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:

Wild One | Okami Roku | Dojo

Okami Roku

New Ninja
Joined
Jul 21, 2021
Messages
108
Yen
1,036,250
ASP
1,437
OOC Rank
S
Character Name: Okami Roku

Rookie Class
HP: (38+lvl) x Stamina
CP: (38+lvl) x Chakra Control
Class Feature: None
High: None
Average: All
Low: None

OOC Rank: B

Bloodline: Chigokai - Path of the Mahoutsukai
084 PL - Bloodlust (Rank 1), Hemomancer's Gift (Rank 1)
168 PL - Crimson Water (Rank 1)
252 PL - The Gift (Rank 1)
336 PL - Crimson Water (Rank 2)
420 PL - Bloodlust (Rank 2), Red Thaumaturgy (Rank 1)
504 PL - Hemomancer's Gift (Rank 2)
588 PL - Crimson Water (Rank 3), The Gift (Rank 2)
672 PL - Bloodlust (Rank 3), Red Thaumaturgy (Rank 2)
756 PL - The Gift (Rank 3)
840 PL - Hemomancer's Gift (Rank 3), Red Thaumaturgy (Rank 3)

--Path of the Mahoutsukai--
924 PL - Annihilating Touch (Rank 1), Destiny Bond (Rank 1)
1008 PL - Grim Alchemy (Rank 1)
1092 PL - Destiny Bond (Rank 2)
1176 PL - Annihilating Touch (Rank 2), Grim Alchemy (Rank 2)

1260 PL - Curse of Black Blood (Rank 1)
1344 PL - Annihilating Touch (Rank 3), Destiny Bond (Rank 3)
1428 PL - Curse of Black Blood (Rank 2),
1512 PL - Blood Break (Rank 1)
1596 PL - Grim Alchemy (Rank 3)
1680 PL - Curse of Black Blood (Rank 3), Blood Break (Rank 2)
1764 PL - Blood Break (Rank 3)

Kinjutsu:

Curse Seals:

Advanced Shop Battle Related Purchases:

Abilities:

0.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Major Affinities:
1. Water
2.
3.
4.
5.
6.

Minor Affinities:
1. Non-Elemental
2.
3.
4.
5.
6.

Advanced Elements:
0. Blood (Chigokai BL)
1.
2.
3.
4.

Weapons:

Inventory

Contracts:
 
Last edited:
Last edited:
Bloodline Approved, will add the current up to date table shortly: https://ninpocho.com/threads/bl-request-chigokai-path-of-the-mahoutsukai.65420/

D Rank Free Minor Affinity: Water, which now that I am C Rank is bumped to my Free Major Affinity
C Rank Free Minor Affinity: Non-Elemental
I also now have Blood Element thanks to approved Chigokai and appropriate Power Level
Approved!
Major Affinities: Water
Minor Affinities: Non-Elemental
Advanced Elements: Blood
 
Last edited:
https://ninpocho.com/threads/rokus-bl-ca-swap-and-kin-app.67206/#post-375447 - Had a BL and Kin swap to Dark Sage and Demonic Ancestry

https://ninpocho.com/threads/free-kin-swap.67582/#post-378030 - Had a kin swap from Dark Sage to Chimera

From the aftermath of the two things above, I am now a Demonic Ancestry Chimera with my second BL being Hyuuga Bold Step

My Demonic Ancestry Table (has been reflavored to match my character):
Wild Hunt Aura Passive (3 points)
Restriction- C Rank and up
A Hybrid in touch with their Ancient side is completely surrounded by a pervading feeling of hunger that inspires intimidation in even the strongest of shinobi. This power does not differentiate between friend or foe, becoming a blessing and curse for the Hybrid utilizing it.
Effect: At the start of each round, the user checks their Genjutsu DC vs the Genjutsu Save of all individuals in battle. Succeeding this roll grants the user Alignment Advantage over the target (normally +10% Damage dealt to, -10% damage taken by), including against Holy targets. This automatically affects Clones/Creations, does not stack against targets the user would have an advantage against anyways, and does not apply to those with the Fearless ability or another similar effect. Lasts for the duration of the round.

Hybrid Sense - Ability Modification(2 points)
Restriction- C Rank and up, requires Sixth Sense
By unlocking the mortal restraints on their mind, the Hybrid shinobi can gain use of a super sense beyond all senses.
Effect: Failing an Awareness check grants a single Re-Roll with a +1 bonus in the user's favor. This does not stack with similar effects, and requires a ten second cooldown before it may activate again.

The Hunt's Blessing - Passive (1 point) - Taken Thrice
Restriction- Can be taken up to three times
The mind of a Wild Hunt Hybrid is much less susceptible to attack than that of a mere mortal, restricting Genjutsu from targeting them too easily. Being so alien to most forms of chakra, a practitioner of the mind arts will find them harder to snare.
Effect: +1 Genjutsu Save.

The Hunt's Grace - Passive (1 point) -Taken Twice
Restriction- Can be taken up to two times
Those with heritage tied to the Wild Hunt's Court find themselves understanding the true art of inflicting pain. Whether through mind or body, these Hybrids are graced with consuming all before them.
Effect: The user chooses either Genjutsu or Taijutsu (stated in their Dojo); when making a Cursed attack of this type, the user gains a +2 bonus; this applies to checks, as well, but these techniques now cost +10% CP. Taking this boost twice does not increase this to +4, but instead grants +2 to both types if they are Cursed. This +2 bonus applied to Demonic Aura as well.

"The Hound" - Passive (3 Points)
The Hound is a natural weapon, one that aids the progeny of the Wild Hunt in their chase.
Effect: The user designates a single weapon in their Dojo; this weapon is treated as passively equipped whenever the user is not wielding any other weapon, and does not prevent the usage of handseals. Attacks with this Natural Weapon are considered Cursed. Natural Weapon is immune to effects that may cause the user to unequip or change weapons, and if multiple 'passively equipped' weapons are present, the user must state one.

Wütendes Heer - Passive (2 points)
The very chakra of the Wild Hunt is both intoxicating and terrifying. It is like a "raging army" upon the senses of those who encounter it. Merely being in the presence is enough for some to lose their mind to madness.
Effect: The user's Genjutsu are considered Cursed and may target individuals the user is unaware of normally. A Genjutsu that succeeds through this effect does not reveal the target.(This does not make the Genjutsu's Illusionary damage Cursed)

Berchtold's Game - Dependent Special Move (3 points)
The unrelenting nature of the Wild Hunt is that to consume all; mind, body, and soul. Berchtold's Game is putting that ideology to practical use as the Hybrid assaults their prey both physically and mentally.
Effect: By paying +20% CP on both, the user may combo a Taijutsu and Genjutsu. The order does not matter, but the follow-up Jutsu will target all those hit by the preceding Jutsu, and cannot be a higher rank than the Jutsu used prior to it. Cannot combo a Taijutsu with a Taijutsu, or Genjutsu with Genjutsu. Requires a ten second cooldown before it may be used again.

Jägermeister - Final Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
Tossing caution to the wind, and at the cost of their own life, the Wild Hunt Hybrid can tap into even more of the latent Ancient energy that resides within their body. This brings about an increase in power and a change in physical form but this newfound power shortens the natural life of the Hybrid and drains them with each use.
Rank 1/2: While active, the user and their techniques are Cursed. Additionally, they deal +5%/10% damage. Damage taken by the user is reduced by 10%/15%; this reduced damage is converted into CP for the user. Lasts up to 20/30 seconds.
Cost: 3 AP and 2,400 HP to initiate. 4% Max Hp/Rnd
Notes:
  • This counts as a Chakra Armor.
  • The user and the user's attacks Alignment cannot be changed, regardless of what other techniques are used during this time.
  • The Reduced damage is not counted as DR
  • This does not overwrite alignment changes from a Kinjutsu
  • Can only be used twice per battle, and requires a full 10 seconds of cooldown between uses.
  • Holy attacks ignore the user's damage reduction.
Actual Table in original flavor:
Demonic Aura (3 points)
Third Eye (2 points)
Demon Blessing (3 points)
Dark Embrace (2 points)
Natural Weapon (3 points)
Dreadforce (2 points)
Devil's Trick (3 points)
Form of the Demon (2 points)

Inactive Table for Hyuuga Disciple of the Bold Step:
Hyuuga
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One of the most prestigious clans to originate in the Fire country, the Hyuuga are known far and wide for two reasons; their unique style of martial arts, the Gentle Fist, and their Doujutsu, the Byakugan. Wielding both with grace, the Hyuuga clan is one that consistantly produces some of the finest martial artists from any land.
All techniques in this bloodline table require Byakugan or Hakumei Byakugan to be active
084 PL - Byakugan (Rank 1), Tenketsu Point Knowledge (Rank 1)
168 PL - Gentle Fist (Rank 1)
252 PL - Chakra Vision Scan (Rank 1)
336 PL - Gentle Fist (Rank 2)
420 PL - Byakugan (Rank 2), Eight Trigrams: Palm Strike(Rank 1)
504 PL - Tenketsu Point Knowledge (Rank 2)
588 PL - Gentle Fist (Rank 3), Chakra Vision Scan (Rank 2)
672 PL - Byakugan (Rank 3), Eight Trigrams: Palm Strike (Rank 2)
756 PL - Chakra Vision Scan (Rank 3)
840 PL - Tenketsu Point Knowledge (Rank 3), Eight Trigrams: Palm Strike (Rank 3)


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Byakugan - Passive
The iconic power of the Hyuuga clan, their are few that have not heard of their famous "all seeing eye". The Hyuuga are born with white irises and pupils, and when the Byakugan is active, gain a near-360 degree field of vision to all but a small blind spot behind them. Not only is their field of vision expanded, but they also gain the capability of seeing chakra as a glowing light source; the tradeoff is that their vision loses detail, seeing things simply as shades of white/gray/black, aside from chakra.

Rank 1/2/3: The user gains +1/2/2 Accuracy/Dodge. Sneak Attacks against the user must make a special d20 roll. If the result of this roll is less than 6/6/8 + the user's Awareness modifiers, it is reduced to a non-sneak attack.

Cost: 0 AP

Notes:
  • Byakugan costs no AP to activate (it only needs to be declared), but takes the timing of 1 AP to come into effect.
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Tenketsu Point Knowledge - Passive
The Tenketsu are small pressure points within a targets body which govern the flow of chakra. The Byakugangrants the Hyuuga the capability of seeing chakra, and the Tenketsu themselves appear as glowing points, like stars in the sky, only visible to their all-seeing-eye. By precisely striking these minuscule points, the Hyuuga may damage the chakra system of a target, impairing their capability of lasting in a prolonged battle.

Rank 1 The user is able to target a special Called Shot area in the body; only Hyuuga with this passive may affect the Tenketsu. [Link to Called Shot Rules]
Rank 2: +5% Called Shot chance when targeting Tenketsu.
Rank 3: Inflicting a Called shot Rank of Tenketsu causes the target to immediately lose Chakra based on its rank (as if they had inflicted suppression at that rank).

Called Shot:
  • Tenketsu:
    • Targeted at -4 Accuracy
    • Sprained = The victim loses 1.5% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Fractured = The victim loses 2% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Broken = The victim loses 2.5% Max CP for every 0.5 AP of Suppression inflicted on them.
Notes:
  • Like any other Called Shot limb, the Hyuuga must have some method of inflicting Broken penalties to raise Tenketsu to that status, such as the Called Shot abiity, or Eight Trigrams Palm Strike.

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Gentle Fist - Physical Style
The fighting style of the Hyuuga clan, named after the"tap" like strikes it uses on the opponent. Unlike other styles of fighting, the Gentle Fist does not involve brute strength; it instead focuses on precise strikes of the used index and middle fingers, infused with chakra, to deal damage internally to the target. As the victim lacks any external wounds, the term "Gentle Fist" arose.

Rank 1/2/3: Unarmed Taijutsu gain +2 Accuracy, +1 Critical, and +8% Called Shot/Suppression chance. Unarmed Taijutsu attacks deal -25/20/15% Damage (also applied to their damage bonus cap).

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Chakra Vision Scan - Independent Special Move
The Byakugan possesses the ability to see all within a certain radius, nothing being able to escape its wide field of vision. However...this visual sensory is beyond the processing of a normal mind. Using this however, one can focus and block out other senses and concentrate purely on their Byakugan sight, temporarily increasing the distance of their sensory range and enable to pin point their targets through their chakra view.

Rank 1/2/3: The user may reroll their Awareness vs all targets in battle with a +0/1/2 bonus (do not reroll for targets the user already is aware of). For the following 15 seconds, the user will not lose awareness of targets they are aware of.

Cost: 1 AP and 2% Max CP

Notes
  • Requires 15 second cooldown after use

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Eight Trigrams: Palm Strike - Unarmed Taijutsu
The most powerful jutsu of the Hyuuga clan, this technique combines the Byakugan, Gentle Fist, and Taijutsu skill into one. Striking the targets chakra system with a barrage of tenketsu strikes, the Hyuuga seal away significant portions of the target's chakra system. The most skilled Hyuuga may also combine knowledge of the human body to strike critical points, rendering specific areas useless for a period of time.

Rank 1: Deals damage based on the user's rank. This jutsu ignores the user's damage modifiers (both positive and negative), as well as the target's Damage Reduction.
Rank 2: Gains access to the Special Acton.
Rank 3: Called Shots made with the special action may inflict Broken penalties, even if the user does not have the Called Shot ability.

Ranks are;
  • 2 Palms - Treated as a basic strike, but deals Chakra Damage instead This level is not part of the "once per round" limitation, and may be used as if a standard basic strike following all rules.
  • 4 Palms - Requires E-Rank. 2 attacks, each dealing 100 Chakra Damage. Costs 0.75 AP and 65 CP.
  • 8 Palms - Requires D-Rank. 3 attacks, each dealing 225 Chakra Damage. Costs 1.25 AP and 180 CP.
  • 16 Palms - Requires C-Rank. 4 attacks, each dealing 250 Chakra Damage. Costs 1.75 AP and 335 CP.
  • 32 Palms - Requires B-Rank. 5 attacks, each dealing 300 Chakra Damage. Costs 2.25 AP and 545 CP.
  • 64 Palms - Requires A-Rank. 6 attacks, each dealing 550 Chakra damage. Costs 2.75 AP and 1650 CP.
Special Action - 128 Palms: The user may use each strike as a Called Shot. Each strike has its own individual chance of inflicting called shot penalties, and multiple may succeed.

Notes:
  • May only be used once per round.
  • The user may choose a lower rank, but cannot choose a rank higher than their OOC rank.

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Discipline of the Bold Step
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The Bold Step is one of the twin disciplines belonging to the Gentle Fist style. Betraying the "Gentle" part of the name in favor of fierce aggression, Hyuuga who master this nature of the Gentle Fist are among the swiftest martial artists in the world, each touch capable of causing very lethal injuries.
924 PL - Flurry of Blows (Rank 1), Eight Trigrams: Air Palm (Rank 1)
1008 PL - Internal Bleeding (Rank 1)
1092 PL - Eight Trigrams: Air Palm (Rank 2)
1176 PL - Flurry of Blows (Rank 2), Internal Bleeding (Rank 2)
1260 PL - Eight Trigrams: Palm Rotation (Rank 1)
1344 PL - Flurry of Blows (Rank 3), Eight Trigrams: Air Palm (Rank 3)
1428 PL - Eight Trigrams: Palm Rotation (Rank 2),
1512 PL - Eight Trigrams: Divination Field (Rank 1)
1596 PL - Internal Bleeding (Rank 3)
1680 PL - Eight Trigrams: Palm Rotation (Rank 3), Eight Trigrams: Divination Field (Rank 2)
1764 PL - Eight Trigrams: Divination Field (Rank 3)


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Flurry of Blows - Passive
The twin disciplines of the Gentle Fist is best represented by the symbol of Yin and Yang; and the Bold Step teaching believes that the Gentle Fist is a weapon which should only be used when prepared to fully remove the threat of an enemy entirely. With this belief, they believe in holding nothing back from disabling their opponent in the most direct way possible.

Rank 1/2/3: When attacking with a Taijutsu of B-rank or above, the user may make 2 free Basic Strikes upon the target(s). 0/1/2 of these may be used as Called Shots.

Notes:
  • A specific target may be affected by Flurry of Blows once per round.
  • Free Basic Strikes made through Flurry of Blows do not count toward the users limit of "Free Strikes".

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Internal Bleeding - Passive
The strikes of a Hyuuga who has trained in the way of the Bold Step hold nothing back. While the Gentle Fist itself always appears as light strikes and taps on the Hyuuga, these practitioners focus their strikes on parts of the body which cause the most internal damage. A master of the Bold Step is said to be able to end the life of an unexpecting target with a touch to a vital organ.

Rank 1: The user's Unarmed Taijutsu which fully hit have a chance to inflict Bleeding. [Link to Bleeding rules]
Rank 2: The Gentle Fist style now also grants +8% Bleed chance.
Rank 3: Bleed ranks inflicted by Unarmed Taijutsu are treated as two Bleed ranks -only- for the purpose of removing/ignoring/etc Bleed ranks.

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Eight Trigrams: Palm Rotation - Buffing Taijutsu
A special technique of the Hyuuga clan, this technique is performed by the Hyuuga releasing chakra from every tenketsu in their body while spinning themselves rapidly; the result being a chakra barrier to protect themselves from harm in all directions. Hyuuga loathe to mention the nausea which may or may not soon follow afterward.

Rank 1/2/3: This jutsu may be used reflexively. Upon use, the user chooses 1, 2 or 3 seconds; the user may not perform other actions during this time, but any non-genjutsu attack which hits them is affected by a Barrier which reduces the attack's damage by 45/55/65%. Any who attack the user during this time are attacked with two Basic Strikes at +2 accuracy (applied once per target)

Cost: 2.25 AP; 735 CP.

Notes:
  • Requires a 10 second cooldown after use.
  • This is a Barrier technique that does not have HP, and instead reduces the damage of incoming attack's by a percentage.
  • This Barrier does not receive the Barrier DR as it reduces the incoming damage.
  • While Eight Trigrams: Palm Rotation reduces the damage taken, it does not count as DR, and cannot be bypassed as such.
  • Attacks which have their damage reduced by Palm Rotation do not receive a chance to strike the user with any secondary effects.
  • Any who attacks the user are eligible to be targeted by the two basic strikes, even if their attack was not reduced by Palm Rotation.
  • The user suffers a -1 dodge penalty per blocked attack (stacking up to -3). This penalty lasts the remainder of the round.

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Eight Trigrams: Air Palm - Buffing Taijutsu
Emphasizing their precise control over their Tenketsu, the teaching of the Bold Step allows the Hyuuga to precisely release blows of chakra from their Gentle Fist strikes, creating shock waves which my strike even distant targets.

Rank 1/2/3: The user’s Unarmed Taijutsu may target Airborne targets at -1/+0/+1 acc. Unarmed Taijutsu used this way does not count as Melee Contact, and gain +21% chance of suppression.

Cost: 2.25 AP, 820 CP, 410 CP/Rnd

Notes:
  • The accuracy of attacks against the non-Airborne targets are unaffected by this technique.
  • The additional suppression chance applies to Airborne and non-Airborne targets.

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Eight Trigrams: Divination Field - Arena Taijutsu
More of a meditation than a technique, the Divination Field paints the vision of the 8 Trigrams within the mind's eye of the Hyuuga. To them, the world beyond the boundary of this field ceases to exist; but within the field they are enhanced. The extreme focus of this meditation grants them heightened speed and clarity, viewing the world in slow-motion. This grants them greater range to their techniques, capable of striking all within the envisioned field.

Rank 1/2/3: The user attempts to create a Divination Field around up to 3 targets at +1/1/2 Melee Accuracy. The user gains +1/2/2 Dodge while within the Divination Field. Rank 3 allows the user to access the special action. Failed escape/enter attempts allow the user to make 2 Basic Strikes against the target that failed.
[Hakumei Byakugan] Rank: May only be performed by those with Hakumei Byakugan. Functions as above, however, the user may forfeit the dodge bonus to make the first attack against a target a sneak attack.

Special Action: When making a Taijutsu attack, the user may choose to designate the Divination Field as the only target (forfeiting any other targets the attack may have). If this is used, this instead turns the Taijutsu into an AoE that strikes any amount of targets that are within Divination Field. The user may specify which targets they do and do not want to attack (by default, all enemies)

Cost: 2.75 AP, 2480 CP, 1240 CP/Rnd
HB Cost: 3.75 AP, 4250 CP, 2125 CP/Rnd

Notes:
  • May be maintained for up to 30 seconds.
  • This is an Arena Technique
  • Attempting to enter or exit requires a successful Taijutsu check against the user.
  • An additional escape attempts may be made for 1 Ap.
  • All failed checks cause the target to take 2 Basic Strikes from the user.
  • Free Basic Strikes made through failed attempts do not count toward the users limit of "Free Strikes"

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My Chimera Table (all table purchased):
Chimera
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Many shinobi, during the course of their lifetimes, can be said to have mastered their own bloodline or core ability. Fewer can be said to have had the opportunity to do it with more than one; of those, only the Chimera manage it simultaneously, with their own natural bodies. There are many ways to achieve the path of the Chimera, masters of the most natural and innate of the ninja arts, but few ever manage to carry themselves fully along this difficult path to become true masters of their own powers as well as those they have absorbed, through ill means or no, those they were not born or raised to. Indeed, even for those who do, such arts prove positively exhausting, taxing them far more than do the earthly exploits of mere mortals...

Kinjutsu Table
Divinity’s Edge (Ability)
Genetic Instability (Ability)
Mystic Replication (B-Rank Technique)
Radiant Aura (B-Rank Technique)
Sacrificial Rite (A-Rank Technique)
Untwisted Helix (S-Rank Technique)

Information
Prerequisites: B-Rank, one fully mastered BL/CA

Effects:
  • The user gains access to the Genetic Implant Ability and will not take up a slot. If the user already has the ability upon gaining Chimera, the Genetic Implant Ability will no longer take up a slot.
  • The user's Genetic Implant activates in 0 seconds and no longer has a cooldown after use.
  • The HP Modifier Reduction from Genetic Implant is halved, the user only losing 2 Max HP per activation.
  • The user gains the ability to integrate another Bloodline or Core Ability into themselves. This BL/CA does not have to match the user’s Genetic Implant BL/CA. If the chosen Bloodline has multiple branches, the user only has access to a single branch. However, they may have the same Bloodline fill any of their 2 BL/CA slots to gain access to an additional branch.
  • The user has one Active and one Inactive BL/CA.
  • Even while inactive, the user must have the Core Ability choices listed in thier Dojo.
  • The user must select one Passive from both the Active and Inactive BL/CAs to have active at all times.
  • If the chosen passive is from a Core Ability, the point cost is not counted towards the User's Core Ability choices.
  • The user may swap between the Active and Inactive BL/CA’s in their Dojo.
  • All Chimera technique’s do not require handseals, and must have an accuracy selected in the Dojo.

For the purposes of this Kinjutsu the following table is used for definitions:
Passives = Bloodline Passives, Core Ability Passives/Boosts/Ability Modifications/Jutsu Modifications
Skills = Bloodline Activated Passives, Styles, Non-Final Techniques, Special Moves. Core Ability Special Moves and Styles.
Capstone Technique = Bloodline Final Techniques and Core Ability Final Techniques

Divinity’s Edge - Kinjutsu Style
Needs new picture
Their body has started to absorb the abilities of other Bloodlines and Core Abilities, and the Chimera knows exactly how to get these to manifest in the middle of battle, forcing their own natural bloodline to incorporate the absorbed ones.

Information
Prerequisites: Chimera

Effect:
  • When the user enters this style, they may choose to gain up to 3 passives/skills from their Inactive BL/CA. While in this style, BL/CA CP costs are increased by 10%

Special Action - Divinity’s Summit: The user may pay 1 AP and 4 HP modifier to drop out of Divinity’s Edge Style and swap their Inactive and Active CA/BL.

Notes:
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • While in this style, the user’s Genetic Implant has no duration, and remains active once activated.
  • Divinity’s Summit may only be used twice per battle.

Genetic Instability - Kinjutsu Ability
View attachment 1175
The act of splicing other genetic abilities into their own bodies leaves a mark. Sometimes, these marks are clearly visible and set someone apart, other times they’re subtle and might be near invisible. Then there’s the times when your very DNA becomes so unstable you weaponize it.

Information
Prerequisites: Chimera

Effect:
  • Whenever using a Bloodline or Core Ability Skill (See table above), the user may replace the Skill’s Secondary Effects with Genetic Instability with the same % chance. (eg,a Fuyushio Yuki using Storm of Ice Shards could replace its 21%/28%/35% chance of causing Impale with 21%/28%/35% chance to cause Genetic Instability).
  • Genetic Instability causes all Bloodline or Core Ability Skills to become Unstable for 3 seconds. While affected, a target cannot use BL/CA Skills.

Notes:
  • BL/CA Skills that are Unstable are still maintained, and do not end, but have no effect on the user until they are no longer Unstable.
  • A target may not be affected by Genetic Instability more than once in a 10 second period.

Mystical Replication - Non-Elemental Ninjutsu
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Considered by some Chimera to be their quintessential skill, a lesser, quicker replica of the means through which they may siphon a whole set of techniques from others. By simply touching the skin of living being, the Chimera can directly absorb and copy aspects of a target and both understand and use them immediately. However, though very convenient, this method does not allow the Chimera to retain the copied aspects of the victim indefinitely, generally fading away shortly after use.

Information
Prerequisites: Chimera, B-Rank

Rank 1/2: The user attempts to reflexively copy a single BL/CA Skill from a target, immediately recasting it. If the Copied Skill is one that targets the user, they must make a check against the caster at -1; if the technique does not have a target or is targeting someone else, the check is made at +0. The user may dodge or resist the technique they are attempting to copy if it is aimed at them, but at a penalty of -2.

Cost: AP equal to copied skill, +30%/20% CP Cost

Notes:
  • Requires a 10 second cooldown after use.
  • The Copied Skill cannot be one they already have.
  • The user must pay all associated costs in order to use copied techniques, with the exception of any unique costs that are a part of the BL/CA itself (such as a Kaguya's Bone Tokens).
  • Any BL/CA prerequisite for this stolen skill is not applied to the user. (such as a Uchiha’s Sharingan).
  • The user does not need a weapon equipped to replicate a taijutsu, but receives no weapon or augment bonuses if one is not equipped.
  • The user applies only their own buffs to the stolen skill, no other buffs apply.
  • Maintained skills can only be maintained for 10/20 seconds.

Radiant Aura - Non-Elemental Ninjutsu
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A halo of light that surrounds a Chimera, which is only apparent to those with the correct kind of extra senses. Certainly though, it is there, and one should not mistake this aura for any kind of inefficiency or runoff of wasted chakra. It is instead an indicator of talent they have taken upon themselves to counter the rapid drain of their life's energy through the use of other techniques, to instead supplement themselves even as they fight.

Information
Prerequisites: Chimera

Rank 1/2: The user selects a single target and makes a check against them at -1/+0. If the user succeeds, the victim's CP modifier is lowered by -5 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim.

Special Action - Divinity’s Light: Instead of gaining the victim's CP and CP modifier, the user may sacrifice it in order to enable them to swap an additional Passive or Technique for Divinity’s Edge. This technique remains active for the user for the rest of the battle.

Cost: 2.5 AP, 960 CP

Notes:
  • This technique may only be used once successfully per target per battle.
  • Divinity’s Light is not required to be pre-chosen in the user’s dojo, and may be chosen when Radiant Aura is used successfully.

Sacrificial Rite - Non-Elemental Ninjutsu
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Those who are not Chimera exist as only one thing of use to the Chimera in battle: a means to elevate the level of their own perfection. There is no better way, in their mind, to stomp down the boot of their own superiority on the head of their opponent than to remove their use of those techniques the Chimera considers most core and useful to one's being and using that energy to augment the Chimera's own. This technique may seem somewhat limited and expensive, and indeed it is, but it is also a potential game changer should the Chimera apply it at the correct time. The loss of their own innate talents, even temporarily, can indeed throw off the battle rhythm of even the most skilled ninja.

Information
Prerequisites: Chimera, A-Rank

Rank 1/2: The user attempts a check against one target at -2/+0 Acc/DC. If this check succeeds, the user may choose a single Passive of the Target’s BL/CA to be Sacrificed, disabling them for 5/10 seconds. The user gains the benefits of that Passive for the next 5/10 seconds.

Cost: 3 AP and 3025 CP

Notes:
  • If the user lacks the Technique/Ability that a victim's Modification is based on, that Modification is excluded from the pool of potential Sacrificed Passives.
  • The victim is still capable of using other BL/CA techniques that would otherwise rely on the Sacrificed Passive as a prerequisite.
  • Requires a 20 second cooldown after use.

Untwisted Helix - S-Rank Non-Elemental Ninjutsu
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Having spent a great deal of time mastering the way of combining genetics, the Chimera have learned while it is much easier to just tear everything apart, combining it in the right way can provide a huge boost in power, if only a temporary one.

Information
Prerequisites: Chimera, S-Rank, All other Chimera techniques Mastered

Rank 1/2: The user may double a single passive on their Active BL/CA. The user also gains access to 2 Passives, 2 Skills and one Capstone Technique of their inactive CA/BL for 15/20 seconds.

Special Action - Möbius Gene: The user may sacrifice their Genetic implant’s Passive, causing the user to lose it for the duration of this technique to gain 2 Passives, 2 Skills and one Capstone Technique from the Genetic Implant's BL/CA instead of the usual effects.

Cost: 4 AP and 5000 CP.

Notes:
  • This is not a Maintainable Technique.
  • This Technique has a 10 second cooldown after use.
  • The chosen Passives/Skills do not stack with one they already have, {Eg: a Yamanaka choosing Mentalist would gain no additional effect}

Chimera Always Active First Bloodline Passive (Demonic Ancestry): Natural Weapon
Chimera Always Active Second Bloodline Passive (Hyuuga - Bold Step): Byakugan
Genetic Implant: Inner Rage (3 Points) From Berserker Table

Adding the following Abilities:
0. Shinobi 101 - Visual Gen use Melee ACC
0. Genetic Implant - Inner Rage (3 points) Berserker Table
1. Sixth Sense - Modified by Third Eye (Demonic Ancestry)
2. Targeting Strike
3. Called Shot
4. Willpower
5. Powerful Impact
6. Human Anatomy
7. Shattered Reality
8. Healing Factor
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu

Words to activate them all:
Roku would let out a sigh as he woke up. Today was the day he would begin to slowly start to put all the pieces together. All of the training from Sousuke, the mental and physical, would finally come together as he would embark on a journey of solitude to reach his potential. He was still a long ways to go from being where he could be, where he needed to be, but everyone had to start somewhere. Heading into the desert expanse, Roku would prepare himself mentally for what was necessary.

"Sousuke had told me that I needed to learn first, and then I could start putting into action all of that theory."

The reality was this for Roku; he had spent the entirety of his time in the village so far simply learning and observing. He had tried some moments of interactions, he had done some minor training throughout the days, but the reality is that he was not taking it seriously yet. He had rarely even attempted jutsu, mainly because it did not seem like it was the true focus for him. Now, however, things were changing. He was becoming more aware of his body, of what happened that night at The Community, and while he still had plenty of questions and unknowns, he was slowly starting to piece together bigger pieces of the puzzle. His body was different, his chakra was different, so he had to stop running from that. Within him was some sort of beast, awoken by the trauma he experienced long ago, and it was only hurting him to avoid confronting it.

Whatever The Hunger is, whatever my body and soul happen to actually be, I can still dictate who I am, what my character is...

It was a mantra he had started to take up. There were things about him that he couldn't change or could no longer change, whatever happened to him that day was the end of that story and the start of Okami Roku. So he needed to master himself, master his skills, and master his abilities.

What am I good at?

He had a knack for not only being observant but being hyperaware of people around him. More specifically, he noticed that certain types of people set off a feeling inside of him that yelled at him to react. That was a piece of the overall puzzle he wasn't yet fully sure of, but he still understood the basics of it.

Additionally, he was good at making contact with his prey. When his eyes locked in on something or someone, it would prove to be difficult to get away from him. While he may not always connect with his attacks, he would always manage to keep his eyes locked firmly on the target. At times, it even felt like his firsts were being guided straight at the target on their own.

Another facet of his current understanding of himself, but one that was still very murky, was that he seemed to have a knack for casting illusions. He did not like to showcase this, as it felt dirty and like something that would have served him better being kept a secret. In the same vein, he found himself having an easier time conquering mental attacks posed against him. Lastly, in this field, he started to notice that he could physically break his illusions, he wasn't entirely sure what the outcome from this would be on a target, at least not fully, but he assumed it would hurt.

His body had an uncanny ability to recover from injury, as well. While he wasn't fully sure why, he knew that this little ability was impart owed to whatever change happened to him at The Community, as he did not use to heal as fast. He could still remember days of his torture when he was left broken and bloodied, especially on days when he volunteered to take the 'testing' that was going to happen to his sister. Now, however, it seemed that smaller injuries were almost gone in the blink of an eye.

His fists carried weight to them. He knew he was strong, he assumed anyone with basic chakra manipulation skills would be inherently stronger than your average person. That said, he started to notice that when serious, the impact of his first was considerably more damaging than that of some of the peers he had been watching from afar. This could have been misleading, however, as he had yet to fully interact with other shinobi, more specifically with shinobi in a live sparring match, but it just seemed, from his vantage point, that one of his punches carried with them a powerful impact that would cause most to quake instantly.

"I just need to find a way to put this all together. I am so close to reaching my true starting point. A few more answers, a few more tests... soon I will know what I should be capable of... and then I can test the reality of it."

Over 800 words
 
https://ninpocho.com/threads/rokus-bl-ca-swap-and-kin-app.67206/#post-375447 - Had a BL and Kin swap to Dark Sage and Demonic Ancestry

https://ninpocho.com/threads/free-kin-swap.67582/#post-378030 - Had a kin swap from Dark Sage to Chimera

From the aftermath of the two things above, I am now a Demonic Ancestry Chimera with my second BL being Hyuuga Bold Step

My Demonic Ancestry Table (has been reflavored to match my character):
Wild Hunt Aura Passive (3 points)
Restriction- C Rank and up
A Hybrid in touch with their Ancient side is completely surrounded by a pervading feeling of hunger that inspires intimidation in even the strongest of shinobi. This power does not differentiate between friend or foe, becoming a blessing and curse for the Hybrid utilizing it.
Effect: At the start of each round, the user checks their Genjutsu DC vs the Genjutsu Save of all individuals in battle. Succeeding this roll grants the user Alignment Advantage over the target (normally +10% Damage dealt to, -10% damage taken by), including against Holy targets. This automatically affects Clones/Creations, does not stack against targets the user would have an advantage against anyways, and does not apply to those with the Fearless ability or another similar effect. Lasts for the duration of the round.

Hybrid Sense - Ability Modification(2 points)
Restriction- C Rank and up, requires Sixth Sense
By unlocking the mortal restraints on their mind, the Hybrid shinobi can gain use of a super sense beyond all senses.
Effect: Failing an Awareness check grants a single Re-Roll with a +1 bonus in the user's favor. This does not stack with similar effects, and requires a ten second cooldown before it may activate again.

The Hunt's Blessing - Passive (1 point) - Taken Thrice
Restriction- Can be taken up to three times
The mind of a Wild Hunt Hybrid is much less susceptible to attack than that of a mere mortal, restricting Genjutsu from targeting them too easily. Being so alien to most forms of chakra, a practitioner of the mind arts will find them harder to snare.
Effect: +1 Genjutsu Save.

The Hunt's Grace - Passive (1 point) -Taken Twice
Restriction- Can be taken up to two times
Those with heritage tied to the Wild Hunt's Court find themselves understanding the true art of inflicting pain. Whether through mind or body, these Hybrids are graced with consuming all before them.
Effect: The user chooses either Genjutsu or Taijutsu (stated in their Dojo); when making a Cursed attack of this type, the user gains a +2 bonus; this applies to checks, as well, but these techniques now cost +10% CP. Taking this boost twice does not increase this to +4, but instead grants +2 to both types if they are Cursed. This +2 bonus applied to Demonic Aura as well.

"The Hound" - Passive (3 Points)
The Hound is a natural weapon, one that aids the progeny of the Wild Hunt in their chase.
Effect: The user designates a single weapon in their Dojo; this weapon is treated as passively equipped whenever the user is not wielding any other weapon, and does not prevent the usage of handseals. Attacks with this Natural Weapon are considered Cursed. Natural Weapon is immune to effects that may cause the user to unequip or change weapons, and if multiple 'passively equipped' weapons are present, the user must state one.

Wütendes Heer - Passive (2 points)
The very chakra of the Wild Hunt is both intoxicating and terrifying. It is like a "raging army" upon the senses of those who encounter it. Merely being in the presence is enough for some to lose their mind to madness.
Effect: The user's Genjutsu are considered Cursed and may target individuals the user is unaware of normally. A Genjutsu that succeeds through this effect does not reveal the target.(This does not make the Genjutsu's Illusionary damage Cursed)

Berchtold's Game - Dependent Special Move (3 points)
The unrelenting nature of the Wild Hunt is that to consume all; mind, body, and soul. Berchtold's Game is putting that ideology to practical use as the Hybrid assaults their prey both physically and mentally.
Effect: By paying +20% CP on both, the user may combo a Taijutsu and Genjutsu. The order does not matter, but the follow-up Jutsu will target all those hit by the preceding Jutsu, and cannot be a higher rank than the Jutsu used prior to it. Cannot combo a Taijutsu with a Taijutsu, or Genjutsu with Genjutsu. Requires a ten second cooldown before it may be used again.

Jägermeister - Final Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
Tossing caution to the wind, and at the cost of their own life, the Wild Hunt Hybrid can tap into even more of the latent Ancient energy that resides within their body. This brings about an increase in power and a change in physical form but this newfound power shortens the natural life of the Hybrid and drains them with each use.
Rank 1/2: While active, the user and their techniques are Cursed. Additionally, they deal +5%/10% damage. Damage taken by the user is reduced by 10%/15%; this reduced damage is converted into CP for the user. Lasts up to 20/30 seconds.
Cost: 3 AP and 2,400 HP to initiate. 4% Max Hp/Rnd
Notes:
  • This counts as a Chakra Armor.
  • The user and the user's attacks Alignment cannot be changed, regardless of what other techniques are used during this time.
  • The Reduced damage is not counted as DR
  • This does not overwrite alignment changes from a Kinjutsu
  • Can only be used twice per battle, and requires a full 10 seconds of cooldown between uses.
  • Holy attacks ignore the user's damage reduction.
Actual Table in original flavor:
Demonic Aura (3 points)
Third Eye (2 points)
Demon Blessing (3 points)
Dark Embrace (2 points)
Natural Weapon (3 points)
Dreadforce (2 points)
Devil's Trick (3 points)
Form of the Demon (2 points)

Inactive Table for Hyuuga Disciple of the Bold Step:
Hyuuga
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One of the most prestigious clans to originate in the Fire country, the Hyuuga are known far and wide for two reasons; their unique style of martial arts, the Gentle Fist, and their Doujutsu, the Byakugan. Wielding both with grace, the Hyuuga clan is one that consistantly produces some of the finest martial artists from any land.
All techniques in this bloodline table require Byakugan or Hakumei Byakugan to be active
084 PL - Byakugan (Rank 1), Tenketsu Point Knowledge (Rank 1)
168 PL - Gentle Fist (Rank 1)
252 PL - Chakra Vision Scan (Rank 1)
336 PL - Gentle Fist (Rank 2)
420 PL - Byakugan (Rank 2), Eight Trigrams: Palm Strike(Rank 1)
504 PL - Tenketsu Point Knowledge (Rank 2)
588 PL - Gentle Fist (Rank 3), Chakra Vision Scan (Rank 2)
672 PL - Byakugan (Rank 3), Eight Trigrams: Palm Strike (Rank 2)
756 PL - Chakra Vision Scan (Rank 3)
840 PL - Tenketsu Point Knowledge (Rank 3), Eight Trigrams: Palm Strike (Rank 3)


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Byakugan - Passive
The iconic power of the Hyuuga clan, their are few that have not heard of their famous "all seeing eye". The Hyuuga are born with white irises and pupils, and when the Byakugan is active, gain a near-360 degree field of vision to all but a small blind spot behind them. Not only is their field of vision expanded, but they also gain the capability of seeing chakra as a glowing light source; the tradeoff is that their vision loses detail, seeing things simply as shades of white/gray/black, aside from chakra.

Rank 1/2/3: The user gains +1/2/2 Accuracy/Dodge. Sneak Attacks against the user must make a special d20 roll. If the result of this roll is less than 6/6/8 + the user's Awareness modifiers, it is reduced to a non-sneak attack.

Cost: 0 AP

Notes:
  • Byakugan costs no AP to activate (it only needs to be declared), but takes the timing of 1 AP to come into effect.
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Tenketsu Point Knowledge - Passive
The Tenketsu are small pressure points within a targets body which govern the flow of chakra. The Byakugangrants the Hyuuga the capability of seeing chakra, and the Tenketsu themselves appear as glowing points, like stars in the sky, only visible to their all-seeing-eye. By precisely striking these minuscule points, the Hyuuga may damage the chakra system of a target, impairing their capability of lasting in a prolonged battle.

Rank 1 The user is able to target a special Called Shot area in the body; only Hyuuga with this passive may affect the Tenketsu. [Link to Called Shot Rules]
Rank 2: +5% Called Shot chance when targeting Tenketsu.
Rank 3: Inflicting a Called shot Rank of Tenketsu causes the target to immediately lose Chakra based on its rank (as if they had inflicted suppression at that rank).

Called Shot:
  • Tenketsu:
    • Targeted at -4 Accuracy
    • Sprained = The victim loses 1.5% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Fractured = The victim loses 2% Max CP for every 0.5 AP of Suppression inflicted on them.
    • Broken = The victim loses 2.5% Max CP for every 0.5 AP of Suppression inflicted on them.
Notes:
  • Like any other Called Shot limb, the Hyuuga must have some method of inflicting Broken penalties to raise Tenketsu to that status, such as the Called Shot abiity, or Eight Trigrams Palm Strike.

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Gentle Fist - Physical Style
The fighting style of the Hyuuga clan, named after the"tap" like strikes it uses on the opponent. Unlike other styles of fighting, the Gentle Fist does not involve brute strength; it instead focuses on precise strikes of the used index and middle fingers, infused with chakra, to deal damage internally to the target. As the victim lacks any external wounds, the term "Gentle Fist" arose.

Rank 1/2/3: Unarmed Taijutsu gain +2 Accuracy, +1 Critical, and +8% Called Shot/Suppression chance. Unarmed Taijutsu attacks deal -25/20/15% Damage (also applied to their damage bonus cap).

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Chakra Vision Scan - Independent Special Move
The Byakugan possesses the ability to see all within a certain radius, nothing being able to escape its wide field of vision. However...this visual sensory is beyond the processing of a normal mind. Using this however, one can focus and block out other senses and concentrate purely on their Byakugan sight, temporarily increasing the distance of their sensory range and enable to pin point their targets through their chakra view.

Rank 1/2/3: The user may reroll their Awareness vs all targets in battle with a +0/1/2 bonus (do not reroll for targets the user already is aware of). For the following 15 seconds, the user will not lose awareness of targets they are aware of.

Cost: 1 AP and 2% Max CP

Notes
  • Requires 15 second cooldown after use

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Eight Trigrams: Palm Strike - Unarmed Taijutsu
The most powerful jutsu of the Hyuuga clan, this technique combines the Byakugan, Gentle Fist, and Taijutsu skill into one. Striking the targets chakra system with a barrage of tenketsu strikes, the Hyuuga seal away significant portions of the target's chakra system. The most skilled Hyuuga may also combine knowledge of the human body to strike critical points, rendering specific areas useless for a period of time.

Rank 1: Deals damage based on the user's rank. This jutsu ignores the user's damage modifiers (both positive and negative), as well as the target's Damage Reduction.
Rank 2: Gains access to the Special Acton.
Rank 3: Called Shots made with the special action may inflict Broken penalties, even if the user does not have the Called Shot ability.

Ranks are;
  • 2 Palms - Treated as a basic strike, but deals Chakra Damage instead This level is not part of the "once per round" limitation, and may be used as if a standard basic strike following all rules.
  • 4 Palms - Requires E-Rank. 2 attacks, each dealing 100 Chakra Damage. Costs 0.75 AP and 65 CP.
  • 8 Palms - Requires D-Rank. 3 attacks, each dealing 225 Chakra Damage. Costs 1.25 AP and 180 CP.
  • 16 Palms - Requires C-Rank. 4 attacks, each dealing 250 Chakra Damage. Costs 1.75 AP and 335 CP.
  • 32 Palms - Requires B-Rank. 5 attacks, each dealing 300 Chakra Damage. Costs 2.25 AP and 545 CP.
  • 64 Palms - Requires A-Rank. 6 attacks, each dealing 550 Chakra damage. Costs 2.75 AP and 1650 CP.
Special Action - 128 Palms: The user may use each strike as a Called Shot. Each strike has its own individual chance of inflicting called shot penalties, and multiple may succeed.

Notes:
  • May only be used once per round.
  • The user may choose a lower rank, but cannot choose a rank higher than their OOC rank.

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Discipline of the Bold Step
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The Bold Step is one of the twin disciplines belonging to the Gentle Fist style. Betraying the "Gentle" part of the name in favor of fierce aggression, Hyuuga who master this nature of the Gentle Fist are among the swiftest martial artists in the world, each touch capable of causing very lethal injuries.
924 PL - Flurry of Blows (Rank 1), Eight Trigrams: Air Palm (Rank 1)
1008 PL - Internal Bleeding (Rank 1)
1092 PL - Eight Trigrams: Air Palm (Rank 2)
1176 PL - Flurry of Blows (Rank 2), Internal Bleeding (Rank 2)
1260 PL - Eight Trigrams: Palm Rotation (Rank 1)
1344 PL - Flurry of Blows (Rank 3), Eight Trigrams: Air Palm (Rank 3)
1428 PL - Eight Trigrams: Palm Rotation (Rank 2),
1512 PL - Eight Trigrams: Divination Field (Rank 1)
1596 PL - Internal Bleeding (Rank 3)
1680 PL - Eight Trigrams: Palm Rotation (Rank 3), Eight Trigrams: Divination Field (Rank 2)
1764 PL - Eight Trigrams: Divination Field (Rank 3)


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Flurry of Blows - Passive
The twin disciplines of the Gentle Fist is best represented by the symbol of Yin and Yang; and the Bold Step teaching believes that the Gentle Fist is a weapon which should only be used when prepared to fully remove the threat of an enemy entirely. With this belief, they believe in holding nothing back from disabling their opponent in the most direct way possible.

Rank 1/2/3: When attacking with a Taijutsu of B-rank or above, the user may make 2 free Basic Strikes upon the target(s). 0/1/2 of these may be used as Called Shots.

Notes:
  • A specific target may be affected by Flurry of Blows once per round.
  • Free Basic Strikes made through Flurry of Blows do not count toward the users limit of "Free Strikes".

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Internal Bleeding - Passive
The strikes of a Hyuuga who has trained in the way of the Bold Step hold nothing back. While the Gentle Fist itself always appears as light strikes and taps on the Hyuuga, these practitioners focus their strikes on parts of the body which cause the most internal damage. A master of the Bold Step is said to be able to end the life of an unexpecting target with a touch to a vital organ.

Rank 1: The user's Unarmed Taijutsu which fully hit have a chance to inflict Bleeding. [Link to Bleeding rules]
Rank 2: The Gentle Fist style now also grants +8% Bleed chance.
Rank 3: Bleed ranks inflicted by Unarmed Taijutsu are treated as two Bleed ranks -only- for the purpose of removing/ignoring/etc Bleed ranks.

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Eight Trigrams: Palm Rotation - Buffing Taijutsu
A special technique of the Hyuuga clan, this technique is performed by the Hyuuga releasing chakra from every tenketsu in their body while spinning themselves rapidly; the result being a chakra barrier to protect themselves from harm in all directions. Hyuuga loathe to mention the nausea which may or may not soon follow afterward.

Rank 1/2/3: This jutsu may be used reflexively. Upon use, the user chooses 1, 2 or 3 seconds; the user may not perform other actions during this time, but any non-genjutsu attack which hits them is affected by a Barrier which reduces the attack's damage by 45/55/65%. Any who attack the user during this time are attacked with two Basic Strikes at +2 accuracy (applied once per target)

Cost: 2.25 AP; 735 CP.

Notes:
  • Requires a 10 second cooldown after use.
  • This is a Barrier technique that does not have HP, and instead reduces the damage of incoming attack's by a percentage.
  • This Barrier does not receive the Barrier DR as it reduces the incoming damage.
  • While Eight Trigrams: Palm Rotation reduces the damage taken, it does not count as DR, and cannot be bypassed as such.
  • Attacks which have their damage reduced by Palm Rotation do not receive a chance to strike the user with any secondary effects.
  • Any who attacks the user are eligible to be targeted by the two basic strikes, even if their attack was not reduced by Palm Rotation.
  • The user suffers a -1 dodge penalty per blocked attack (stacking up to -3). This penalty lasts the remainder of the round.

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Eight Trigrams: Air Palm - Buffing Taijutsu
Emphasizing their precise control over their Tenketsu, the teaching of the Bold Step allows the Hyuuga to precisely release blows of chakra from their Gentle Fist strikes, creating shock waves which my strike even distant targets.

Rank 1/2/3: The user’s Unarmed Taijutsu may target Airborne targets at -1/+0/+1 acc. Unarmed Taijutsu used this way does not count as Melee Contact, and gain +21% chance of suppression.

Cost: 2.25 AP, 820 CP, 410 CP/Rnd

Notes:
  • The accuracy of attacks against the non-Airborne targets are unaffected by this technique.
  • The additional suppression chance applies to Airborne and non-Airborne targets.

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Eight Trigrams: Divination Field - Arena Taijutsu
More of a meditation than a technique, the Divination Field paints the vision of the 8 Trigrams within the mind's eye of the Hyuuga. To them, the world beyond the boundary of this field ceases to exist; but within the field they are enhanced. The extreme focus of this meditation grants them heightened speed and clarity, viewing the world in slow-motion. This grants them greater range to their techniques, capable of striking all within the envisioned field.

Rank 1/2/3: The user attempts to create a Divination Field around up to 3 targets at +1/1/2 Melee Accuracy. The user gains +1/2/2 Dodge while within the Divination Field. Rank 3 allows the user to access the special action. Failed escape/enter attempts allow the user to make 2 Basic Strikes against the target that failed.
[Hakumei Byakugan] Rank: May only be performed by those with Hakumei Byakugan. Functions as above, however, the user may forfeit the dodge bonus to make the first attack against a target a sneak attack.

Special Action: When making a Taijutsu attack, the user may choose to designate the Divination Field as the only target (forfeiting any other targets the attack may have). If this is used, this instead turns the Taijutsu into an AoE that strikes any amount of targets that are within Divination Field. The user may specify which targets they do and do not want to attack (by default, all enemies)

Cost: 2.75 AP, 2480 CP, 1240 CP/Rnd
HB Cost: 3.75 AP, 4250 CP, 2125 CP/Rnd

Notes:
  • May be maintained for up to 30 seconds.
  • This is an Arena Technique
  • Attempting to enter or exit requires a successful Taijutsu check against the user.
  • An additional escape attempts may be made for 1 Ap.
  • All failed checks cause the target to take 2 Basic Strikes from the user.
  • Free Basic Strikes made through failed attempts do not count toward the users limit of "Free Strikes"

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My Chimera Table (all table purchased):
Chimera
1574433863520-png.91

Many shinobi, during the course of their lifetimes, can be said to have mastered their own bloodline or core ability. Fewer can be said to have had the opportunity to do it with more than one; of those, only the Chimera manage it simultaneously, with their own natural bodies. There are many ways to achieve the path of the Chimera, masters of the most natural and innate of the ninja arts, but few ever manage to carry themselves fully along this difficult path to become true masters of their own powers as well as those they have absorbed, through ill means or no, those they were not born or raised to. Indeed, even for those who do, such arts prove positively exhausting, taxing them far more than do the earthly exploits of mere mortals...

Kinjutsu Table
Divinity’s Edge (Ability)
Genetic Instability (Ability)
Mystic Replication (B-Rank Technique)
Radiant Aura (B-Rank Technique)
Sacrificial Rite (A-Rank Technique)
Untwisted Helix (S-Rank Technique)

Information
Prerequisites: B-Rank, one fully mastered BL/CA

Effects:
  • The user gains access to the Genetic Implant Ability and will not take up a slot. If the user already has the ability upon gaining Chimera, the Genetic Implant Ability will no longer take up a slot.
  • The user's Genetic Implant activates in 0 seconds and no longer has a cooldown after use.
  • The HP Modifier Reduction from Genetic Implant is halved, the user only losing 2 Max HP per activation.
  • The user gains the ability to integrate another Bloodline or Core Ability into themselves. This BL/CA does not have to match the user’s Genetic Implant BL/CA. If the chosen Bloodline has multiple branches, the user only has access to a single branch. However, they may have the same Bloodline fill any of their 2 BL/CA slots to gain access to an additional branch.
  • The user has one Active and one Inactive BL/CA.
  • Even while inactive, the user must have the Core Ability choices listed in thier Dojo.
  • The user must select one Passive from both the Active and Inactive BL/CAs to have active at all times.
  • If the chosen passive is from a Core Ability, the point cost is not counted towards the User's Core Ability choices.
  • The user may swap between the Active and Inactive BL/CA’s in their Dojo.
  • All Chimera technique’s do not require handseals, and must have an accuracy selected in the Dojo.

For the purposes of this Kinjutsu the following table is used for definitions:
Passives = Bloodline Passives, Core Ability Passives/Boosts/Ability Modifications/Jutsu Modifications
Skills = Bloodline Activated Passives, Styles, Non-Final Techniques, Special Moves. Core Ability Special Moves and Styles.
Capstone Technique = Bloodline Final Techniques and Core Ability Final Techniques

Divinity’s Edge - Kinjutsu Style
Needs new picture
Their body has started to absorb the abilities of other Bloodlines and Core Abilities, and the Chimera knows exactly how to get these to manifest in the middle of battle, forcing their own natural bloodline to incorporate the absorbed ones.

Information
Prerequisites: Chimera

Effect:
  • When the user enters this style, they may choose to gain up to 3 passives/skills from their Inactive BL/CA. While in this style, BL/CA CP costs are increased by 10%

Special Action - Divinity’s Summit: The user may pay 1 AP and 4 HP modifier to drop out of Divinity’s Edge Style and swap their Inactive and Active CA/BL.

Notes:
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • While in this style, the user’s Genetic Implant has no duration, and remains active once activated.
  • Divinity’s Summit may only be used twice per battle.

Genetic Instability - Kinjutsu Ability
View attachment 1175
The act of splicing other genetic abilities into their own bodies leaves a mark. Sometimes, these marks are clearly visible and set someone apart, other times they’re subtle and might be near invisible. Then there’s the times when your very DNA becomes so unstable you weaponize it.

Information
Prerequisites: Chimera

Effect:
  • Whenever using a Bloodline or Core Ability Skill (See table above), the user may replace the Skill’s Secondary Effects with Genetic Instability with the same % chance. (eg,a Fuyushio Yuki using Storm of Ice Shards could replace its 21%/28%/35% chance of causing Impale with 21%/28%/35% chance to cause Genetic Instability).
  • Genetic Instability causes all Bloodline or Core Ability Skills to become Unstable for 3 seconds. While affected, a target cannot use BL/CA Skills.

Notes:
  • BL/CA Skills that are Unstable are still maintained, and do not end, but have no effect on the user until they are no longer Unstable.
  • A target may not be affected by Genetic Instability more than once in a 10 second period.

Mystical Replication - Non-Elemental Ninjutsu
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Considered by some Chimera to be their quintessential skill, a lesser, quicker replica of the means through which they may siphon a whole set of techniques from others. By simply touching the skin of living being, the Chimera can directly absorb and copy aspects of a target and both understand and use them immediately. However, though very convenient, this method does not allow the Chimera to retain the copied aspects of the victim indefinitely, generally fading away shortly after use.

Information
Prerequisites: Chimera, B-Rank

Rank 1/2: The user attempts to reflexively copy a single BL/CA Skill from a target, immediately recasting it. If the Copied Skill is one that targets the user, they must make a check against the caster at -1; if the technique does not have a target or is targeting someone else, the check is made at +0. The user may dodge or resist the technique they are attempting to copy if it is aimed at them, but at a penalty of -2.

Cost: AP equal to copied skill, +30%/20% CP Cost

Notes:
  • Requires a 10 second cooldown after use.
  • The Copied Skill cannot be one they already have.
  • The user must pay all associated costs in order to use copied techniques, with the exception of any unique costs that are a part of the BL/CA itself (such as a Kaguya's Bone Tokens).
  • Any BL/CA prerequisite for this stolen skill is not applied to the user. (such as a Uchiha’s Sharingan).
  • The user does not need a weapon equipped to replicate a taijutsu, but receives no weapon or augment bonuses if one is not equipped.
  • The user applies only their own buffs to the stolen skill, no other buffs apply.
  • Maintained skills can only be maintained for 10/20 seconds.

Radiant Aura - Non-Elemental Ninjutsu
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A halo of light that surrounds a Chimera, which is only apparent to those with the correct kind of extra senses. Certainly though, it is there, and one should not mistake this aura for any kind of inefficiency or runoff of wasted chakra. It is instead an indicator of talent they have taken upon themselves to counter the rapid drain of their life's energy through the use of other techniques, to instead supplement themselves even as they fight.

Information
Prerequisites: Chimera

Rank 1/2: The user selects a single target and makes a check against them at -1/+0. If the user succeeds, the victim's CP modifier is lowered by -5 for the rest of the battle. The user gains this CP modifier for themselves, with their current and maximum CP increased by the amount stolen from the victim.

Special Action - Divinity’s Light: Instead of gaining the victim's CP and CP modifier, the user may sacrifice it in order to enable them to swap an additional Passive or Technique for Divinity’s Edge. This technique remains active for the user for the rest of the battle.

Cost: 2.5 AP, 960 CP

Notes:
  • This technique may only be used once successfully per target per battle.
  • Divinity’s Light is not required to be pre-chosen in the user’s dojo, and may be chosen when Radiant Aura is used successfully.

Sacrificial Rite - Non-Elemental Ninjutsu
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Those who are not Chimera exist as only one thing of use to the Chimera in battle: a means to elevate the level of their own perfection. There is no better way, in their mind, to stomp down the boot of their own superiority on the head of their opponent than to remove their use of those techniques the Chimera considers most core and useful to one's being and using that energy to augment the Chimera's own. This technique may seem somewhat limited and expensive, and indeed it is, but it is also a potential game changer should the Chimera apply it at the correct time. The loss of their own innate talents, even temporarily, can indeed throw off the battle rhythm of even the most skilled ninja.

Information
Prerequisites: Chimera, A-Rank

Rank 1/2: The user attempts a check against one target at -2/+0 Acc/DC. If this check succeeds, the user may choose a single Passive of the Target’s BL/CA to be Sacrificed, disabling them for 5/10 seconds. The user gains the benefits of that Passive for the next 5/10 seconds.

Cost: 3 AP and 3025 CP

Notes:
  • If the user lacks the Technique/Ability that a victim's Modification is based on, that Modification is excluded from the pool of potential Sacrificed Passives.
  • The victim is still capable of using other BL/CA techniques that would otherwise rely on the Sacrificed Passive as a prerequisite.
  • Requires a 20 second cooldown after use.

Untwisted Helix - S-Rank Non-Elemental Ninjutsu
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Having spent a great deal of time mastering the way of combining genetics, the Chimera have learned while it is much easier to just tear everything apart, combining it in the right way can provide a huge boost in power, if only a temporary one.

Information
Prerequisites: Chimera, S-Rank, All other Chimera techniques Mastered

Rank 1/2: The user may double a single passive on their Active BL/CA. The user also gains access to 2 Passives, 2 Skills and one Capstone Technique of their inactive CA/BL for 15/20 seconds.

Special Action - Möbius Gene: The user may sacrifice their Genetic implant’s Passive, causing the user to lose it for the duration of this technique to gain 2 Passives, 2 Skills and one Capstone Technique from the Genetic Implant's BL/CA instead of the usual effects.

Cost: 4 AP and 5000 CP.

Notes:
  • This is not a Maintainable Technique.
  • This Technique has a 10 second cooldown after use.
  • The chosen Passives/Skills do not stack with one they already have, {Eg: a Yamanaka choosing Mentalist would gain no additional effect}

Chimera Always Active First Bloodline Passive (Demonic Ancestry): Natural Weapon
Chimera Always Active Second Bloodline Passive (Hyuuga - Bold Step): Byakugan
Genetic Implant: Inner Rage (3 Points) From Berserker Table

Adding the following Abilities:
0. Shinobi 101 - Visual Gen use Melee ACC
0. Genetic Implant - Inner Rage (3 points) Berserker Table
1. Sixth Sense - Modified by Third Eye (Demonic Ancestry)
2. Targeting Strike
3. Called Shot
4. Willpower
5. Powerful Impact
6. Human Anatomy
7. Shattered Reality
8. Healing Factor
9. Kinjutsu
10. Kinjutsu
11. Kinjutsu

Words to activate them all:
Roku would let out a sigh as he woke up. Today was the day he would begin to slowly start to put all the pieces together. All of the training from Sousuke, the mental and physical, would finally come together as he would embark on a journey of solitude to reach his potential. He was still a long ways to go from being where he could be, where he needed to be, but everyone had to start somewhere. Heading into the desert expanse, Roku would prepare himself mentally for what was necessary.

"Sousuke had told me that I needed to learn first, and then I could start putting into action all of that theory."

The reality was this for Roku; he had spent the entirety of his time in the village so far simply learning and observing. He had tried some moments of interactions, he had done some minor training throughout the days, but the reality is that he was not taking it seriously yet. He had rarely even attempted jutsu, mainly because it did not seem like it was the true focus for him. Now, however, things were changing. He was becoming more aware of his body, of what happened that night at The Community, and while he still had plenty of questions and unknowns, he was slowly starting to piece together bigger pieces of the puzzle. His body was different, his chakra was different, so he had to stop running from that. Within him was some sort of beast, awoken by the trauma he experienced long ago, and it was only hurting him to avoid confronting it.

Whatever The Hunger is, whatever my body and soul happen to actually be, I can still dictate who I am, what my character is...

It was a mantra he had started to take up. There were things about him that he couldn't change or could no longer change, whatever happened to him that day was the end of that story and the start of Okami Roku. So he needed to master himself, master his skills, and master his abilities.

What am I good at?

He had a knack for not only being observant but being hyperaware of people around him. More specifically, he noticed that certain types of people set off a feeling inside of him that yelled at him to react. That was a piece of the overall puzzle he wasn't yet fully sure of, but he still understood the basics of it.

Additionally, he was good at making contact with his prey. When his eyes locked in on something or someone, it would prove to be difficult to get away from him. While he may not always connect with his attacks, he would always manage to keep his eyes locked firmly on the target. At times, it even felt like his firsts were being guided straight at the target on their own.

Another facet of his current understanding of himself, but one that was still very murky, was that he seemed to have a knack for casting illusions. He did not like to showcase this, as it felt dirty and like something that would have served him better being kept a secret. In the same vein, he found himself having an easier time conquering mental attacks posed against him. Lastly, in this field, he started to notice that he could physically break his illusions, he wasn't entirely sure what the outcome from this would be on a target, at least not fully, but he assumed it would hurt.

His body had an uncanny ability to recover from injury, as well. While he wasn't fully sure why, he knew that this little ability was impart owed to whatever change happened to him at The Community, as he did not use to heal as fast. He could still remember days of his torture when he was left broken and bloodied, especially on days when he volunteered to take the 'testing' that was going to happen to his sister. Now, however, it seemed that smaller injuries were almost gone in the blink of an eye.

His fists carried weight to them. He knew he was strong, he assumed anyone with basic chakra manipulation skills would be inherently stronger than your average person. That said, he started to notice that when serious, the impact of his first was considerably more damaging than that of some of the peers he had been watching from afar. This could have been misleading, however, as he had yet to fully interact with other shinobi, more specifically with shinobi in a live sparring match, but it just seemed, from his vantage point, that one of his punches carried with them a powerful impact that would cause most to quake instantly.

"I just need to find a way to put this all together. I am so close to reaching my true starting point. A few more answers, a few more tests... soon I will know what I should be capable of... and then I can test the reality of it."

Over 800 words

Approved!
 

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