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:

Shieo - The Coffee Sage [Dojo]

Using the free build change period to grant Umashiashikabihikoji Bear Sage [Disciple] via Archsage
Can I redact this redact? Since it was under the assumption Umashi wasn't coming back and he is back, so I don't mind him having it from way back when.
As long as you're still Archsage, that would be totally fine. If not, I'm not quite as sure
Clarified here, if you haven't already seen
 
Last edited:
Using the free build change period to grant Umashiashikabihikoji Bear Sage [Disciple] via Archsage
Can I redact this redact? Since it was under the assumption Umashi wasn't coming back and he is back, so I don't mind him having it from way back when.
As long as you're still Archsage, that would be totally fine. If not, I'm not quite as sure

I'm still Archsage yeah, and not planning on changing.
 
Adding Augments as follows; I bought the augments through the store; not sure how to prove it.

Dimeritium Proto-Arm
Lantern
Wired
Bloodrack

Standard Hiraishin Kunai
Lantern
Re-Energize
Recovery

Stance - 疾
Lucky Dodge
Re-Energize

Stance - 鎧
Lucky Dodge

---
Strategist Slots(5)
- Prep Hidden Launcher on Mechanized Weapon (Prep with Poison of Choice for free) Triggered For Emergency Override
- Prep Puppet Weapon w/ Poison of Choice
- Prep Puppet Weapon w/ Poison of Choice #2
- Prep Puppet Weapon for free basic Sneak Attack (Poisoned Weapon)
- Prep Trap (Ninja Wire) with Enhanced Trigger

( Curious on these; do the poisons need to be declared in this place? Or can it be chosen in battle; as I'm unsure with the new rules imposed on Strategist)
 
Adding Augments as follows; I bought the augments through the store; not sure how to prove it.

Dimeritium Proto-Arm
Lantern
Wired
Bloodrack

Standard Hiraishin Kunai
Lantern
Re-Energize
Recovery

Stance - 疾
Lucky Dodge
Re-Energize

Stance - 鎧
Lucky Dodge

---
Strategist Slots(5)
- Prep Hidden Launcher on Mechanized Weapon (Prep with Poison of Choice for free) Triggered For Emergency Override
- Prep Puppet Weapon w/ Poison of Choice
- Prep Puppet Weapon w/ Poison of Choice #2
- Prep Puppet Weapon for free basic Sneak Attack (Poisoned Weapon)
- Prep Trap (Ninja Wire) with Enhanced Trigger

( Curious on these; do the poisons need to be declared in this place? Or can it be chosen in battle; as I'm unsure with the new rules imposed on Strategist)
To link augments, just find them in your inventory- the name of the item is a copyable link that you can right-click or tap-hold on mobile!
As for Strategist, I think the specific poison you're using has to be declared, yes.
 
Adding Augments as follows; I bought the augments through the store; not sure how to prove it.

Dimeritium Proto-Arm
Lantern
Wired
Bloodrack

Standard Hiraishin Kunai
Lantern
Re-Energize
Recovery

Stance - 疾
Lucky Dodge
Re-Energize

Stance - 鎧
Lucky Dodge

---
Strategist Slots(5)
- Prep Hidden Launcher on Mechanized Weapon (Dimeritium Proto-Arm) (Prep with Serpents Blood for free at no cost due to Hidden Launcher) Triggered For Emergency Override
- Prep Dimeritium Proto-Arm w/ Plexitism
- Prep Dimeritium Proto-Arm w/ Twilight Venom
- Prep Dimeritium Proto-Arm for free basic Sneak Attack (Dimeritium Proto-Arm)
- Prep Trap (Ninja Wire) with Enhanced Trigger (Once per round, the user may trigger a trap set with Enhanced Trigger for 1% Max CP; the trap will attempt to effect a target of the user's choice instead of its normal target.)

( Curious on these; do the poisons need to be declared in this place? Or can it be chosen in battle; as I'm unsure with the new rules imposed on Strategist)
To link augments, just find them in your inventory- the name of the item is a copyable link that you can right-click or tap-hold on mobile!
As for Strategist, I think the specific poison you're using has to be declared, yes.
https://ninpocho.com/shinobi-shop/inventory/18554/ Recovery
https://ninpocho.com/shinobi-shop/inventory/18555/ Bloodrack
https://ninpocho.com/shinobi-shop/inventory/18556/ Lantern
https://ninpocho.com/shinobi-shop/inventory/18557/ Lantern
https://ninpocho.com/shinobi-shop/inventory/18558/ Wired
https://ninpocho.com/shinobi-shop/inventory/18559/ Lucky Dodge
https://ninpocho.com/shinobi-shop/inventory/18560/ Lucky Dodge
https://ninpocho.com/shinobi-shop/inventory/18561/ Re-energize
https://ninpocho.com/shinobi-shop/inventory/18562/ Re-energize

Strategist Slots(5)
- Prep Hidden Launcher on Mechanized Weapon (Dimeritium Proto-Arm) (Prep with Serpents Blood for free at no cost due to Hidden Launcher) Triggered For Emergency Override
- Prep Dimeritium Proto-Arm w/ Plexitism
- Prep Dimeritium Proto-Arm w/ Twilight Venom
- Prep Dimeritium Proto-Arm for free basic Sneak Attack (Dimeritium Proto-Arm)
- Prep Trap (Ninja Wire) with Enhanced Trigger (Once per round, the user may trigger a trap set with Enhanced Trigger for 1% Max CP; the trap will attempt to effect a target of the user's choice instead of its normal target.)

Lemme know if anything seems off or needs details/correction. Still familiarizing myself with the new rules.
 
Adding Augments as follows; I bought the augments through the store; not sure how to prove it.

Dimeritium Proto-Arm
Lantern
Wired
Bloodrack

Standard Hiraishin Kunai
Lantern
Re-Energize
Recovery

Stance - 疾
Lucky Dodge
Re-Energize

Stance - 鎧
Lucky Dodge

---
Strategist Slots(5)
- Prep Hidden Launcher on Mechanized Weapon (Dimeritium Proto-Arm) (Prep with Serpents Blood for free at no cost due to Hidden Launcher) Triggered For Emergency Override
- Prep Dimeritium Proto-Arm w/ Plexitism
- Prep Dimeritium Proto-Arm w/ Twilight Venom
- Prep Dimeritium Proto-Arm for free basic Sneak Attack (Dimeritium Proto-Arm)
- Prep Trap (Ninja Wire) with Enhanced Trigger (Once per round, the user may trigger a trap set with Enhanced Trigger for 1% Max CP; the trap will attempt to effect a target of the user's choice instead of its normal target.)

( Curious on these; do the poisons need to be declared in this place? Or can it be chosen in battle; as I'm unsure with the new rules imposed on Strategist)
To link augments, just find them in your inventory- the name of the item is a copyable link that you can right-click or tap-hold on mobile!
As for Strategist, I think the specific poison you're using has to be declared, yes.
https://ninpocho.com/shinobi-shop/inventory/18554/ Recovery
https://ninpocho.com/shinobi-shop/inventory/18555/ Bloodrack
https://ninpocho.com/shinobi-shop/inventory/18556/ Lantern
https://ninpocho.com/shinobi-shop/inventory/18557/ Lantern
https://ninpocho.com/shinobi-shop/inventory/18558/ Wired
https://ninpocho.com/shinobi-shop/inventory/18559/ Lucky Dodge
https://ninpocho.com/shinobi-shop/inventory/18560/ Lucky Dodge
https://ninpocho.com/shinobi-shop/inventory/18561/ Re-energize
https://ninpocho.com/shinobi-shop/inventory/18562/ Re-energize

Strategist Slots(5)
- Prep Hidden Launcher on Mechanized Weapon (Dimeritium Proto-Arm) (Prep with Serpents Blood for free at no cost due to Hidden Launcher) Triggered For Emergency Override
- Prep Dimeritium Proto-Arm w/ Plexitism
- Prep Dimeritium Proto-Arm w/ Twilight Venom
- Prep Dimeritium Proto-Arm for free basic Sneak Attack (Dimeritium Proto-Arm)
- Prep Trap (Ninja Wire) with Enhanced Trigger (Once per round, the user may trigger a trap set with Enhanced Trigger for 1% Max CP; the trap will attempt to effect a target of the user's choice instead of its normal target.)

Lemme know if anything seems off or needs details/correction. Still familiarizing myself with the new rules.
Looks good to me! Approved.
 
Updating my contracts since an ability was removed and it sorta throws a small wrench in my plans. Pretty sure everything else is still in-line with the current standards for summons. But I figure I'll have someone review it to be sure.

Contracts

Tsukumogami Contract - Cursed
Coffee Mug
HP: (40+lvl) x Player's Chakra Control
CP: (35+lvl) x Player's Chakra Control
Class Bonus: -10% Chakra Costs
High: NInjutsu Accuracy
Average: Gen Save, Dodge
Low: Genjutsu DC, Melee Accuracy, Ranged Accuracy
Mug Mode
The Mug to Shieo's Coffee, it is a plain steel mug form
Damage Type: Unarmed
Accuracy: +2
Damage: -10%
Special: May use hand-seals
Augments:
Augments Purchased: Here
Lantern: Here
Living Artifact - Tsukumogami Contract Passive
The Tsukumogami; beings that, through some type of infusion of spiritual and natural energy, have 'awoken' to sentience out of normal objects. This contract is widely varied in both appearance and temperance, often having traits akin to the object they were born from. The spirit of a weapon might take a threatening form and be prone to aggression, while one of a mirror might be proud and beautiful.

Effect:
- Once per round the contract may be used to replicate the effect of any consumable item (all costs are paid as normal).
- The user may be considered Cursed; this must be stated in the user's Dojo.
  • Should a character have the Archsage Kinjutsu, their Senjutsu Manipulation ability's alignment becomes this Alignment rather than Holy.

Identify - Tsukumogami Contract Dependent Special Move
As the spirits of the Tsukumogami contract were once ordinary objects themselves, they have an instinctual connection to other tools. With a touch, they can understand any object's quality, traits, and history, and can even, as the Tsukumogami like to put it, 'persuade' said objects to not work against them. How exactly this is done, only the Tsukumogami may know.

Effect: When a target in battle uses an inventory item, the user may pay 1 AP and 500 CP to reflexively attempt to nullify it. This requires a check of the user's choice between the user and the target, and if the user succeeds, the items use is nullified (still counts as a usage) and cannot be used again for a full round.


Soul Regalia - Tsukumogami Contract Senjutsu
The unique skill of the Tsukumogami contract, one they are only willing to perform with someone who has earned their respect. In this stage the Tsukumogami shares their power with their ally, pooling their strength together in a way that's stronger than either of their two halves. The Tsukumogami often manifests as intricate glowing robes or armor, or equally detailed weapons.

Effect: The user transforms into some type of living item, and equips themselves to one willing Player Character (a Tsukumogami contract may only bond with someone who has the Tsukumogami contract, while someone with Sage Mode may choose any willing ally). While bonded;
  • The wielder is considered the alignment specified by Living Artifact.
  • At the start of each round, the caster transfer's HP to their wielder equal to 20% of the damage taken by the wielder the previous round.
  • The caster may grant their wielder up to 3 of their Abilities (if they are a contract), or their full ability list (if they are a PC, excluding Kinjutsu abilities)
  • The wielder's secondary stats are whichever are the highest between themselves and the caster. If the wielder's own secondary's are higher than the caster's, then they gain a +1 bonus.
In addition to the above, the user chooses one of the below options;
  • Legendary Weapon: The caster chooses one of their own weapons or one of their wielder's, and equips it to their wielder. The wielder is treated as having the Weapon Mastery ability for this weapon type. If the wielder unequips or drops the caster, the caster may requip themselves to them without it costing the wielder's AP (it will only cost the Tsukumogami's AP). Upon equipping themselves to their wielder, if their wielder was in the middle of performing an action, then the action will be completed without interference in any way (such as if they were in the middle of performing a technique requiring handseals).
  • Wondrous Item: The wielder gains the effect of 1 Gear item chosen by the caster. Additionally, the wielder may use the caster's Living Artifact ability to replicate the effects of an item inplace of the caster.
  • Mythic Accessory: The wielder equipped with this item gains the ability to perform the caster's known jutsu list without requiring handseals, or knowing the jutsu themselves. The wielder does not need to meet any jutsu requirements. If used by a PC, cannot share BL/CA/Kinjutsu techniques.
Special Action: This Senjutsu's timing may be performed instantly upon the below conditions. All other costs are still paid normally.
  • The contract owner summoning this contract. The contract will pay the cost of this jutsu as normal, and automatically equip itself to its summoner upon being summoned.
  • The contract owner entering Sage Mode. The user will pay the cost of this jutsu, and automatically equip themselves to an ally of their choice.
Cost: 3 AP, 2400 CP/Rnd

Note:
- This Senjutsu cannot be forcibly dropped, other than the caster willingly choosing to drop this, or if either the caster or wielder reaches 0 HP or CP.
- Upon being dispersed, the wielder's and caster's Hp is averaged between them. Neither may surpass their max Hp/Cp ((if they do, both caster and their wielder will have Hp/Cp equal to the lower amount).
- When sharing abilities, the wielder cannot stack abilities which they already have.
- Overwrites any other similar combination type techniques, dispelling and/or preventing them.

While active;
- The caster may only use up to 1/2 their AP each round.
- The caster cannot perform any offensive actions or rest. The exception to this is if used by an Archsage, they may still perform their Archsage Jutsu.
- The caster may only target themselves/their wielder. They are the same entity.
- The caster and their wielder share Genjutsu senses, Clone limits, Creation limits, etc.
- The caster may cast supporting jutsu that normally target themselves (Such as clones or buffing taijutsu) on their wielder, do to being the same entity.
- Actions which target the caster will instead target their wielder.
Ancient Wisdom - General Contract Ability
While many contracts are reclusive and rarely show themselves to the outside world, do not make the mistake of assuming them to be unworldly; many contract beasts live lives far longer than humans, and with this age comes experience. Experience that can benefit those who heed its advice.

Effect:
- While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
- Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.
Healing Factor
While everyone possess a natural recuperation rate, recovering over time with rest, there exist many who tend to just...keep coming back for more, and don't learn when to give up. Persistent to the end, It is hard to keep those with this trait down for long before they spring back up, regardless of the injury.

Information:
Prerequisites: D Rank

Effect:
- The user regains 3% Max HP at the beginning of each round.
- All Medical Jutsu are +10% more effective on the user.

Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
Fearless

Many people fear death above all else, but the shinobi who embraces death as a simple part of the career, they find they have nothing to fear. Without the fear of death itself, there is nothing to fear at all or so the user of this ability feels. They do not fear pain or dying and thus do not fear anyone or anything.

Information:
Prerequisites: C-Rank

Effect:
- +10% Damage Reduction to all Damage types (includes Illusionary)
- -1 to Evasion and Gen Save.

Jutsu


Bear Contract
Removing Martial Artist (Since it no longer exists in the system)
> Replacing it with Initiative

Unko
HP: (35+lvl) x Player's Chakra Control
CP: (35+lvl) x Player's Chakra Control
Class Bonus: +5% Called Shot, +1 Acc
High: Melee Accuracy
Average: Gen Save, Dodge, Ninjutsu Accuracy
Low: Genjutsu DC, Ranged Accuracy
Paws of Earth-Shattering Destruction and Tyranny...
Little squish beans, really.
Damage Type: Unarmed
Accuracy: +2
Damage: -10%
Special: May afflict suppression
Augments:
Augments Purchased: Here
Savage Blow - Bear Contract Passive
While they may lack the nimble movement of other creatures, when it comes to raw might few can rival the beasts of the bear contract. Each of their strikes carries crushing weight.

Effect: Whenever the user's attack inflicts Called Shot, Bleeding or Suppression on a target, the victim will also be Suppressed for +.5 Ap. This only applies to non-illusory attacks, and cannot suppress someone beyond the suppression limit.

Primal Fury - Bear Contract Dependent Special Move
There are few things that can cause someone to question their own mortality as thoroughly as stumbling across an enraged beast. Regardless if they are a wise sage or brute warrior, all members of the bear contract are capable of channeling their rage to become juggernauts bearing ferocious might.

Effect: Increases an attack's Cp cost by +30%, but also increases its damage and chance of inflicting Bleed/Suppression/Called Shot by a percentile amount equal to half of the percent of the user's Maximum HP that is missing. The user has a chance of being unable to select a target for this attack equal to bonus of this special move. May be used once per round when above 75% Max Hp, twice per round when between 50%-75% Max Hp, and three times per round when below 50% Max Hp.

Note(s):
- Example: If the user is missing 20% of their maximum HP then Primary Fury adds 10% additional damage and a 10% additional chance to inflict Bleeding/Suppression/Called Shots to the attack it is used with.
This percent is always rounded down to the nearest whole value (11.64% becomes 11%).

Maul - Bear Contract Senjutsu
An attack with little actual grace but instead based purely on brute force. Victims are often left torn and mangled beyond recovery.

Effect: Deals 5500 damage to one target. Each limb has a 10% chance of suffering a Called shot penalty.

Cost: 3 Ap, 2750 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- May only be used once per round, and only when the user is below 50% Max Hp.
Called Shot
This ability teaches where all the good spots to aim are. With this ability, you can more easily disable someone, make precise shots, and restrict movement. The 8 types of called shots are: Arms, Legs, Head, Hands, Feet, Neck, Heart, Weapon.

Information:
Prerequisites D Rank

Effect:
- Called Shots only take half the usual accuracy Penalties.
- +5% Called Shot chance.
- User can inflict Broken rank debuffs.
Martial Artist
Masters of the martial arts, these practitioners are so adept at their styles of fighting that they are able to shift fluidly between them at a moments notice to suit the flow of the battle.

Information:
Prerequisites: D Rank, 3 mastered Jutsu useable in the active Style.

Effect: The user may start in each battle with a Physical or Chakra Style already activated.
Earth - Chakra Style
The user may choose a single effect from Offensive OR Defensive. Re-entering the style at the cost of 0.5 AP allows the user to change effects.

Prerequisite: 4 Mastered Earth Jutsu
Offensive:
  • Shatter: Whenever the user uses a Offensive Earth-Based Attack, it has a chance of inflicting Shatter penalty on a limb.
    • Shatter penalty cannot be healed by any means for the remainder of the battle.
    • Shatter raises the called shot of a random limb by 1 level.
    • Called shot level cannot reach Broken status unless the user has the Called Shot ability. Should the random limb selected be one which has maxed out it's Called shot penalty then this has no effect.
    • Base Chance of inflicting Shatter is 5%. May only be increased with Called Shot Chance buffs up to a maximum of 15%.
  • After Quake the user may treat non-maintainable Offensive Earth based jutsu as a maintainable jutsu by paying 70% of the chakra cost per round for a maximum of 2 rounds. Maintaining jutsu this way gives the attacks a -2 penalty to hit the target again and -10% base damage. This effect lasts for up to two rounds and requires a full round of cool down before it may be used again.
  • During the round of cool down the user gains +4% to the secondary effect of Earth Jutsu for every earth jutsu used after the first capping at +16%
Defensive:
  • Craggy Exterior: Melee Contact against the user has 15% chance of inflicting Suppression against the attacker.
  • Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.
  • Gaia's Veil: Whenever the user performs an Earth-based Action, they gain +0.5 Stealth, capping at +2 Stealth. The user may trade their +2 Stealth for the ability to attempt to enter stealth as a free action.
  • Using the Stealth free action removes the +2 Stealth buff before the Awareness check.
  • This may only be done twice per round.

Jutsu
 
Updating my contracts since an ability was removed and it sorta throws a small wrench in my plans. Pretty sure everything else is still in-line with the current standards for summons. But I figure I'll have someone review it to be sure.

Contracts

Tsukumogami Contract - Cursed
Coffee Mug
HP: (40+lvl) x Player's Chakra Control
CP: (35+lvl) x Player's Chakra Control
Class Bonus: -10% Chakra Costs
High: NInjutsu Accuracy
Average: Gen Save, Dodge
Low: Genjutsu DC, Melee Accuracy, Ranged Accuracy
Mug Mode
The Mug to Shieo's Coffee, it is a plain steel mug form
Damage Type: Unarmed
Accuracy: +2
Damage: -10%
Special: May use hand-seals
Augments:
Augments Purchased: Here
Lantern: Here
Living Artifact - Tsukumogami Contract Passive
The Tsukumogami; beings that, through some type of infusion of spiritual and natural energy, have 'awoken' to sentience out of normal objects. This contract is widely varied in both appearance and temperance, often having traits akin to the object they were born from. The spirit of a weapon might take a threatening form and be prone to aggression, while one of a mirror might be proud and beautiful.

Effect:
- Once per round the contract may be used to replicate the effect of any consumable item (all costs are paid as normal).
- The user may be considered Cursed; this must be stated in the user's Dojo.
  • Should a character have the Archsage Kinjutsu, their Senjutsu Manipulation ability's alignment becomes this Alignment rather than Holy.

Identify - Tsukumogami Contract Dependent Special Move
As the spirits of the Tsukumogami contract were once ordinary objects themselves, they have an instinctual connection to other tools. With a touch, they can understand any object's quality, traits, and history, and can even, as the Tsukumogami like to put it, 'persuade' said objects to not work against them. How exactly this is done, only the Tsukumogami may know.

Effect: When a target in battle uses an inventory item, the user may pay 1 AP and 500 CP to reflexively attempt to nullify it. This requires a check of the user's choice between the user and the target, and if the user succeeds, the items use is nullified (still counts as a usage) and cannot be used again for a full round.


Soul Regalia - Tsukumogami Contract Senjutsu
The unique skill of the Tsukumogami contract, one they are only willing to perform with someone who has earned their respect. In this stage the Tsukumogami shares their power with their ally, pooling their strength together in a way that's stronger than either of their two halves. The Tsukumogami often manifests as intricate glowing robes or armor, or equally detailed weapons.

Effect: The user transforms into some type of living item, and equips themselves to one willing Player Character (a Tsukumogami contract may only bond with someone who has the Tsukumogami contract, while someone with Sage Mode may choose any willing ally). While bonded;
  • The wielder is considered the alignment specified by Living Artifact.
  • At the start of each round, the caster transfer's HP to their wielder equal to 20% of the damage taken by the wielder the previous round.
  • The caster may grant their wielder up to 3 of their Abilities (if they are a contract), or their full ability list (if they are a PC, excluding Kinjutsu abilities)
  • The wielder's secondary stats are whichever are the highest between themselves and the caster. If the wielder's own secondary's are higher than the caster's, then they gain a +1 bonus.
In addition to the above, the user chooses one of the below options;
  • Legendary Weapon: The caster chooses one of their own weapons or one of their wielder's, and equips it to their wielder. The wielder is treated as having the Weapon Mastery ability for this weapon type. If the wielder unequips or drops the caster, the caster may requip themselves to them without it costing the wielder's AP (it will only cost the Tsukumogami's AP). Upon equipping themselves to their wielder, if their wielder was in the middle of performing an action, then the action will be completed without interference in any way (such as if they were in the middle of performing a technique requiring handseals).
  • Wondrous Item: The wielder gains the effect of 1 Gear item chosen by the caster. Additionally, the wielder may use the caster's Living Artifact ability to replicate the effects of an item inplace of the caster.
  • Mythic Accessory: The wielder equipped with this item gains the ability to perform the caster's known jutsu list without requiring handseals, or knowing the jutsu themselves. The wielder does not need to meet any jutsu requirements. If used by a PC, cannot share BL/CA/Kinjutsu techniques.
Special Action: This Senjutsu's timing may be performed instantly upon the below conditions. All other costs are still paid normally.
  • The contract owner summoning this contract. The contract will pay the cost of this jutsu as normal, and automatically equip itself to its summoner upon being summoned.
  • The contract owner entering Sage Mode. The user will pay the cost of this jutsu, and automatically equip themselves to an ally of their choice.
Cost: 3 AP, 2400 CP/Rnd

Note:
- This Senjutsu cannot be forcibly dropped, other than the caster willingly choosing to drop this, or if either the caster or wielder reaches 0 HP or CP.
- Upon being dispersed, the wielder's and caster's Hp is averaged between them. Neither may surpass their max Hp/Cp ((if they do, both caster and their wielder will have Hp/Cp equal to the lower amount).
- When sharing abilities, the wielder cannot stack abilities which they already have.
- Overwrites any other similar combination type techniques, dispelling and/or preventing them.

While active;
- The caster may only use up to 1/2 their AP each round.
- The caster cannot perform any offensive actions or rest. The exception to this is if used by an Archsage, they may still perform their Archsage Jutsu.
- The caster may only target themselves/their wielder. They are the same entity.
- The caster and their wielder share Genjutsu senses, Clone limits, Creation limits, etc.
- The caster may cast supporting jutsu that normally target themselves (Such as clones or buffing taijutsu) on their wielder, do to being the same entity.
- Actions which target the caster will instead target their wielder.
Ancient Wisdom - General Contract Ability
While many contracts are reclusive and rarely show themselves to the outside world, do not make the mistake of assuming them to be unworldly; many contract beasts live lives far longer than humans, and with this age comes experience. Experience that can benefit those who heed its advice.

Effect:
- While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
- Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.
Healing Factor
While everyone possess a natural recuperation rate, recovering over time with rest, there exist many who tend to just...keep coming back for more, and don't learn when to give up. Persistent to the end, It is hard to keep those with this trait down for long before they spring back up, regardless of the injury.

Information:
Prerequisites: D Rank

Effect:
- The user regains 3% Max HP at the beginning of each round.
- All Medical Jutsu are +10% more effective on the user.

Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.
Fearless

Many people fear death above all else, but the shinobi who embraces death as a simple part of the career, they find they have nothing to fear. Without the fear of death itself, there is nothing to fear at all or so the user of this ability feels. They do not fear pain or dying and thus do not fear anyone or anything.

Information:
Prerequisites: C-Rank

Effect:
- +10% Damage Reduction to all Damage types (includes Illusionary)
- -1 to Evasion and Gen Save.

Jutsu


Bear Contract
Removing Martial Artist (Since it no longer exists in the system)
> Replacing it with Initiative

Unko
HP: (35+lvl) x Player's Chakra Control
CP: (35+lvl) x Player's Chakra Control
Class Bonus: +5% Called Shot, +1 Acc
High: Melee Accuracy
Average: Gen Save, Dodge, Ninjutsu Accuracy
Low: Genjutsu DC, Ranged Accuracy
Paws of Earth-Shattering Destruction and Tyranny...
Little squish beans, really.
Damage Type: Unarmed
Accuracy: +2
Damage: -10%
Special: May afflict suppression
Augments:
Augments Purchased: Here
Savage Blow - Bear Contract Passive
While they may lack the nimble movement of other creatures, when it comes to raw might few can rival the beasts of the bear contract. Each of their strikes carries crushing weight.

Effect: Whenever the user's attack inflicts Called Shot, Bleeding or Suppression on a target, the victim will also be Suppressed for +.5 Ap. This only applies to non-illusory attacks, and cannot suppress someone beyond the suppression limit.

Primal Fury - Bear Contract Dependent Special Move
There are few things that can cause someone to question their own mortality as thoroughly as stumbling across an enraged beast. Regardless if they are a wise sage or brute warrior, all members of the bear contract are capable of channeling their rage to become juggernauts bearing ferocious might.

Effect: Increases an attack's Cp cost by +30%, but also increases its damage and chance of inflicting Bleed/Suppression/Called Shot by a percentile amount equal to half of the percent of the user's Maximum HP that is missing. The user has a chance of being unable to select a target for this attack equal to bonus of this special move. May be used once per round when above 75% Max Hp, twice per round when between 50%-75% Max Hp, and three times per round when below 50% Max Hp.

Note(s):
- Example: If the user is missing 20% of their maximum HP then Primary Fury adds 10% additional damage and a 10% additional chance to inflict Bleeding/Suppression/Called Shots to the attack it is used with.
This percent is always rounded down to the nearest whole value (11.64% becomes 11%).

Maul - Bear Contract Senjutsu
An attack with little actual grace but instead based purely on brute force. Victims are often left torn and mangled beyond recovery.

Effect: Deals 5500 damage to one target. Each limb has a 10% chance of suffering a Called shot penalty.

Cost: 3 Ap, 2750 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- May only be used once per round, and only when the user is below 50% Max Hp.
Called Shot
This ability teaches where all the good spots to aim are. With this ability, you can more easily disable someone, make precise shots, and restrict movement. The 8 types of called shots are: Arms, Legs, Head, Hands, Feet, Neck, Heart, Weapon.

Information:
Prerequisites D Rank

Effect:
- Called Shots only take half the usual accuracy Penalties.
- +5% Called Shot chance.
- User can inflict Broken rank debuffs.
Martial Artist
Masters of the martial arts, these practitioners are so adept at their styles of fighting that they are able to shift fluidly between them at a moments notice to suit the flow of the battle.

Information:
Prerequisites: D Rank, 3 mastered Jutsu useable in the active Style.

Effect: The user may start in each battle with a Physical or Chakra Style already activated.
Earth - Chakra Style
The user may choose a single effect from Offensive OR Defensive. Re-entering the style at the cost of 0.5 AP allows the user to change effects.

Prerequisite: 4 Mastered Earth Jutsu
Offensive:
  • Shatter: Whenever the user uses a Offensive Earth-Based Attack, it has a chance of inflicting Shatter penalty on a limb.
    • Shatter penalty cannot be healed by any means for the remainder of the battle.
    • Shatter raises the called shot of a random limb by 1 level.
    • Called shot level cannot reach Broken status unless the user has the Called Shot ability. Should the random limb selected be one which has maxed out it's Called shot penalty then this has no effect.
    • Base Chance of inflicting Shatter is 5%. May only be increased with Called Shot Chance buffs up to a maximum of 15%.
  • After Quake the user may treat non-maintainable Offensive Earth based jutsu as a maintainable jutsu by paying 70% of the chakra cost per round for a maximum of 2 rounds. Maintaining jutsu this way gives the attacks a -2 penalty to hit the target again and -10% base damage. This effect lasts for up to two rounds and requires a full round of cool down before it may be used again.
  • During the round of cool down the user gains +4% to the secondary effect of Earth Jutsu for every earth jutsu used after the first capping at +16%
Defensive:
  • Craggy Exterior: Melee Contact against the user has 15% chance of inflicting Suppression against the attacker.
  • Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.
  • Gaia's Veil: Whenever the user performs an Earth-based Action, they gain +0.5 Stealth, capping at +2 Stealth. The user may trade their +2 Stealth for the ability to attempt to enter stealth as a free action.
  • Using the Stealth free action removes the +2 Stealth buff before the Awareness check.
  • This may only be done twice per round.

Jutsu
Approved
 
Updating for new rules

Inventory & Custom Weapons

Inventory (5+1 Slots from Item Hoarder)

Armor
Light Armor

Utility
Respirator

Miscellaneous
Pouch - Poison
Hidden Weapon
Acid Trap
Ninja Wire Trap

Archsage Updates
"Archsage Techniques are Archsage Senjutsu, and follow the same rules as Contract Senjutsu.

The Archsage must choose a Jutsu subtype for the Archsage Senjutsu in their Dojo to apply to all Kinjutsu techniques."
- Setting this to Will Genjutsu
 
Updating for new rules

Inventory & Custom Weapons

Inventory (5+1 Slots from Item Hoarder)

Armor
Light Armor

Utility
Respirator

Miscellaneous
Pouch - Poison
Hidden Weapon
Acid Trap
Ninja Wire Trap

Archsage Updates
"Archsage Techniques are Archsage Senjutsu, and follow the same rules as Contract Senjutsu.

The Archsage must choose a Jutsu subtype for the Archsage Senjutsu in their Dojo to apply to all Kinjutsu techniques."
- Setting this to Will Genjutsu
All approved.
 

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