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:

Ziren's dojo

Scrapping all old weapons for new ones:

Crimson: Kunai edition (unarmed/slashing)
Ability to use hand seals
Accuracy +1, damage -5%
Equipping augments
Trick weapon
Special composition (blood)
Razor strike

ghost staff (ethereal weapon) (bludgeoning)
Ability to apply suppression
+1 accuracy, -5% damage
Equipping augments
Recovery
Swift

Metal arm (projectile)
Has the ability to cause bleeding
+2 accuracy, -10% damage
Equipping augments
Barbed teeth
Blood rack
Vampiric
please make sure you have them purchased them in the shop and inside inventory before requesting arguments on the weapons :)
Made the appropriate purchases
 
Scrapping all old weapons for new ones:

Crimson: Kunai edition (unarmed/slashing)
Ability to use hand seals
Accuracy +1, damage -5%
Equipping augments
Trick weapon
Special composition (blood)
Razor strike

ghost staff (ethereal weapon) (bludgeoning)
Ability to apply suppression
+1 accuracy, -5% damage
Equipping augments
Recovery
Swift

Metal arm (projectile)
Has the ability to cause bleeding
+2 accuracy, -10% damage
Equipping augments
Barbed teeth
Blood rack
Vampiric
please make sure you have them purchased them in the shop and inside inventory before requesting arguments on the weapons :)
Made the appropriate purchases
approved
 
Inventory:
Headband
Headset
Pouch (poisons) (plexistim) (only thing I'm really adding to inventory)

Strategist slots:
1: Medical ward rank 2
2: Medical ward rank 2
3: putting plexistim (injury type poison) on weapon: Crimson, Kunai edition.
4: free basic strike
5: free basic strike
Before approval or direct denied:
Medical Ward said:
Notes:
- A target may only be effected by 1 Medical Ward seal at a time.
- If the user has the Strategist ability, they may utilize 2 slots to prepare this seal upon themselves prior to battle.

Are you using slot 1&2 as 1 medical ward rank 2? If not, please update your slot's.
 
Inventory:
Headband
Headset
Pouch (poisons) (plexistim) (only thing I'm really adding to inventory)

Strategist slots:
1: Medical ward rank 2
2: Medical ward rank 2
3: putting plexistim (injury type poison) on weapon: Crimson, Kunai edition.
4: free basic strike
5: free basic strike
Before approval or direct denied:
Medical Ward said:
Notes:
- A target may only be effected by 1 Medical Ward seal at a time.
- If the user has the Strategist ability, they may utilize 2 slots to prepare this seal upon themselves prior to battle.

Are you using slot 1&2 as 1 medical ward rank 2? If not, please update your slot's.
Yes I am, sorry if it wasn't clear, so slots 1 and 2 for one Medical ward rank 2
 
Inventory:
Headband
Headset
Pouch (poisons) (plexistim) (only thing I'm really adding to inventory)

Strategist slots:
1: Medical ward rank 2
2: Medical ward rank 2
3: putting plexistim (injury type poison) on weapon: Crimson, Kunai edition.
4: free basic strike
5: free basic strike
Before approval or direct denied:
Medical Ward said:
Notes:
- A target may only be effected by 1 Medical Ward seal at a time.
- If the user has the Strategist ability, they may utilize 2 slots to prepare this seal upon themselves prior to battle.

Are you using slot 1&2 as 1 medical ward rank 2? If not, please update your slot's.
Yes I am, sorry if it wasn't clear, so slots 1 and 2 for one Medical ward rank 2
approved
 
updated chimera bloodline table with stead fast added

Bloodlust - Passive rank 3
To a member of the Chigokai clan, blood is the very essence of their powers. This talent is often the very first one they find to show truth of their heritage. The users can hear the blood flowing through the veins of those around them, giving them an edge in combat when finding them.

Rank 1/2/3: Grants +1/+2/+2 Accuracy. The user has a +0/+1/+2 Awareness bonus to Blindshots vs Players and Contracts.

Hemomancer's Gift - Passive rank 3
The nature of the Chigokai's power places them directly into harm's way; if not from their enemies, then as a price paid for their own techniques. To wield a power demanding constant sacrifice, their bodies grow strong....or perish.

Rank 1/2/3: +2/+4/+6 HP modifier.

Great Fortitude - Passive (3 points)
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.

Ethereal - Boost (1 point) X3
Restriction- Can only be purchased a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% damage taken

Curse of Black Blood - Blood Ninjutsu rank 3
A specialty technique of the Mahoutsukai Chigokai is a blood-thinning curse that causes it's victim's wounds to leak like a sieve while also draining them of their stamina. Those that are afflicted by the Curse of Black Blood for too long find their ability to recover from wounds stymied while drowning in a pool of their own free-flowing life blood.

Rank 1/2/3: Curses an opponent at -3/-2/-2 Accuracy. A cursed opponent loses 2/3/4 HP Modifier every 10 seconds and suffers 10/15/20% additional damage from Bleeding.

Cost: 1.5 AP and 780/975/1,170 CP + 390/490/585 CP/rnd to maintain

Notes:
- Lasts up to 30 seconds.
- Requires a Ninjutsu Check each round against the cursed opponent(s) to maintain.
- HP Modifier reduces the maximum HP of the afflicted opponent and only affects the current HP total if the current HP total would be higher than the new maximum in which case the current HP total becomes equal to the new maximum HP value.

Stand Fast - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

Ethereal Weapon - Independent Special Move (3 points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a weapon out of pure chakra; this costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain. All attacks made with this weapon are considered Spiritual, and Genjutsu may be channeled through it without the use of handseals. This weapon has two augment slots and goes by normal Weapon Creation Jutsu rules.


The Gift - Independent Special Move rank 3
Oftentimes it's not a good idea to be on the receiving end of a sword. If you find that you're mortally wounded from the blood loss you've been given then perhaps you would like to put the curse on another. This technique can be devastating.

Rank 1/2/3: Strike a single target at +1 Ninjutsu Accuracy to transfer up to 1/2/3 Bleed ranks from themselves to their target, or vice-versa. For 20 seconds, if the target's Bleed rank ≥ 3, 30% of all chakra costs come from their HP instead of CP.

Cost: 1.5 AP; 2% Max CP

Notes:
- Ranks cannot be transferred onto a target which does not have any open Bleed ranks. Example: if this was used to transfer 3 Bleed ranks to a target at Rank 3 Bleed, only two ranks would be transferred.
Second Wind - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.

Blood Break - Blood Ninjutsu
The most brutal technique of the Chigokai, one that involves both restraining and stealing the lifeforce of a target. This skill directly manipulates the blood within someone, forcefully locking their body in place while simultaneously extracting their blood out of their body through skin and wounds. The blood violently pulled out of the victim of this technique is absorbed by the user, replenishing their own life by draining others.

Rank 1/2/3: Binds the target at -2/-1/+0 Ninjutsu Accuracy. Upon hit, and every 10 seconds afterwards, the target takes 1540/1930/2310 Blood damage and have their Bleed Rank increased by +1 rank. The user regains HP equal to half the damage dealt by this technique + the HP equal to the half the target's current bleed rank.

Cost: 3 Ap, 2290 Cp, 1150 Cp/Rnd

Notes:
- Lasts up to 30 seconds. Requires a Ninjutsu check at the start of each round.
- Once this jutsu is dispelled, the target cannot be effected by it for 10 seconds.
- When bound, the victim cannot move.
- For every 2.5 Ap spent the target has a 15% chance of escaping.
- This bind is broken if the victim takes damage from any source other than this jutsu, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, the bind is dispersed.
- If the user uses more than 10% of their Max Cp during a round, the bind is dispersed.
- If this jutsu hits multiple target through some effect, the user gains HP equal to [highest HP absorbed from a single target] + 10% for each additional target.

AVATAR OF DIVINITY CHOSEN SKILLS/FINAL JUTSU
Psychokinesis - Independent Special Move (2 pts)
Attempting to flee from a Ghost Walker in pursuit of you can be very difficult. Their keen senses are not the only reason; a Ghost Walker is capable of completely shutting down any of their targets' attempts to 'cheat' them out of a hit.
Effect: If any of the user's attacks are auto-dodged, they may reflexively pay 1 AP to cancel the auto-dodge. This requires a Genjutsu Check, and may only effect a target once every other round.
Notes:
- This may be used as its own conditional, and does not have to be tagged to a specific attack. (For example, the conditional could read 'use Psychokinesis on the first attack of mine that is auto-dodged.')
- Can be used on Activated Auto-dodges as well as passive auto-dodge activations.

Red Thaumaturgy - Independent Special Move
Blood holds the power of all living things, and the one of the greatest powers of the Chigokai is the capability of harnessing it to fuel their own wicked techniques. A Chigokai amidst a battlefield stained with fresh blood is a terrible force....so long as the blood being sacrificed is still warm, that is.

Rank 1: The user gains temporary chakra equal based on one of the two options below.
Rank 2: Jutsu cast with this temporary chakra gain a damage bonus equal to half the user's bonus damage modifier cap.
Rank 3: Jutsu cast with this temporary chakra are increased to their maximum damage bonus modifier.

At all ranks, the user must choose one of the following options;
  • Veneration - The user gains temporary chakra equal 1.5% of their Max CP x total number of Bleed ranks on all targets in battle.
  • Rapture - The user gains temporary chakra equal 3% of their Max CP x number of Blood Ninjutsu used in the previous 15 seconds.
Cost: 1 AP. Increases the user's Bleed Rank by 2 + causes them to immediately take damage from the new Bleed rank.

Notes:
- May be used every-other round.
- Temporary CP is reduced before the user's normal CP. Temporary CP can bypass your maximum chakra points, but cannot stack (a higher amount overwrites the weaker amount). Temporary CP is lost at the end of the round.
- Unless the user has something modifying their damage bonus cap, it is +50%. The Jutsu will gain this bonus even if the user only has 1 temporary chakra at the time of casting (but the remaining cost will come from CP).
- Example: if Veneration increases the user to rank 3 Bleed while their opponent is at rank 5 Bleed, then the user would gain Temp CP equal to 12% of their Max CP. .

Undying Warrior - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.

Mind Over Body - Independent Special Move (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: The user activates this for 1.5 AP. For one full round, every Genjutsu the user casts that deals damage returns half of the damage dealt as CP to the user. Requires one full round of cooldown after use.

Reciprocate - A-Rank Variable Taijutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.
 
updated chimera bloodline table with stead fast added

Bloodlust - Passive rank 3
To a member of the Chigokai clan, blood is the very essence of their powers. This talent is often the very first one they find to show truth of their heritage. The users can hear the blood flowing through the veins of those around them, giving them an edge in combat when finding them.

Rank 1/2/3: Grants +1/+2/+2 Accuracy. The user has a +0/+1/+2 Awareness bonus to Blindshots vs Players and Contracts.

Hemomancer's Gift - Passive rank 3
The nature of the Chigokai's power places them directly into harm's way; if not from their enemies, then as a price paid for their own techniques. To wield a power demanding constant sacrifice, their bodies grow strong....or perish.

Rank 1/2/3: +2/+4/+6 HP modifier.

Great Fortitude - Passive (3 points)
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.

Ethereal - Boost (1 point) X3
Restriction- Can only be purchased a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% damage taken

Curse of Black Blood - Blood Ninjutsu rank 3
A specialty technique of the Mahoutsukai Chigokai is a blood-thinning curse that causes it's victim's wounds to leak like a sieve while also draining them of their stamina. Those that are afflicted by the Curse of Black Blood for too long find their ability to recover from wounds stymied while drowning in a pool of their own free-flowing life blood.

Rank 1/2/3: Curses an opponent at -3/-2/-2 Accuracy. A cursed opponent loses 2/3/4 HP Modifier every 10 seconds and suffers 10/15/20% additional damage from Bleeding.

Cost: 1.5 AP and 780/975/1,170 CP + 390/490/585 CP/rnd to maintain

Notes:
- Lasts up to 30 seconds.
- Requires a Ninjutsu Check each round against the cursed opponent(s) to maintain.
- HP Modifier reduces the maximum HP of the afflicted opponent and only affects the current HP total if the current HP total would be higher than the new maximum in which case the current HP total becomes equal to the new maximum HP value.

Stand Fast - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

Ethereal Weapon - Independent Special Move (3 points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a weapon out of pure chakra; this costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain. All attacks made with this weapon are considered Spiritual, and Genjutsu may be channeled through it without the use of handseals. This weapon has two augment slots and goes by normal Weapon Creation Jutsu rules.


The Gift - Independent Special Move rank 3
Oftentimes it's not a good idea to be on the receiving end of a sword. If you find that you're mortally wounded from the blood loss you've been given then perhaps you would like to put the curse on another. This technique can be devastating.

Rank 1/2/3: Strike a single target at +1 Ninjutsu Accuracy to transfer up to 1/2/3 Bleed ranks from themselves to their target, or vice-versa. For 20 seconds, if the target's Bleed rank ≥ 3, 30% of all chakra costs come from their HP instead of CP.

Cost: 1.5 AP; 2% Max CP

Notes:
- Ranks cannot be transferred onto a target which does not have any open Bleed ranks. Example: if this was used to transfer 3 Bleed ranks to a target at Rank 3 Bleed, only two ranks would be transferred.
Second Wind - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.

Blood Break - Blood Ninjutsu
The most brutal technique of the Chigokai, one that involves both restraining and stealing the lifeforce of a target. This skill directly manipulates the blood within someone, forcefully locking their body in place while simultaneously extracting their blood out of their body through skin and wounds. The blood violently pulled out of the victim of this technique is absorbed by the user, replenishing their own life by draining others.

Rank 1/2/3: Binds the target at -2/-1/+0 Ninjutsu Accuracy. Upon hit, and every 10 seconds afterwards, the target takes 1540/1930/2310 Blood damage and have their Bleed Rank increased by +1 rank. The user regains HP equal to half the damage dealt by this technique + the HP equal to the half the target's current bleed rank.

Cost: 3 Ap, 2290 Cp, 1150 Cp/Rnd

Notes:
- Lasts up to 30 seconds. Requires a Ninjutsu check at the start of each round.
- Once this jutsu is dispelled, the target cannot be effected by it for 10 seconds.
- When bound, the victim cannot move.
- For every 2.5 Ap spent the target has a 15% chance of escaping.
- This bind is broken if the victim takes damage from any source other than this jutsu, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, the bind is dispersed.
- If the user uses more than 10% of their Max Cp during a round, the bind is dispersed.
- If this jutsu hits multiple target through some effect, the user gains HP equal to [highest HP absorbed from a single target] + 10% for each additional target.

AVATAR OF DIVINITY CHOSEN SKILLS/FINAL JUTSU
Psychokinesis - Independent Special Move (2 pts)
Attempting to flee from a Ghost Walker in pursuit of you can be very difficult. Their keen senses are not the only reason; a Ghost Walker is capable of completely shutting down any of their targets' attempts to 'cheat' them out of a hit.
Effect: If any of the user's attacks are auto-dodged, they may reflexively pay 1 AP to cancel the auto-dodge. This requires a Genjutsu Check, and may only effect a target once every other round.
Notes:
- This may be used as its own conditional, and does not have to be tagged to a specific attack. (For example, the conditional could read 'use Psychokinesis on the first attack of mine that is auto-dodged.')
- Can be used on Activated Auto-dodges as well as passive auto-dodge activations.

Red Thaumaturgy - Independent Special Move
Blood holds the power of all living things, and the one of the greatest powers of the Chigokai is the capability of harnessing it to fuel their own wicked techniques. A Chigokai amidst a battlefield stained with fresh blood is a terrible force....so long as the blood being sacrificed is still warm, that is.

Rank 1: The user gains temporary chakra equal based on one of the two options below.
Rank 2: Jutsu cast with this temporary chakra gain a damage bonus equal to half the user's bonus damage modifier cap.
Rank 3: Jutsu cast with this temporary chakra are increased to their maximum damage bonus modifier.

At all ranks, the user must choose one of the following options;
  • Veneration - The user gains temporary chakra equal 1.5% of their Max CP x total number of Bleed ranks on all targets in battle.
  • Rapture - The user gains temporary chakra equal 3% of their Max CP x number of Blood Ninjutsu used in the previous 15 seconds.
Cost: 1 AP. Increases the user's Bleed Rank by 2 + causes them to immediately take damage from the new Bleed rank.

Notes:
- May be used every-other round.
- Temporary CP is reduced before the user's normal CP. Temporary CP can bypass your maximum chakra points, but cannot stack (a higher amount overwrites the weaker amount). Temporary CP is lost at the end of the round.
- Unless the user has something modifying their damage bonus cap, it is +50%. The Jutsu will gain this bonus even if the user only has 1 temporary chakra at the time of casting (but the remaining cost will come from CP).
- Example: if Veneration increases the user to rank 3 Bleed while their opponent is at rank 5 Bleed, then the user would gain Temp CP equal to 12% of their Max CP. .

Undying Warrior - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.

Mind Over Body - Independent Special Move (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: The user activates this for 1.5 AP. For one full round, every Genjutsu the user casts that deals damage returns half of the damage dealt as CP to the user. Requires one full round of cooldown after use.

Reciprocate - A-Rank Variable Taijutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.
Chimera requires a 500-WC RP for adding a third BL/CA, I believe.
 
updated chimera bloodline table with stead fast added

Bloodlust - Passive rank 3
To a member of the Chigokai clan, blood is the very essence of their powers. This talent is often the very first one they find to show truth of their heritage. The users can hear the blood flowing through the veins of those around them, giving them an edge in combat when finding them.

Rank 1/2/3: Grants +1/+2/+2 Accuracy. The user has a +0/+1/+2 Awareness bonus to Blindshots vs Players and Contracts.

Hemomancer's Gift - Passive rank 3
The nature of the Chigokai's power places them directly into harm's way; if not from their enemies, then as a price paid for their own techniques. To wield a power demanding constant sacrifice, their bodies grow strong....or perish.

Rank 1/2/3: +2/+4/+6 HP modifier.

Great Fortitude - Passive (3 points)
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.

Ethereal - Boost (1 point) X3
Restriction- Can only be purchased a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% damage taken

Curse of Black Blood - Blood Ninjutsu rank 3
A specialty technique of the Mahoutsukai Chigokai is a blood-thinning curse that causes it's victim's wounds to leak like a sieve while also draining them of their stamina. Those that are afflicted by the Curse of Black Blood for too long find their ability to recover from wounds stymied while drowning in a pool of their own free-flowing life blood.

Rank 1/2/3: Curses an opponent at -3/-2/-2 Accuracy. A cursed opponent loses 2/3/4 HP Modifier every 10 seconds and suffers 10/15/20% additional damage from Bleeding.

Cost: 1.5 AP and 780/975/1,170 CP + 390/490/585 CP/rnd to maintain

Notes:
- Lasts up to 30 seconds.
- Requires a Ninjutsu Check each round against the cursed opponent(s) to maintain.
- HP Modifier reduces the maximum HP of the afflicted opponent and only affects the current HP total if the current HP total would be higher than the new maximum in which case the current HP total becomes equal to the new maximum HP value.

Stand Fast - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

Ethereal Weapon - Independent Special Move (3 points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a weapon out of pure chakra; this costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain. All attacks made with this weapon are considered Spiritual, and Genjutsu may be channeled through it without the use of handseals. This weapon has two augment slots and goes by normal Weapon Creation Jutsu rules.


The Gift - Independent Special Move rank 3
Oftentimes it's not a good idea to be on the receiving end of a sword. If you find that you're mortally wounded from the blood loss you've been given then perhaps you would like to put the curse on another. This technique can be devastating.

Rank 1/2/3: Strike a single target at +1 Ninjutsu Accuracy to transfer up to 1/2/3 Bleed ranks from themselves to their target, or vice-versa. For 20 seconds, if the target's Bleed rank ≥ 3, 30% of all chakra costs come from their HP instead of CP.

Cost: 1.5 AP; 2% Max CP

Notes:
- Ranks cannot be transferred onto a target which does not have any open Bleed ranks. Example: if this was used to transfer 3 Bleed ranks to a target at Rank 3 Bleed, only two ranks would be transferred.
Second Wind - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.

Blood Break - Blood Ninjutsu
The most brutal technique of the Chigokai, one that involves both restraining and stealing the lifeforce of a target. This skill directly manipulates the blood within someone, forcefully locking their body in place while simultaneously extracting their blood out of their body through skin and wounds. The blood violently pulled out of the victim of this technique is absorbed by the user, replenishing their own life by draining others.

Rank 1/2/3: Binds the target at -2/-1/+0 Ninjutsu Accuracy. Upon hit, and every 10 seconds afterwards, the target takes 1540/1930/2310 Blood damage and have their Bleed Rank increased by +1 rank. The user regains HP equal to half the damage dealt by this technique + the HP equal to the half the target's current bleed rank.

Cost: 3 Ap, 2290 Cp, 1150 Cp/Rnd

Notes:
- Lasts up to 30 seconds. Requires a Ninjutsu check at the start of each round.
- Once this jutsu is dispelled, the target cannot be effected by it for 10 seconds.
- When bound, the victim cannot move.
- For every 2.5 Ap spent the target has a 15% chance of escaping.
- This bind is broken if the victim takes damage from any source other than this jutsu, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, the bind is dispersed.
- If the user uses more than 10% of their Max Cp during a round, the bind is dispersed.
- If this jutsu hits multiple target through some effect, the user gains HP equal to [highest HP absorbed from a single target] + 10% for each additional target.

AVATAR OF DIVINITY CHOSEN SKILLS/FINAL JUTSU
Psychokinesis - Independent Special Move (2 pts)
Attempting to flee from a Ghost Walker in pursuit of you can be very difficult. Their keen senses are not the only reason; a Ghost Walker is capable of completely shutting down any of their targets' attempts to 'cheat' them out of a hit.
Effect: If any of the user's attacks are auto-dodged, they may reflexively pay 1 AP to cancel the auto-dodge. This requires a Genjutsu Check, and may only effect a target once every other round.
Notes:
- This may be used as its own conditional, and does not have to be tagged to a specific attack. (For example, the conditional could read 'use Psychokinesis on the first attack of mine that is auto-dodged.')
- Can be used on Activated Auto-dodges as well as passive auto-dodge activations.

Red Thaumaturgy - Independent Special Move
Blood holds the power of all living things, and the one of the greatest powers of the Chigokai is the capability of harnessing it to fuel their own wicked techniques. A Chigokai amidst a battlefield stained with fresh blood is a terrible force....so long as the blood being sacrificed is still warm, that is.

Rank 1: The user gains temporary chakra equal based on one of the two options below.
Rank 2: Jutsu cast with this temporary chakra gain a damage bonus equal to half the user's bonus damage modifier cap.
Rank 3: Jutsu cast with this temporary chakra are increased to their maximum damage bonus modifier.

At all ranks, the user must choose one of the following options;
  • Veneration - The user gains temporary chakra equal 1.5% of their Max CP x total number of Bleed ranks on all targets in battle.
  • Rapture - The user gains temporary chakra equal 3% of their Max CP x number of Blood Ninjutsu used in the previous 15 seconds.
Cost: 1 AP. Increases the user's Bleed Rank by 2 + causes them to immediately take damage from the new Bleed rank.

Notes:
- May be used every-other round.
- Temporary CP is reduced before the user's normal CP. Temporary CP can bypass your maximum chakra points, but cannot stack (a higher amount overwrites the weaker amount). Temporary CP is lost at the end of the round.
- Unless the user has something modifying their damage bonus cap, it is +50%. The Jutsu will gain this bonus even if the user only has 1 temporary chakra at the time of casting (but the remaining cost will come from CP).
- Example: if Veneration increases the user to rank 3 Bleed while their opponent is at rank 5 Bleed, then the user would gain Temp CP equal to 12% of their Max CP. .

Undying Warrior - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.

Mind Over Body - Independent Special Move (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: The user activates this for 1.5 AP. For one full round, every Genjutsu the user casts that deals damage returns half of the damage dealt as CP to the user. Requires one full round of cooldown after use.

Reciprocate - A-Rank Variable Taijutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.
Chimera requires a 500-WC RP for adding a third BL/CA, I believe.
Here is link of approval from Cloud requests
 
updated chimera bloodline table with stead fast added

Bloodlust - Passive rank 3
To a member of the Chigokai clan, blood is the very essence of their powers. This talent is often the very first one they find to show truth of their heritage. The users can hear the blood flowing through the veins of those around them, giving them an edge in combat when finding them.

Rank 1/2/3: Grants +1/+2/+2 Accuracy. The user has a +0/+1/+2 Awareness bonus to Blindshots vs Players and Contracts.

Hemomancer's Gift - Passive rank 3
The nature of the Chigokai's power places them directly into harm's way; if not from their enemies, then as a price paid for their own techniques. To wield a power demanding constant sacrifice, their bodies grow strong....or perish.

Rank 1/2/3: +2/+4/+6 HP modifier.

Great Fortitude - Passive (3 points)
Restriction- C Rank and up
A Steadfast that learns this has mastered their ability to take hits without injury, making their bodies almost impossibly strong. It takes quite a bit to make them actually feel an attack, and even then you might not illicit a reaction.
Effect: Ignores damage each round. How much is reduced is based on your character level, this skill reduces 75 Damage per level each round.

Ethereal - Boost (1 point) X3
Restriction- Can only be purchased a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% damage taken

Curse of Black Blood - Blood Ninjutsu rank 3
A specialty technique of the Mahoutsukai Chigokai is a blood-thinning curse that causes it's victim's wounds to leak like a sieve while also draining them of their stamina. Those that are afflicted by the Curse of Black Blood for too long find their ability to recover from wounds stymied while drowning in a pool of their own free-flowing life blood.

Rank 1/2/3: Curses an opponent at -3/-2/-2 Accuracy. A cursed opponent loses 2/3/4 HP Modifier every 10 seconds and suffers 10/15/20% additional damage from Bleeding.

Cost: 1.5 AP and 780/975/1,170 CP + 390/490/585 CP/rnd to maintain

Notes:
- Lasts up to 30 seconds.
- Requires a Ninjutsu Check each round against the cursed opponent(s) to maintain.
- HP Modifier reduces the maximum HP of the afflicted opponent and only affects the current HP total if the current HP total would be higher than the new maximum in which case the current HP total becomes equal to the new maximum HP value.

Stand Fast - Independent Special Move (2 points)
Restriction- C Rank and up
A Steadfast who learns this particular ability is able to tap into a great reservoir of inner resolve, temporarily becoming able to suffer huge amounts of damage without incurring any serious harm to themselves by taking an absolutely defensive stance.
Effect: For one round, the user reduces all damage against themselves by 75% but cannot attack in that round. Usable only once per combat. Does not take any more Damage reduction buffs. If the user is not hit during the round this is used, it will not count as being used.

Ethereal Weapon - Independent Special Move (3 points)
Long have Ghost Walkers sought a viable means of attacking while in Ghostly Form, and here it is--a weapon of sharpened chakra itself, striking with piercing force and able to be held by even the intangible.
Effect: User creates a weapon out of pure chakra; this costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain. All attacks made with this weapon are considered Spiritual, and Genjutsu may be channeled through it without the use of handseals. This weapon has two augment slots and goes by normal Weapon Creation Jutsu rules.


The Gift - Independent Special Move rank 3
Oftentimes it's not a good idea to be on the receiving end of a sword. If you find that you're mortally wounded from the blood loss you've been given then perhaps you would like to put the curse on another. This technique can be devastating.

Rank 1/2/3: Strike a single target at +1 Ninjutsu Accuracy to transfer up to 1/2/3 Bleed ranks from themselves to their target, or vice-versa. For 20 seconds, if the target's Bleed rank ≥ 3, 30% of all chakra costs come from their HP instead of CP.

Cost: 1.5 AP; 2% Max CP

Notes:
- Ranks cannot be transferred onto a target which does not have any open Bleed ranks. Example: if this was used to transfer 3 Bleed ranks to a target at Rank 3 Bleed, only two ranks would be transferred.
Second Wind - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.

Blood Break - Blood Ninjutsu
The most brutal technique of the Chigokai, one that involves both restraining and stealing the lifeforce of a target. This skill directly manipulates the blood within someone, forcefully locking their body in place while simultaneously extracting their blood out of their body through skin and wounds. The blood violently pulled out of the victim of this technique is absorbed by the user, replenishing their own life by draining others.

Rank 1/2/3: Binds the target at -2/-1/+0 Ninjutsu Accuracy. Upon hit, and every 10 seconds afterwards, the target takes 1540/1930/2310 Blood damage and have their Bleed Rank increased by +1 rank. The user regains HP equal to half the damage dealt by this technique + the HP equal to the half the target's current bleed rank.

Cost: 3 Ap, 2290 Cp, 1150 Cp/Rnd

Notes:
- Lasts up to 30 seconds. Requires a Ninjutsu check at the start of each round.
- Once this jutsu is dispelled, the target cannot be effected by it for 10 seconds.
- When bound, the victim cannot move.
- For every 2.5 Ap spent the target has a 15% chance of escaping.
- This bind is broken if the victim takes damage from any source other than this jutsu, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, the bind is dispersed.
- If the user uses more than 10% of their Max Cp during a round, the bind is dispersed.
- If this jutsu hits multiple target through some effect, the user gains HP equal to [highest HP absorbed from a single target] + 10% for each additional target.

AVATAR OF DIVINITY CHOSEN SKILLS/FINAL JUTSU
Psychokinesis - Independent Special Move (2 pts)
Attempting to flee from a Ghost Walker in pursuit of you can be very difficult. Their keen senses are not the only reason; a Ghost Walker is capable of completely shutting down any of their targets' attempts to 'cheat' them out of a hit.
Effect: If any of the user's attacks are auto-dodged, they may reflexively pay 1 AP to cancel the auto-dodge. This requires a Genjutsu Check, and may only effect a target once every other round.
Notes:
- This may be used as its own conditional, and does not have to be tagged to a specific attack. (For example, the conditional could read 'use Psychokinesis on the first attack of mine that is auto-dodged.')
- Can be used on Activated Auto-dodges as well as passive auto-dodge activations.

Red Thaumaturgy - Independent Special Move
Blood holds the power of all living things, and the one of the greatest powers of the Chigokai is the capability of harnessing it to fuel their own wicked techniques. A Chigokai amidst a battlefield stained with fresh blood is a terrible force....so long as the blood being sacrificed is still warm, that is.

Rank 1: The user gains temporary chakra equal based on one of the two options below.
Rank 2: Jutsu cast with this temporary chakra gain a damage bonus equal to half the user's bonus damage modifier cap.
Rank 3: Jutsu cast with this temporary chakra are increased to their maximum damage bonus modifier.

At all ranks, the user must choose one of the following options;
  • Veneration - The user gains temporary chakra equal 1.5% of their Max CP x total number of Bleed ranks on all targets in battle.
  • Rapture - The user gains temporary chakra equal 3% of their Max CP x number of Blood Ninjutsu used in the previous 15 seconds.
Cost: 1 AP. Increases the user's Bleed Rank by 2 + causes them to immediately take damage from the new Bleed rank.

Notes:
- May be used every-other round.
- Temporary CP is reduced before the user's normal CP. Temporary CP can bypass your maximum chakra points, but cannot stack (a higher amount overwrites the weaker amount). Temporary CP is lost at the end of the round.
- Unless the user has something modifying their damage bonus cap, it is +50%. The Jutsu will gain this bonus even if the user only has 1 temporary chakra at the time of casting (but the remaining cost will come from CP).
- Example: if Veneration increases the user to rank 3 Bleed while their opponent is at rank 5 Bleed, then the user would gain Temp CP equal to 12% of their Max CP. .

Undying Warrior - Independent Special Move (2 points)
Restriction- B Rank and up
This powerful skill is the penultimate technique that any Steadfast ninja could learn, allowing them to increase their resolve to a level that defies imagination. By focusing all of their attention, energy, and willpower on one target, the Steadfast ninja is able to stave off even death until that enemy is laid to rest. This is best used when they are in desperate straights, as a final act of will.
Effect: When the Steadfast ninja starts their turn unconscious due to having 0 HP or lower (but no lower than -50% of their Max HP), they may choose to revive and act again. They receive +2 to Accuracy on all attacks against the opponent that felled them. If their HP drops below -50% of their Max HP, they fall unconscious again and cannot use this technique unless their HP rises above this value. They lose 1500 CP at the end of every round they act while having less than 0 HP (if they run out of CP, this is taken from their HP), and this technique can be used for a total of three rounds in a battle.

Mind Over Body - Independent Special Move (3 Points)
With so much focus on their minds and honing their chakra, Ghost Walkers often find their minds recover so much more quickly than their bodies do, especially while in their native state of befuddling the mind.
Effect: The user activates this for 1.5 AP. For one full round, every Genjutsu the user casts that deals damage returns half of the damage dealt as CP to the user. Requires one full round of cooldown after use.

Reciprocate - A-Rank Variable Taijutsu (1 point, 1 point to rank up)
Restriction- A-Rank and up
This deadly jutsu unique to the Steadfast taps into the muscle memory of their body, taking the pain that they've suffered and turning it against an opponent. With a solid hit from their palm, the Steadfast transfers all of their pain and injury into the enemy’s body, sometimes with interest.
Rank 1: Deals all of the damage dealt to the Steadfast in the past two rounds (including damage that was negated), at +1 Accuracy
Rank 2: Deals all of the damage dealt to the Steadfast in the past three rounds (including damage that was negated), at +2 Accuracy
Cost: 3 AP, Costs CP equal to 50% of the damage Dealt
Note: Usable at any time; does not require to be declared 2-3 rounds beforehand. Max damage is at 6800. This cannot be buffed. Uses melee accuracy.
Approved!
 

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