of that fact, the mind cannot be relied on and that is why sometimes force will have to do. With extreme levels of practice, Daisuke has been able to efficiently stop the flow of his chakra network. Now the boy has one more defence for Genjutsu. His willpower.
WC: 117

Healing Factor
For one reason or another Daisuke never really felt anything less than healthy. No matter how cold or hot the temperature outside was, the boy never seemed to feel under the weather. Something from within continually pushing to keep his ‘vessel’ of a body alive – that was how it seemed in dreams where glimpses of something confined to his inner being kept the body healthy. The lifelike nature of these visions leaked into the real world where nothing seemed to be crippling for the Minamoto, all wounds healed. There was something bigger than just himself within, but whatever it was… it wanted him alive.

WC: 104
 
Minamoto Daisuke said:
Acquiring more abilities!

Willpower
For a shinobi, chakra control is one of if not the most important skill a person can have. And with the extreme ability to manipulate one’s own chakra, comes a level of awareness that allows for a ninja to detect fluctuations in their own network. However even with extreme awareness, it always comes in handy to be able to stop the flow of chakra completely. Daisuke was well aware of that fact, the mind cannot be relied on and that is why sometimes force will have to do. With extreme levels of practice, Daisuke has been able to efficiently stop the flow of his chakra network. Now the boy has one more defence for Genjutsu. His willpower.
WC: 117

Healing Factor
For one reason or another Daisuke never really felt anything less than healthy. No matter how cold or hot the temperature outside was, the boy never seemed to feel under the weather. Something from within continually pushing to keep his ‘vessel’ of a body alive – that was how it seemed in dreams where glimpses of something confined to his inner being kept the body healthy. The lifelike nature of these visions leaked into the real world where nothing seemed to be crippling for the Minamoto, all wounds healed. There was something bigger than just himself within, but whatever it was… it wanted him alive.

WC: 104


Approved.

» Hyperactive
» Stalker
» Initiative
» Willpower
» Healing Factor
 
Core ability purchase
Link to core ability: https://ninpocho.com/viewtopic.php?f=131&t=5537
Link to profile: https://ninpocho.com/viewtopic.php?f=773&t=59432
Points available: 7
Inner Reservoir<i></i> - Passive (2 points) Ninjas with a water adept often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu. Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only water jutsu can be cast from this chakra pool.
Fluid Motion<i></i> - Passive (2 Points) Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents. Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.
Adding: Liquid efficiency x3
Liquid Efficiency<i></i> - Boost (1 point) Restriction- Can only be purchased a maximum of 3 times. Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy. Effect: Water jutsu cost 5% less chakra, including maintain costs.
Points remaining: 0

Affinities

Profile Link: https://ninpocho.com/viewtopic.php?f=773&t=59432
Free D-Rank Minor Affinity: Water
Free C-Rank Minor Affinity: Fire
Free C-Rank upgraded Minor to Major (Same as D-Rank): Water
Major Affinities: Water (Free at C rank)
Minor Affinities: Fire (Free at C rank), Vapor (combination of Water and Fire)
BL/CA/Kin Free Advanced Elements:
Non-BL/CA/Kin Advanced Elements: Vapor (combination of Water and Fire)


Acquiring abilities:
Shinobi 101
Thrown taijutsu uses Ninjutsu accuracy
Sensor
Hyperawareness isn’t just a skill that Minamoto Daisuke has spent his days looking to perfect, no, it is something that has come naturally to the young shinobi in training. He has always had a sensitivity toward the energy that flows through himself and other creatures of the world. Chakra is something that binds him to the world, something not only that he can understand in concept but also something that he can feel. At first Daisuke assumed that everyone had the same sense in regard to chakra but as time passed it became painfully aware that the skill itself was uncommon. With great training the Minamoto has finally honed his senses, now it is time to apply this skill in the field.

WC: 122

Duelist
To fight multiple opponents at once is always a risk for a shinobi, in the mind of Minamoto Daisuke the potential for such a situation to occur is worrisome. As such the boy took time to reflect on the art of battle, his decision thanks to much thought revolves around dismantling the enemy formation one aspect at a time. In order to do so one much place extreme emphasis on a single enemy, potentially opening up some weaknesses, but over all the loss of security is made up for by the increased combat effectiveness against a single enemy. The art of the duel is a bold one, but one that Daisuke can handle.

WC: 113
 
Minamoto Daisuke said:
Core ability purchase
Link to core ability: https://ninpocho.com/viewtopic.php?f=131&t=5537
Link to profile: https://ninpocho.com/viewtopic.php?f=773&t=59432
Points available: 7
Inner Reservoir<i></i> - Passive (2 points) Ninjas with a water adept often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu. Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only water jutsu can be cast from this chakra pool.
Fluid Motion<i></i> - Passive (2 Points) Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents. Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.
Adding: Liquid efficiency x3
Liquid Efficiency<i></i> - Boost (1 point) Restriction- Can only be purchased a maximum of 3 times. Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy. Effect: Water jutsu cost 5% less chakra, including maintain costs.
Points remaining: 0

Affinities

Profile Link: https://ninpocho.com/viewtopic.php?f=773&t=59432
Free D-Rank Minor Affinity: Water
Free C-Rank Minor Affinity: Fire
Free C-Rank upgraded Minor to Major (Same as D-Rank): Water
Major Affinities: Water (Free at C rank)
Minor Affinities: Fire (Free at C rank), Vapor (combination of Water and Fire)
BL/CA/Kin Free Advanced Elements:
Non-BL/CA/Kin Advanced Elements: Vapor (combination of Water and Fire)


Acquiring abilities:
Shinobi 101
Thrown taijutsu uses Ninjutsu accuracy
Sensor
Hyperawareness isn’t just a skill that Minamoto Daisuke has spent his days looking to perfect, no, it is something that has come naturally to the young shinobi in training. He has always had a sensitivity toward the energy that flows through himself and other creatures of the world. Chakra is something that binds him to the world, something not only that he can understand in concept but also something that he can feel. At first Daisuke assumed that everyone had the same sense in regard to chakra but as time passed it became painfully aware that the skill itself was uncommon. With great training the Minamoto has finally honed his senses, now it is time to apply this skill in the field.

WC: 122

Duelist
To fight multiple opponents at once is always a risk for a shinobi, in the mind of Minamoto Daisuke the potential for such a situation to occur is worrisome. As such the boy took time to reflect on the art of battle, his decision thanks to much thought revolves around dismantling the enemy formation one aspect at a time. In order to do so one much place extreme emphasis on a single enemy, potentially opening up some weaknesses, but over all the loss of security is made up for by the increased combat effectiveness against a single enemy. The art of the duel is a bold one, but one that Daisuke can handle.

WC: 113

Approved.

» Hyperactive
» Stalker
» Initiative
» Willpower
» Healing Factor
» Duelist
» Shinobi 101: Thrown Taijutsu using Ninjutsu Accuracy
 
Core ability purchase
Link to core ability: https://ninpocho.com/viewtopic.php?f=131&t=5537
Link to profile: https://ninpocho.com/viewtopic.php?f=773&t=59432
Points available: 11
Inner Reservoir<i></i> - Passive (2 points) Ninjas with a water adept often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu. Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only water jutsu can be cast from this chakra pool.
Fluid Motion<i></i> - Passive (2 Points) Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents. Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.
Liquid Efficiency x3<i></i> - Boost (1 point) Restriction- Can only be purchased a maximum of 3 times. Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy. Effect: Water jutsu cost 5% less chakra, including maintain costs.
Adding Water Absorb
Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.
Points remaining: 1
 
Minamoto Daisuke said:
Core ability purchase
Link to core ability: https://ninpocho.com/viewtopic.php?f=131&t=5537
Link to profile: https://ninpocho.com/viewtopic.php?f=773&t=59432
Points available: 11
Inner Reservoir<i></i> - Passive (2 points) Ninjas with a water adept often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu. Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only water jutsu can be cast from this chakra pool.
Fluid Motion<i></i> - Passive (2 Points) Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents. Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.
Liquid Efficiency x3<i></i> - Boost (1 point) Restriction- Can only be purchased a maximum of 3 times. Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy. Effect: Water jutsu cost 5% less chakra, including maintain costs.
Adding Water Absorb
Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.
Points remaining: 1

Dojo Approved.
 
Modifying CA purchases as of the new update. CA: Tidecaller
Points available: 11
Adding:
Inner Reservoir - Passive (2 points)
Tidecaller shinobi often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.
Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only Water jutsu can be cast from this chakra pool.
Liquid Efficiency x2 - Passive (1 point)
Restriction- Can only be purchased a maximum of two times
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Tidercallers with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: +5% damage and -5% CP cost with Water techniques.
Liquid State - Independent Special Move (3 points)
Through a keen understanding of water and all its various properties along with their innate connection, master Tidercallers can turn themselves into liquid, giving them resistances to various forms of attack.
Effect: For 2 AP and 700 CP, the user may transform themselves into water. In this state, all Water actions cost -15% CP and the user gains +10% resistance to Bleeding and Called Shots. Costs 350 CP/round to maintain.
Note:</I><I> This counts as a Chakra Armor.
Water Blessing - Ability Modification (3 points)
Restriction- Requires Hyperactive
The cool liquid employed in healing is such a soothing substance to them that some Tidecallers actually regenerate from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.
Effect: If the user has taken a Water action in the previous round, they also recover 20% of any CP used or lost that round.
Points remaining: 1
 
Minamoto Daisuke said:
Modifying CA purchases as of the new update. CA: Tidecaller
Points available: 11
Adding:
Inner Reservoir - Passive (2 points)
Tidecaller shinobi often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.
Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only Water jutsu can be cast from this chakra pool.
Liquid Efficiency x2 - Passive (1 point)
Restriction- Can only be purchased a maximum of two times
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Tidercallers with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: +5% damage and -5% CP cost with Water techniques.
Liquid State - Independent Special Move (3 points)
Through a keen understanding of water and all its various properties along with their innate connection, master Tidercallers can turn themselves into liquid, giving them resistances to various forms of attack.
Effect: For 2 AP and 700 CP, the user may transform themselves into water. In this state, all Water actions cost -15% CP and the user gains +10% resistance to Bleeding and Called Shots. Costs 350 CP/round to maintain.
Note:</I><I> This counts as a Chakra Armor.
Water Blessing - Ability Modification (3 points)
Restriction- Requires Hyperactive
The cool liquid employed in healing is such a soothing substance to them that some Tidecallers actually regenerate from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.
Effect: If the user has taken a Water action in the previous round, they also recover 20% of any CP used or lost that round.
Points remaining: 1

Denied, sorry Daisuke ma friend. For the updated builds it goes Here!
 
Fixing my dojo from way back when



Modifying CA: Tidecaller

Points available: 16

Adding:

Inner Reservoir - Passive (2 points)

Tidecaller shinobi often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.

Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only Water jutsu can be cast from this chakra pool.

Liquid Efficiency x2 - Passive (1 point)

Restriction- Can only be purchased a maximum of two times

Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Tidercallers with this ability can spend less chakra when using water jutsu, thereby conserving energy.

Effect: +5% damage and -5% CP cost with Water techniques.

Liquid State - Independent Special Move (3 points)

Through a keen understanding of water and all its various properties along with their innate connection, master Tidercallers can turn themselves into liquid, giving them resistances to various forms of attack.

Effect: For 2 AP and 700 CP, the user may transform themselves into water. In this state, all Water actions cost -15% CP and the user gains +10% resistance to Bleeding and Called Shots. Costs 350 CP/round to maintain.

Note:</I><I> This counts as a Chakra Armor.

Water Blessing - Ability Modification (3 points)

Restriction- Requires Hyperactive

The cool liquid employed in healing is such a soothing substance to them that some Tidecallers actually regenerate from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.

Effect: If the user has taken a Water action in the previous round, they also recover 20% of any CP used or lost that round.

Healing Waters- Dependent Special Move (3 points)

Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, Tidecallers can channel water jutsu designed to hurt and maim into the healing aspect of water.

Effect: For +20% CP, the user may instead target friendly targets (including themselves) with Water jutsu. Damaging jutsu will heal for the damage they would have done, including damage boosts to Water actions. Non-damaging jutsu will instead dispel any Poisons affecting the target and reduce their Bleed rank by 1. If the Water attack is targeting more than one target, it will still retain its original number of targets and will have the relevant effect of Healing Waters on all of them. After use, this cannot be used again for 10 seconds.

Notes:

  • If the user is unable to currently select a target, Healing Waters may still be used, but will still heal if it hits an unfriendly target.
  • All effects other than those given by Healing Waters are removed.

Aqua Charge - Dependent Special Move (2 points)
One of the bywords of a Water caster is efficiency. Sometimes for the sake of that efficiency they can choose one of the aspects of their water jutsu to sacrifice in order to enhance another, as the situation calls for.
Effect: When casting a Water jutsu, the user may choose to do so with -1 Accuracy, -5% Base Damage, or +5% CP cost in order to have it used with +1 Accuracy, +5% Base Damage, or -5% CP cost. This may be done up to twice per cast.



Total points spent: 15
Points remaining: 1



Purchasing Discovery of Contract of Your Choice

-400 ASP
 
Fixing my dojo from way back when



Modifying CA: Tidecaller

Points available: 16

Adding:

Inner Reservoir - Passive (2 points)

Tidecaller shinobi often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.

Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only Water jutsu can be cast from this chakra pool.

Liquid Efficiency x2 - Passive (1 point)

Restriction- Can only be purchased a maximum of two times

Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Tidercallers with this ability can spend less chakra when using water jutsu, thereby conserving energy.

Effect: +5% damage and -5% CP cost with Water techniques.

Liquid State - Independent Special Move (3 points)

Through a keen understanding of water and all its various properties along with their innate connection, master Tidercallers can turn themselves into liquid, giving them resistances to various forms of attack.

Effect: For 2 AP and 700 CP, the user may transform themselves into water. In this state, all Water actions cost -15% CP and the user gains +10% resistance to Bleeding and Called Shots. Costs 350 CP/round to maintain.

Note:</I><I> This counts as a Chakra Armor.

Water Blessing - Ability Modification (3 points)

Restriction- Requires Hyperactive

The cool liquid employed in healing is such a soothing substance to them that some Tidecallers actually regenerate from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.

Effect: If the user has taken a Water action in the previous round, they also recover 20% of any CP used or lost that round.

Healing Waters- Dependent Special Move (3 points)

Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, Tidecallers can channel water jutsu designed to hurt and maim into the healing aspect of water.

Effect: For +20% CP, the user may instead target friendly targets (including themselves) with Water jutsu. Damaging jutsu will heal for the damage they would have done, including damage boosts to Water actions. Non-damaging jutsu will instead dispel any Poisons affecting the target and reduce their Bleed rank by 1. If the Water attack is targeting more than one target, it will still retain its original number of targets and will have the relevant effect of Healing Waters on all of them. After use, this cannot be used again for 10 seconds.

Notes:

  • If the user is unable to currently select a target, Healing Waters may still be used, but will still heal if it hits an unfriendly target.
  • All effects other than those given by Healing Waters are removed.

Aqua Charge - Dependent Special Move (2 points)
One of the bywords of a Water caster is efficiency. Sometimes for the sake of that efficiency they can choose one of the aspects of their water jutsu to sacrifice in order to enhance another, as the situation calls for.
Effect: When casting a Water jutsu, the user may choose to do so with -1 Accuracy, -5% Base Damage, or +5% CP cost in order to have it used with +1 Accuracy, +5% Base Damage, or -5% CP cost. This may be done up to twice per cast.



Total points spent: 15
Points remaining: 1



Purchasing Discovery of Contract of Your Choice

-400 ASP
CA adjustments approved! You can purchase the ASP card in the shop- it only needs to be stated here for the papertrail.
 
Gear updates:

Utility slot: Respirator
Armour: No Armour
Miscellaneous Slot: Summoning Scroll
Miscellaneous Slot: Kawarrimi Target
Miscellaneous Slot: Ninja Wire Trap


Core ability training:

Total points: 20
Total points used: 15
Remaining points: 5

Adding:
Pressurize - Dependent Special Move (3 points)
Water always wins, in the end. It might not be the most showy of elements, but given enough time or volume water will eventually win out. Tidecallers sometimes prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: The user may charge a Water attack for +20% CP to have it ignore enemy damage reduction. If this attack hits a barrier of equal or lower jutsu rank, that barrier is destroyed; if this attack hits a barrier of higher jutsu rank, it deals +20% damage.

And

Deep Blue Crush - Water Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
Few environments are so hostile to humans as the ocean's depths. Few things are more inherently dangerous to anything as massive amounts of water crashing down on them. The sheer weight of the water can break bones and crush the air out of anything with lungs--never mind if it's guided by an outside force as well.
Rank 1: Deals 4620 damage at -1 accuracy. The target is inflicted with two random Called Shot levels. If the target has any remaining AP at the end of the round they are hit with this, it can no longer be carried over to the next.
Rank 2: Deals 5775 damage at -1 accuracy. The target is inflicted with three random Called Shot levels. If the target has any remaining AP at the end of the round they are hit with this, it can no longer be carried over to the next.
Cost: 3 AP, 3025 CP
Notes:
- May only be used once a round.
- AP carryover loss does not count as Suppression.


Points spent: 5
Total points spent: 20
Points remaining: 0
 
Last edited:
Adding Abilities:

Tracker
A shinobi was not simply the sum of their ability to spew out jutsu and toss sharp objects accurately, no, Daisuke knew that he had to be more versatile than that; this was especially true if he wanted to have a career working within the ANBU. Thankfully he always took the time to improve his skills in other practical areas. Training days in the forest served him well, teaching him the importance of noticing even the smallest of details that gave indication to where someone or something might be going. His preferred method of tracking (without the use of chakra) was to observe the natural environment in an area, analysing it for the most minute imperfections that others may miss. Each bent twig, brushed blade of grass, or out of place leaf told a story much beyond that which was clear at first glance. Daisuke knew how to take advantage of that, that is what he had trained for.


Sixth sense
Daisuke had been spending a lot of time thinking, thinking about his first real taste of combat and how he spent so much time analysing his environment. To him this would be a natural activity for all shinobi, but maybe not quite the extremes he would take it too. His mind was always racing, thinking of where an opponent might move to and from, the best moments for them to attack or retreat. This was so prevalent in the boy that he often spent hours stood in one location while training analysing the ways in which someone could use the environment to launch a surprise attack. At one point this had caused him to become exceedingly wary of all dark spots and obscured areas, but gradually he grew to embrace the paranoia, in the end it would serve him. To have an idea of where and when an opponent might strike, as well as the ways in which he could be ambushed served to increase his levels of caution. He had confidence that, with the right mindset, he could anticipate and avoid any sneak attacks aimed his way – it was his fighting style after all.
 
Gear updates:

Utility slot: Respirator
Armour: No Armour
Miscellaneous Slot: Summoning Scroll
Miscellaneous Slot: Kawarrimi Target
Miscellaneous Slot: Ninja Wire Trap


Core ability training:

Total points: 20
Total points used: 15
Remaining points: 5

Adding:
Pressurize - Dependent Special Move (3 points)
Water always wins, in the end. It might not be the most showy of elements, but given enough time or volume water will eventually win out. Tidecallers sometimes prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: The user may charge a Water attack for +20% CP to have it ignore enemy damage reduction. If this attack hits a barrier of equal or lower jutsu rank, that barrier is destroyed; if this attack hits a barrier of higher jutsu rank, it deals +20% damage.

And

Deep Blue Crush - Water Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
Few environments are so hostile to humans as the ocean's depths. Few things are more inherently dangerous to anything as massive amounts of water crashing down on them. The sheer weight of the water can break bones and crush the air out of anything with lungs--never mind if it's guided by an outside force as well.
Rank 1: Deals 4620 damage at -1 accuracy. The target is inflicted with two random Called Shot levels. If the target has any remaining AP at the end of the round they are hit with this, it can no longer be carried over to the next.
Rank 2: Deals 5775 damage at -1 accuracy. The target is inflicted with three random Called Shot levels. If the target has any remaining AP at the end of the round they are hit with this, it can no longer be carried over to the next.
Cost: 3 AP, 3025 CP
Notes:
- May only be used once a round.
- AP carryover loss does not count as Suppression.


Points spent: 5
Total points spent: 20
Points remaining: 0
Adding Abilities:

Tracker
A shinobi was not simply the sum of their ability to spew out jutsu and toss sharp objects accurately, no, Daisuke knew that he had to be more versatile than that; this was especially true if he wanted to have a career working within the ANBU. Thankfully he always took the time to improve his skills in other practical areas. Training days in the forest served him well, teaching him the importance of noticing even the smallest of details that gave indication to where someone or something might be going. His preferred method of tracking (without the use of chakra) was to observe the natural environment in an area, analysing it for the most minute imperfections that others may miss. Each bent twig, brushed blade of grass, or out of place leaf told a story much beyond that which was clear at first glance. Daisuke knew how to take advantage of that, that is what he had trained for.


Sixth sense
Daisuke had been spending a lot of time thinking, thinking about his first real taste of combat and how he spent so much time analysing his environment. To him this would be a natural activity for all shinobi, but maybe not quite the extremes he would take it too. His mind was always racing, thinking of where an opponent might move to and from, the best moments for them to attack or retreat. This was so prevalent in the boy that he often spent hours stood in one location while training analysing the ways in which someone could use the environment to launch a surprise attack. At one point this had caused him to become exceedingly wary of all dark spots and obscured areas, but gradually he grew to embrace the paranoia, in the end it would serve him. To have an idea of where and when an opponent might strike, as well as the ways in which he could be ambushed served to increase his levels of caution. He had confidence that, with the right mindset, he could anticipate and avoid any sneak attacks aimed his way – it was his fighting style after all.
Approved!
 

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