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:

2 4 Da Show [Basuta's Dojo]

Basuta

Well-Known Ninja
Joined
Nov 1, 2012
Messages
1,618
Yen
298,650
ASP
584
Character class:
Golden Gloves
HP: (65+15) x stamina
CP: (35+15) x chakra control
High: Melee Accuracy
Average: Ninjutsu Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Ranged Accucary
Class Bonus: Kinjutsu & +5% Wind buff (ASP Class card: +2 points)


Abilities:
1. Release Restraint
2. Healing Factor
3. Bloody Mess
4. Defensive Technique
5. Wind Chakra Style
6. Cursed Seal
7. Human Anatomy
8. Hyperactive
9. Willpower
10. Kinjutsu
11. Kinjutsu
ASP. Kinjutusu
Branch: Combat Medic
Shinobi 101: Kinetic Jutsu with Melee Accuracy

Curse Seal bonus: Ninjutsu Accucary to High, and +15 Wind buffs

Steadfast Chart
Steadfast
Stalwart.jpg

[fontsize="12"]The Steadfast ninja is one who doesn't go down easily. They are tough and durable, able to resist heavy amounts of damage and defend their teammates. They are also incredibly determined, and it is impossible to ever truly break them down.

Maximum Defense<i></i> - Ability Modification (2 points)
Restriction- Requires Defensive Technique
A Steadfast can learn this variation on the Defensive Technique once they have practiced it to its full potential. Instead of dodging around like a flea, they can focus on guarding all of their weak points in order to reduce they amount of damage from attacks. As an alternative, they can almost completely forgo attacking, throwing all of their energy into evading enemy attacks instead.
Effect: When using Defensive Stance, you can trade 1 point of Accuracy in order to reduce oncoming damage by 5% instead of gaining a dodge bonus (to a maximum of -2 accuracy and -10% damage taken), or you can trade 1 point of Accuracy for 1 point of Dodge up to a maximum of 6 (as opposed to the previous 4).

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

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

Willfull<i></i> - Boost (1 point)
Restriction- Can only be purchased a maximum of two times
A Steadfast ninja has willpower beyond that of anybody else, able to beat away enemy illusions and maintain focus on their goal. A Steadfast nin is one who possesses not only fortitude of the body, but of the mind as well.
Effect: +1 Genjutsu Save

Second Wind<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Just when enemies think they've got the Steadfast one down, when they've hit their limits and can’t fight any harder, that’s when it’s time to use the Second Wind. Due to training, those with Steadfast have amplified their natural ability to recover to extraordinary levels.
Effect: The user regains 20% max HP, and cancels all Bleeding. This is usable only once per combat.

Free Will<i></i> - Passive (2 points)
Those with Steadfast are not easy to detain, able to break out of jutsu and traps that would seem completely foolproof by sheer willpower. They simply cannot be held down when they've got a goal to accomplish, and you’d be a fool to try.
Effect: The Steadfast gains +2 Dodge/Save against binds, and has an additional +5% chance of escaping.

Poison Immunity<i></i> - Ability Modification (2 points)
Restriction- Requires Poison Resistance
A Steadfast ninja who learns to resist poison takes things a step beyond what normal people would do, putting their excellent health to the test and continuing to poison themselves where others would stop. Nearly killing themselves, the Steadfast gain incredible resistance to poisons of all sorts.
Effect: User is immune to the effects of poisons.

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

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

Jashinism
[fontsize="12"]Jashinism
JS.jpg

A religious cult centered on death, what others consider atrocities are but a form of worship for the cult of Jashin, who believe their dark lord asks but a simple request of them; to spread chaos and bloodshed. The word of their God is death, and to speak his name is to bring destruction. Worshipers view strong opponents as a blessing, or a trial to overcome in the name of their lord, and pray for forgiveness if incapable of bringing ruin to their enemies. As the ultimate blessing of their faith, the most devote are even able to shrug off the very death they bring with them...

Kinjutsu TableInformation
Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots

Effects:
- User and all actions made by the user are considered Dark-aligned.
- The dark attention of a supreme evil force allows the user to transcend the limits of mortality. Any time the user is given the Forced Kill option after being defeated in a battle they may change that result to Victim's Choice - Live instead. Choosing to override a Forced Kill option costs the user 30% of their total Power Level rather than the normal 20%.[/fontsize]
[fontsize="12"]Blood Magic - Kinjutsu Ability
JS1.jpg

Jashinists traffic in darker arts than any other user of what might be described as a "forbidden technique". Rather than utilize their chakra directly they are capable of making "blood offerings" to their dark lord in order to borrow chakra directly from that evil force with which to utilize their techniques which irrevokably taints those techniques in practice.

Information
Prerequisites B-Rank, Jashinism

Effect:
- When performing a Ninjutsu or Taijutsu, the user choose to inflict a level of Bleed onto themselves rather than pay the initial Chakra cost. The user immiedieteally suffers damage equal to their new Bleed rank, however Ninjutsu/Taijutsu cast this way have their damage increased by 10%.

Note(s):
- Using Blood Magic does not cost AP but must be individually declared on any action which is being used with it.
- Blood Magic only allows the user to ignore the initial CP cost of a technique. User must still pay any CP maintain costs normally and must still pay any HP costs associated with a technique cast using Blood Magic.
- Blood Magic does not take up an Ability Slot.[/fontsize]

[fontsize="12"]Blood Anointed - Kinjutsu Ability
JS3.jpg

The instruments of murder wielded by Jashinists are as varied as the men and women which carry them. The tie which binds them is that each weapon is a descecrated instrument of unholy power which channels power straight from the hand of Jashin himself making it more likely to strike vital areas on victims and making those vital blows all the more scathing when they strike true.

Information
Prerequisites B-Rank, Jashinism

Effect: Grants the special Blood Anointed augment to the user which can be applied to any of their weapons via their dojo.[/fontsize]
Blood Anointed - Kinjutsu Augment
Effect: Attacks with the equipped weapon against targets which have the Blood Cursed status gain a 4%/8%/12%/14%/16% (E/D/C/B/A) chance to cause the 'Tear' Secondary Effect based on the rank of the jutsu.

Note(s):
- Multi-hitting jutsu still only get a single chance to cause the 'Tear' effect per use.
- Blood Annointed can only successfully trigger the 'Tear' effect twice per round.
- The 'Tear' effect raises the bleed level of a normal target and causes them to take half their Bleeding Damage, or disperses clones on a clone target.

[fontsize="12"]Reaper of Faith - B-Rank Non-Elemental Ninjutsu
JS2.jpg

The core virtue of Jashinism is death, and blood is the sacred medium through which they channel their dark rituals. By ingesting the blood of their target (henceforth, a sacrifice), the Jashinist may call upon the power of their god to 'consecrate' their sacrifice with the essence of death. When wielding this power, the cultist takes on a sacred form, often reminiscent of a skeleton, to act as a reaper or emissary of their god. It is considered the gravest of sins to fail to kill a sacrifice offered to Jashin, or to use this power against another follower.

Information
Prerequisites B-Rank

Rank 1: Consumes the blood of a Bleeding target and inflicts the Blood Cursed status on them a +2 Accuracy.
Master Rank: Consumes the blood of a Bleeding target and inflicts the Blood Cursed status on them a +3 Accuracy.

[Blood Cursed]: Any Cursed attacks which target a Blood Cursed opponent always apply their alignment-based effects.

Rank 1 Cost: 2.5 AP and 550 CP + 225 CP/rnd per Blood Cursed opponent.
Master Rank Cost: 2.5 AP and 680 CP + 340 CP/rnd per Blood Cursed opponent.

Note:
- Blood Cursed is considered a maintained effect on any opponents which are afflicted by it and can be dispelled as such. If an opponent has their Blood Cursed status dispelled then Reaper of Faith must be re-cast on them to re-inflict Blood Cursed on them.
- Reaper of Faith is considered a maintained effect on the user and can be dispelled as such. If the user ceases to maintain Reaper of Faith for any reason then each opponent which is Blood Cursed is automatically cured of it.[/fontsize]

[fontsize="12"]Prayer - Malicious Intent - B-Rank Non-Elemental Ninjutsu
JS4.jpg

Emissaries of chaos, a devote Jashinist revels in the opportunity to follow in the teachings of their faith; battle. Craving carnage, the Jashinist faith thank their lord before and after any battle, but even during battle keep their beliefs close to heart. This belief is strong enough to even shrug off mortal wounds.

Information
Prerequisites B-Rank

Rank 1: For one whole round any Non-Genjutsu effects which reduce the user's Accuracy, Dodge or Damage are halved. In addition the user's Damage Reduction cannot be ignored or reduced during this time.
Master Rank: For one whole round any Non-Genjutsu effects which reduce the user's Accuracy, Dodge or Damage are ignored. In addition the user's Damage Reduction cannot be ignored or reduced during this time.

Rank 1 Cost: 2.5 AP and 720 CP
Master Rank Cost: 2.5 AP and 900 CP

Note:
- Prayer - Malicious Intent is not a maintained effect and cannot be dispelled as such.[/fontsize]

[fontsize="12"]Prayer - Last Breath - A-Rank Non-Elemental Ninjutsu
JS7.jpg

Death is an art form to a Jashinist. Like a master painter learns how each and every color in the spectrum reacts to a turn of their brush and how to use each pigment to it's fullest potential a Jashinist learns over the course of their career how to wield their faith to manipulate the mortality of their foes and hasten them to their ultimate end.

Information
Prerequisites B-Rank

Rank 1: Targets an unconscious target and slays them immediately. Modded as if costing 4 AP's worth of time.
Master Rank: Targets an unconscious target and slays them immediately. Modded as if costing 3 AP's worth of time.

[Blood Cursed]: If the unconscious target targeted by Prayer - Last Breath is Blood Cursed then the user recovers 15% of their maximum health as well as Prayer - Last Breath's normal effects.

Rank 1 Cost: 3 AP and 2300 CP
Master Rank Cost: 3 AP and 2,875 CP

Note:
- Prayer - Last Breath may only be used once per battle.[/fontsize]

[fontsize="12"]Prayer - Divine Judgement - S-Rank Non-Elemental Ninjutsu
JS6.jpg

The most feared aspect of the Jashin faith is the greatest of curses and miracles; a ritual capable of linking life and death itself. After ingesting the blood of their sacrifice, the Jashinist may scribe the symbol of their faith as a seal, and it is at this point where they truly become a reaper sent by Jashin. While within the confines of this seal, pain and wounds inflicted upon the Jashinist are in turn, dealt upon those bound to them, the cultist essentially becoming a living voodoo doll.

Information
Prerequisites S-Rank, all other Jashinism skills Mastered

Master Rank: Scribes a blood seal feet around the user. While this seal exists any time the user suffers a physical effect such as damage or debuffs any opponents who have been Blood Cursed by the user also suffer those effects. Divine Judgement may only cause each Blood Cursed opponent to suffer a maximum of 6,800 damage each round.

Special Action - Immaculate Blessing: Instead of scribing the blood seal on the ground the user may instead scribe it on a single opponent who is Blood Cursed at -3 Accuracy. While scribed in this manner only the afflicted opponent is subject to the effects of Divine Judgement but the seal cannot be destroyed by any means beyond the death of the user.

Master Rank Cost: 3.5 AP and 4,000 CP + 2,000 CP/rnd to maintain

Note:
- Divine Judgement may only cause each Blood Cursed opponent to suffer a maximum of 6,800 damage each round.
- Divine Judgement does not require handseals.
- Divine Judgement does not need to be maintained. Should the user no longer maintain Divine Judgement it's effects persist so long as the blood seal is present on the ground. While Divine Judgement is in play but the user is not actively maintaining it the blood seal becomes a target for attacks. It is considered to have 1 HP and is hit automatically by any attacks directed at it but cannot be included in an AoE attack. If the blood seal is destroyed then the effects of Divine Judgement immediately end. The user's blood seal may not be targeted for attacks while they are maintaining this jutsu.
- Only one blood seal may exist at any given time. If an opponent afflicted with the Special Action is killed or leaves the battle then their blood seal dissolves automatically. The blood seal created by Divine Judgement's special action fades at the end of the battle.
- At the beginning of each round the user makes a Ninjutsu Check against each Blood Cursed opponent. If an opponent wins the check then they are not subject to the effects of Divine Judgement that round but the jutsu is not dispelled.[/fontsize]
 
I think I get this with the free OCR, but if not let me know.

Base Elements Affinity:
Non-Elemental = Minor (Jutsu Mastery)
Earth = Major (Full Jutsu Mastery)
Fire = Minor (Half Jutsu Mastery)
Lightning = Major (1st Free Affinity)
Wind = Minor (Half Jutsu Mastery/2nd Free Affinity)
Water = Minor (Half Jutsu Mastery)

Advanced Elements:
Wood = Minor (Acquired)
Gravity = Minor (Acquired)
Magnetic = Minor (Acquired)
Radiation = Minor (Acquired)

Weapons:
The Golden Gloves: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Blood Anointed
2. Vanguard
3. Recovery

Raw Hands: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Blood Anointed
2. Trick Weapon = Slashing
3. Razor Strike

Taped up: Unarmed - Hand seal use
Accuracy: +0
Damage: +%
1. Blood Anointed
2. Razor Strike
3. Blood Rack
 
Basuta said:
I think I get this with the free OCR, but if not let me know.

Base Elements Affinity:
Non-Elemental = Minor (Jutsu Mastery)
Earth = Major (Full Jutsu Mastery)
Fire = Minor (Half Jutsu Mastery)
Lightning = Major (1st Free Affinity)
Wind = Minor (Half Jutsu Mastery/2nd Free Affinity)
Water = Minor (Half Jutsu Mastery)

Advanced Elements:
Wood = Minor (Acquired)
Gravity = Minor (Acquired)
Magnetic = Minor (Acquired)
Radiation = Minor (Acquired)

Weapons:
The Golden Gloves: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Blood Anointed
2. Vanguard
3. Recovery

Raw Hands: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Blood Anointed
2. Trick Weapon = Slashing
3. Razor Strike

Taped up: Unarmed - Hand seal use
Accuracy: +0
Damage: +%
1. Blood Anointed
2. Razor Strike
3. Blood Rack

Approved
 
Equipment Loadout:
1. Headset
2. Pouch
- Kawarimi Target
- Med Kit
- Energy Drink
- Soldier Pill
- Smoke Bomb
- Binding Agent
- Chakra Synthesis
3. Heavy Armor
ASP. Hidden Weapon

I would like to purchase, 1 Item Hoarder card from the ASP shop: 1019 - 100 = 919

Training thread:
https://www.ninpocho.com/viewtopic.php?f=774&t=62109&p=339528#p339528

I don't quite understand the new equipment system, so let me know if corrections need to be made. Thanks

Made some changes to weapons.

Weapons:
The Golden Gloves: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Vanguard
3. Recovery

Raw Hands: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Recovery
2. Explosive Seal
3. Wired

Taped up: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Razor Strike
3. Blood Anointed
 
I would like to drop the Core Ability passive:
Poison Immunity


Adding weapon
Brass Knuckle: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Recovery
2. Explosive Seal
3. Wired
 
Using the word count this post(WC-566), I would like to make a few changes:
https://www.ninpocho.com/viewtopic.php?f=753&p=339787#p339787

I would like to change my Class just a little with a class change card(35 ASP + 100 WC rp):

Character class:
Golden Gloves
HP: (60+15) x stamina
CP: (35+15) x chakra control
High: Melee Accuracy
Average: Ninjutsu Accuracy, Genjutsu DC, Evasion, Genjutsu Save
Low: Ranged Accuracy
Class Bonus: Kinjutsu & +1 Accuracy (ASP Class card: +2 points)

In addition, I would also like to change the effects of ability(300 WC rp): Curse Seal to...

Curse Seal: Ninjutsu in High, + 3 Accuracy

----------------------------------------------------------------------------------------------------------------------------------------------
I also would like to change some of my weapons and add news ones.

Weapons:
The Golden Gloves: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Vanguard
3. Recovery

Brass Knuckle: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Recovery
2. Explosive Seal
3. Wired

Taped up: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Razor Strike
3. Wired

Raw Hands: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Recovery
2. Primal
3. Wired

Thick Chain Link - Puppet: Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain link
2. Primal
3. Wired

Leather Belt - Puppet Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain Link
2. Primal
3. Wired

--------------------------------------------------------------------------------------------------------

Still more, I recently added mastered jutsu to my arsenal in my training dojo which since has given me new Major Affinities.

Non-Elemental Affinity: Major (All jutsus mastered)
Magnetic: Major (All jutsus mastered)
Wood: Minor (Advanced Element Acquired) -Been had, just noting
Radiation: Minor (Advanced Element Acquired) -Been had, just noting
Gravity: Minor (Advanced Element Acquired) -Been had, just noting
 
I would like to use my last 2 Core Ability points to purchase,...
Resilience - Boost (1 point)
Restriction- Can be purchased up to three times
Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
Effect: +2 HP modifier.
 
Basuta said:
Using the word count this post(WC-566), I would like to make a few changes:
https://www.ninpocho.com/viewtopic.php?f=753&p=339787#p339787

I would like to change my Class just a little with a class change card(35 ASP + 100 WC rp):

Character class:
Golden Gloves
HP: (60+15) x stamina
CP: (35+15) x chakra control
High: Melee Accuracy
Average: Ninjutsu Accuracy, Genjutsu DC, Evasion, Genjutsu Save
Low: Ranged Accuracy
Class Bonus: Kinjutsu & +1 Accuracy (ASP Class card: +2 points)

In addition, I would also like to change the effects of ability(300 WC rp): Curse Seal to...

Curse Seal: Ninjutsu in High, + 3 Accuracy

----------------------------------------------------------------------------------------------------------------------------------------------
I also would like to change some of my weapons and add news ones.

Weapons:
The Golden Gloves: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Vanguard
3. Recovery

Brass Knuckle: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Recovery
2. Explosive Seal
3. Wired

Taped up: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Razor Strike
3. Wired

Raw Hands: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Recovery
2. Primal
3. Wired

Thick Chain Link - Puppet: Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain link
2. Primal
3. Wired

Leather Belt - Puppet Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain Link
2. Primal
3. Wired

--------------------------------------------------------------------------------------------------------

Still more, I recently added mastered jutsu to my arsenal in my training dojo which since has given me new Major Affinities.

Non-Elemental Affinity: Major (All jutsus mastered)
Magnetic: Major (All jutsus mastered)
Wood: Minor (Advanced Element Acquired) -Been had, just noting
Radiation: Minor (Advanced Element Acquired) -Been had, just noting
Gravity: Minor (Advanced Element Acquired) -Been had, just noting

Dojo Approved.
 
Basuta said:
I would like to use my last 2 Core Ability points to purchase,...
Resilience - Boost (1 point)
Restriction- Can be purchased up to three times
Steadfast ninja push the limits of the human body, ignoring pain and pushing on to absorbing more damage than their heartiest allies. This helps them to defend their allies as long as possible by extending the time they can remain fighting.
Effect: +2 HP modifier.

Approved
 
Relisting changes to affinities for a somewhat clear paper trail.

Base Elements Affinity:
Non-Elemental = Major (Full Jutsu Mastery)
Earth = Major (Full Jutsu Mastery)
Fire = Major (Full Jutsu Mastery)
Lightning = Major (1st Free Affinity)
Wind = Major (Half Jutsu Mastery/2nd Free Affinity)
Water = Minor (Half Jutsu Mastery)

Advanced Elements:
Wood = Minor (Acquired)
Gravity = Major (Full Jutsu Mastery)
Magnetic = Major (Full Jutsu Mastery)
Radiation = Minor (Acquired)

Genjutsu Sense:
Audial: Sensory Knowledge (Half Jutsu listing Mastered)
Visual: Sensory Knowledge (Half Jutsu listing Mastered)
Kinetic: Sensory Knowledge (Half Jutsu listing Mastered)
Will: Sensory Knowledge (Half Jutsu listing Mastered)


--------------------------------------------------------------------------------

Adjusting some of my weapons' parameters,

Weapons:
The Golden Gloves: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Vanguard
3. Recovery

Brass Knuckle: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Recovery
2. Explosive Seal
3. Wired

Taped up: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Razor Strike
3. Wired

Raw Hands: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Recovery
2. Primal
3. Wired

Thick Chain Link - Puppet: Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain link
2. Primal
3. Wired

Leather Belt - Puppet Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain Link
2. Primal
3. Wired

--------------------------------------------------------------------------------------------

Equipment Loadout:
1. Headset
2. Pouch
- Antidote
- Kawarimi Target
- Med Kit
- Energy Drink
- Soldier Pill
- Smoke Bomb
- Binding Agent
- Chakra Synthesis
3. Heavy Armor
ASP. Hidden Weapon
 
Basuta said:
Relisting changes to affinities for a somewhat clear paper trail.

Base Elements Affinity:
Non-Elemental = Major (Full Jutsu Mastery)
Earth = Major (Full Jutsu Mastery)
Fire = Major (Full Jutsu Mastery)
Lightning = Major (1st Free Affinity)
Wind = Major (Half Jutsu Mastery/2nd Free Affinity)
Water = Minor (Half Jutsu Mastery)

Advanced Elements:
Wood = Minor (Acquired)
Gravity = Major (Full Jutsu Mastery)
Magnetic = Major (Full Jutsu Mastery)
Radiation = Minor (Acquired)

Genjutsu Sense:
Audial: Sensory Knowledge (Half Jutsu listing Mastered)
Visual: Sensory Knowledge (Half Jutsu listing Mastered)
Kinetic: Sensory Knowledge (Half Jutsu listing Mastered)
Will: Sensory Knowledge (Half Jutsu listing Mastered)


--------------------------------------------------------------------------------

Adjusting some of my weapons' parameters,

Weapons:
The Golden Gloves: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Vanguard
3. Recovery

Brass Knuckle: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Recovery
2. Explosive Seal
3. Wired

Taped up: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Razor Strike
3. Wired

Raw Hands: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Recovery
2. Primal
3. Wired

Thick Chain Link - Puppet: Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain link
2. Primal
3. Wired

Leather Belt - Puppet Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain Link
2. Primal
3. Wired

--------------------------------------------------------------------------------------------

Equipment Loadout:
1. Headset
2. Pouch
- Antidote
- Kawarimi Target
- Med Kit
- Energy Drink
- Soldier Pill
- Smoke Bomb
- Binding Agent
- Chakra Synthesis
3. Heavy Armor
ASP. Hidden Weapon

Approved
 
Requesting CA abilities here pending processing of CA swap as made,
Here

And the thread of reference,
Here
Ashenheart</U><i></i>
Ft7kCfh.png

To be an Ashenheart one must possess more than an affinity to fire; one must embrace the truest meaning of the flame. Ashenheart burn brightly and passionately in both life and battle, without any hesitation, whether it be as a light to guide others or as a terrifying inferno to their enemies. The Ashenheart burn until there is nothing left but ashes; whether those ashes belong to would-be obstacles or of themselves.

<U>Flame Hex - Passive (2 points)
The flames of an Ashenheart make them the most terrifying of foes. Victims of their pyromancy discover that the flames linger after contact, almost clutching to their body afterward. Targets finding themselves under constant siege of an Ashenheart will find they have little chance to ever attempt to treat their injuries; and even find innate regenerative properties halted while burning.
Effect: The user's Fire attacks nullify all form of HP recovery on their targets for the two seconds following the hit (may last between rounds)

Blaze - Passive (1 point) *3
Restriction- May be purchased three times
The Ashenheart brings the their power of fire to its utmost potential. their flames are all-consuming, and and quickly char their targets to crisps.
Effect: The user deals +2.5% Fire damage. If using a Fire attack against a target who has been hit by a Fire attack in the previous 4 seconds, this bonus is tripled against them.

Ashfall - Independent Special Move (3 points)
Not limited to flame, the Ashenheart may also use their burning powers to cloud themselves and others in a a thick haze of dark smoke and burning ash.
Effect: Functions as the Smoke Bomb item, but uses Ninjutsu Accuracy or the Accuracy type of a weapon affected by Conflagration. Costs 1.5 AP and 2% Max CP. After use, has a 15 second cooldown.

First Flames - Passive (3 points)
Fire waits for none, and makes no hesitation in its drive to consume all in its path. Much like the flames they wield, the user's power burns ferociously; but may fade quickly.
Effect: For the first five seconds of every round, the user's Fire attacks gain +2 accuracy and +10% damage. For the last five seconds of every round, the user's Fire attacks suffer a -2 accuracy penalty.

Conflagration - Independent Special Move (3 points)
Restriction- Requires a Minor Affinity to Fire
Those attuned to flames may channel their burning passion into the very weapons wield, their weapons seeming to erupt into burning flames the moment they are drawn for battle.
Effect: While using the Minor Affinity Move Elemental Channeling with Fire as the selected element, the user's weapon is treated as having the Special Composition: Fire augment.

Eruption - Dependent Special Move (2 points)
Playing with fire is dangerous, and most shinobi are cautious when it comes to their flame techniques, and carefully take the time to properly channel their chakra to avoid harming themselves. However, this is not the case for the Ashenheart; missing an opportunity against an opponent for something as insignificant as their own control would be madness, and they release their flames rapidly even if it means using their own body to absorb the recoil of an attack.
Effect: May be used with a Fire attack; the user takes CP damage equal to 10% of the attack's damage. The user's next action is then modded as if it takes half as much time to perform as usual (such as an action normally taking 2.5 seconds taking only 1.25 seconds), but the AP cost remains unchanged. May be used once per round.

Incinerate - Dependent Special Move (2 points)
All are nothing but fuel to the Ashenheart. With searing flame, they may all-but disintegrate many common obstacles to ash.
Effect: May be used with a Fire attack by paying +15% CP. If this attack hits a non-player target that has its own HP value (such as a barrier, a contract, or a clone) with HP lower than < 8% of the user's Max CP, it is destroyed. If this attack destroys it (whether through this effect or otherwise), it will have half its usual HP the next time it is created/summoned/generated. If not destroyed, it will suffer damage equal to 25% of its max HP at the start of the following round. May be used once per round.

Agni Kai - Fire Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
A fearsome technique demonstrating the tenacity of the Ashenheart. Initially appearing as a burst of flame, this technique quickly erupts into an inferno; perhaps a room of impenetrable flame, a tornado of fire, or tunnel of cinders. Regardless, the purpose is the same; the Ashenheart and their enemy are locked into battle with one another without interference of the outside world. While two of them have entered, which will be the one to emerge?
Rank 1: Deals 2930 Fire damage at +1 Accuracy to a single target. If the target of this attack is a hostile enemy, both they and the user are trapped in a special Arena; neither may exit or target anything outside the Arena, and they cannot be affected by targets outside of this Arena. Lasts 20 seconds, or until either the user or their enemy are reduced to 0 HP.
Rank 2: Deals 3470 Fire damage at +2 Accuracy to a single target. If the target of this attack is a hostile enemy, both they and the user are trapped in a special Arena; neither may exit or target anything outside the Arena, and they cannot be affected by targets outside of this Arena. Lasts 30 seconds, or until either the user or their enemy are reduced to 0 HP.
Cost: 3 AP, 6000 CP
Notes:</I><I>
- Once the Arena forms, this is considered an
Arena jutsu.
- This attack uses Ninjutsu Accuracy or the Accuracy type of a weapon affected by Conflagration.
- This is not maintained; once active, it will last independently until either the duration ends, or one of the two is brought to 0 HP.
- May only ever strike a single target.
- The arena will
not form if this attack strikes an ally/friendly target. Bmods should use discretion here to enforce this (attacking an obvious ally once earlier in the round is not enough to consider them not an ally for the purpose of this Jutsu).
- Targets within the arena that attempt to attack targets outside it will have their attacks redirected toward their respective enemy.
- If outside, there is no check to enter the arena normally, unless someone has a technique that allows otherwise.

Also changing a few abilities,

Abilities:
1. Release Restraint Stalker
2. Healing Factor
3. Bloody Mess
4. Defensive Technique
5. Wind Chakra Style Fire Chakra Style
6. Cursed Seal: Ninjutsu in High, + 3 Accuracy Cursed Seal: Ninjutsu in High, + 1 Accuracy, Start each round automatically in Stealth; but cannot re-enter stealth during a round or be mistaken for a clone.
7. Human Anatomy
8. Hyperactive
9. Willpower
10. Kinjutsu
11. Kinjutsu
ASP. Kinjutusu
Branch: Combat Medic
Shinobi 101: Kinetic Jutsu with Melee Accuracy
 
I assume that I get to change my abilities over because of the updates that have occurred. Let me know, if I need the write up some role-plays.

1. Elementalist
2. Healing Factor
3. Bloody Mess
4. Defensive Technique
5. Fire Chakra Style
6. Strategist
7. Human Anatomy
8. Hyperactive
9. Initiative
10. Kinjutsu
11. Kinjutsu
ASP. Kinjutusu
Branch: Battlefield Medicine
Shinobi 101: Kinetic Genjutsu with Melee Accuracy
 
Last edited:
Seeing as my previous changes haven't been attended to yet, I figured it would be okay if I made some adjustments. Also, there is a pending correction in my yen return that needs to be made in order to make needed updates on other things.

1. Elementalist
2. Healing Factor
3. Bloody Mess
4. Combat Instinct
5. Fire Chakra Style
6. Strategist
7. Human Anatomy
8. Hyperactive
9. Initiative
10. Kinjutsu
11. Kinjutsu
ASP. Kinjutusu
Branch: Battlefield Medicine
Shinobi 101: Kinetic Genjutsu with Melee Accuracy

Strategist Slots:
1. Free Basic for - The Golden Gloves
2. Free Basic for - The Golden Gloves
3. Free Basic for - The Golden Gloves
4. Medical Ward Rank 2 - Shared with slot 5
5. Medical Ward Rank 2 - Shared with slot 4

Weapons:
The Golden Gloves: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Blitz
2. Wired
3. Primal



Glass Knuckles, Taped up: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Swift
2. Recovery
3. Wired



No-Holds Barred: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Razor Strike
3. Wired



Raw Hands: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Recovery
2. Primal
3. Wired



Thick Chain Link - Puppet: Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain link
2. Primal
3. Wired



Leather Belt - Puppet Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain Link
2. Primal
3. Wired


--------------------------------------------------------------------------------------------

Equipment Loadout:
1. Headset
2. Light Armor
3. Pouch : Tools
- Antidote
- Kawarimi Target
- Med Kit
- Energy Drink
- Soldier Pill
- Smoke Bomb
- Binding Agent
- Chakra Synthesis
4. Kawarimi Target
5. Pouch: Poison
ASP. Hidden Weapon
 
Seeing as my previous changes haven't been attended to yet, I figured it would be okay if I made some adjustments. Also, there is a pending correction in my yen return that needs to be made in order to make needed updates on other things.

1. Elementalist
2. Healing Factor
3. Bloody Mess
4. Combat Instinct
5. Fire Chakra Style
6. Strategist
7. Human Anatomy
8. Hyperactive
9. Initiative
10. Kinjutsu
11. Kinjutsu
ASP. Kinjutusu
Branch: Battlefield Medicine
Shinobi 101: Kinetic Genjutsu with Melee Accuracy

Strategist Slots:
1. Free Basic for - The Golden Gloves
2. Free Basic for - The Golden Gloves
3. Free Basic for - The Golden Gloves
4. Medical Ward Rank 2 - Shared with slot 5
5. Medical Ward Rank 2 - Shared with slot 4

Weapons:
The Golden Gloves: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Blitz
2. Wired
3. Primal



Glass Knuckles, Taped up: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Swift
2. Recovery
3. Wired



No-Holds Barred: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Razor Strike
3. Wired



Raw Hands: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Recovery
2. Primal
3. Wired



Thick Chain Link - Puppet: Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain link
2. Primal
3. Wired



Leather Belt - Puppet Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain Link
2. Primal
3. Wired


--------------------------------------------------------------------------------------------

Equipment Loadout:
1. Headset
2. Light Armor
3. Pouch : Tools
- Antidote
- Kawarimi Target
- Med Kit
- Energy Drink
- Soldier Pill
- Smoke Bomb
- Binding Agent
- Chakra Synthesis
4. Kawarimi Target
5. Pouch: Poison
ASP. Hidden Weapon
Abilities, approved
Strategist slots, approved (Note medical ward special action used on self will be rank 1, not rank 2)
Weapons, approved
equipment loadout, denied. (you can only have 1 pouch. As for the items in it, it won't be specified for any one item, just know that you would have only 1 use of any 4 items of a category of your choice. Please choose which category you want)
 
This is a revision based on the feedback.
1. Elementalist
2. Healing Factor
3. Bloody Mess
4. Combat Instinct
5. Fire Chakra Style
6. Strategist
7. Human Anatomy
8. Hyperactive
9. Initiative
10. Kinjutsu
11. Kinjutsu
ASP. Kinjutusu
Branch: Battlefield Medicine
Shinobi 101: Non-Elemental Nin with Melee Accuracy

Strategist Slots:
1. Free Basic for - The Golden Gloves
2. Free Basic for - The Golden Gloves
3. Anbu Mask Rank 2
4. Medical Ward Rank 1 - Shared with slot 5
5. Medical Ward Rank 1 - Shared with slot 4

Weapons:
The Golden Gloves: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Blitz
2. Wired
3. Primal
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling

Glass Knuckles, Taped up: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Swift
2. Recovery
3. Wired
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling

No-Holds Barred: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Swift
3. Wired
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling

Raw Hands: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Recovery
2. Primal
3. Wired
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling

Thick Chain Link - Puppet: Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain link
2. Primal
3. Wired
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling

Leather Belt - Puppet Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain Link
2. Primal
3. Wired
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling
--------------------------------------------------------------------------------------------

Equipment Loadout:
1. Headset
2. Light Armor
3. Pouch : Tools
- Antidote
- Kawarimi Target
- Med Kit
- Energy Drink
- Soldier Pill
- Smoke Bomb
- Binding Agent
- Chakra Synthesis
4. Kawarimi Target
5. Smoke Bombs
ASP. Hidden Weapon
[/QUOTE]
 
Last edited:
This is a revision based on the feedback.
1. Elementalist
2. Healing Factor
3. Bloody Mess
4. Combat Instinct
5. Fire Chakra Style
6. Strategist
7. Human Anatomy
8. Hyperactive
9. Initiative
10. Kinjutsu
11. Kinjutsu
ASP. Kinjutusu
Branch: Battlefield Medicine
Shinobi 101: Non-Elemental Nin with Melee Accuracy

Strategist Slots:
1. Free Basic for - The Golden Gloves
2. Free Basic for - The Golden Gloves
3. Anbu Mask Rank 2
4. Medical Ward Rank 1 - Shared with slot 5
5. Medical Ward Rank 1 - Shared with slot 4

Weapons:
The Golden Gloves: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Blitz
2. Wired
3. Primal
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling

Glass Knuckles, Taped up: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Swift
2. Recovery
3. Wired
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling

No-Holds Barred: Unarmed - Hand seal use
Accuracy: +2
Damage: -10%
1. Steady
2. Swift
3. Wired
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling

Raw Hands: Unarmed - Hand seal use
Accuracy: -2
Damage: +10%
1. Recovery
2. Primal
3. Wired
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling

Thick Chain Link - Puppet: Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain link
2. Primal
3. Wired
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling

Leather Belt - Puppet Non-offensive jutsu used with it modded .25 AP faster
Accuracy: +2
Damage: -10%
1. Chain Link
2. Primal
3. Wired
EX. Bloody Mess gives Blood Rack
EX. Conflagration give Special Composition: Fire upon Minor Channeling
--------------------------------------------------------------------------------------------

Equipment Loadout:
1. Headset
2. Light Armor
3. Pouch : Tools
- Antidote
- Kawarimi Target
- Med Kit
- Energy Drink
- Soldier Pill
- Smoke Bomb
- Binding Agent
- Chakra Synthesis
4. Kawarimi Target
5. Smoke Bombs
ASP. Hidden Weapon
[/QUOTE]
all approved
 

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