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:

3rd Daughter of the 3rd King: Koho

Honma Kotone

Well-Known Ninja
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Name: Makeoshimi Koho
Age: 24
Gender: Female
Village: Sunagakure
Country of Origin: Kaze no Kuni
History: Over thirty years ago, the Makeoshimi empire was founded on a collective group of clans that specialized in trading with other countries and other villages alike. At the time of founding the empire the collective group of clans called themselves 'Makeoshimi'. The products that the group made were mainly weapons, swords and such, and this stimulated an economic growth within the community. The village leaders, the original founding members, realized that this growth was due to war within other countries at the time. And due to the high quality of their weapons, the clan was often contracted to make more and more; they eventually became very wealthy. However, when the 5 Great Shinobi Villages were founded, the Makeoshimi Empire had grown considerably large and had became quite the threatening force, if one village had the Makeoshimi on their side then it was an advantage during war. But there never was a war... The growth died out and the city began to struggle.

When the days of war ended, the empire began to struggle to feed its many citizens and themselves to say the least. The original family members of the group had now named themselves kings, seven kings in total with their respective wives, each as ignorant and pompous as the last. But during these days all that was discussed between the kings was how to get more money, funnily enough. They all agreed that war stimulated their growth and allowed for their finances to thrive under the bloodshed of others. But how could war exist when the 5 Shinobi villages themselves existed?

The Seven Kings came up with a solution to their troubling times, something disgusting and dishonest, but a solution none-the-less. Each of the Seven's wives birthed a child, and within that child, their solution was created. From a very early age, these innocent souls, would be indoctrinated into a world of poison, cloak and shadows. The Seven raised their own flesh and blood to become catalysts for war, wherever they go, they would create war and allow for Makeoshimi's economy growth and expand further. Five of the Seven children were killed during their exploits within the respective Shinobi villages. The Makeoshimi empire was never caught due to the highly trained espionage skills that were drilled into the children; they would be forever allusive.

The only two that remain are now the 3rd and the 4th's children. Koho belongs to the 3rd, and is a very noted killer, having already created devastation wherever she went. Koho was originally dispatched to one of the Shinobi villages at a very young age, where she seduced a government official into bed and killed him during the deed. She framed an innocent man from another village, thus acting as a catalyst and allowing their brutish ways to take over.

Saemon, Koho's lover, was originally her enemy during her younger days in Sand - when she was sent to the village to finalize her indoctrination, and to solidify her position as an assassin within the Makeoshimi empire. However, during many of her Genin missions the young girl was paired up with an unruly man named Saemon, someone who she didn't like and in fact hated at first. Although the feeling was mutual to a degree.

However, after one fateful drunken night, the two woke up beside one another and had accidentally connected quite physically... After that night, the woman returned to the Makeoshimi empire and returned to her duty as a 'war mongrel' or so the title was. However, fate was tangled and Saemon was approached, along with 'Muji', to be hired as bodyguards for the 3rd princess of the 3rd King.</SIZE>
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Battle Information:
Class:
Kosoboro Unleashed
HP: (65+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: Kinjutsu
Melee Accuracy
Average: Evasion, Gen Save, Nin Acc.
Low: Gen D/C, Ranged Acc.

Power Level: 3,273
Action Points: 10
Character Level: 14
Stat Average/Bloodline: --

HP: 47,400
CP: 32,400

Agility: 592 | 600
Stamina: 600 |600
Ninjutsu: 445 | 600
Taijutsu: 600 | 600
Genjutsu: 436 | 600
Chakra Control: 600 | 600

Equipment Slot #1: Black Lotus
Equipment Slot #2: Kosodoro (Sword)
Equipment Slot #3: Kawarimi Target
Equipment Slot #4: Kawarimi Target
Equipment Slot #5:

Weapon(s):
Sword: Kosodoro
Damage Type: Slashing
Accuracy/Damage Modifier: 1+Acc/-5%Dmg (+5%Dmg due to Bull's Strength)
Base Damage: Current Rank
Basic Augment: Vampiric
Basic Augment: Toxify (Black Lotus)
Basic Augment: Swift
Basic Augment: Anchor Boost

Abilities:
0). Main Branch - Journeyman
1). Poison Mastery
2). Healing Factor
3). Thick Blood
4). Duelist
5). Bull's Strength
6). Nimble Hands
7). Quickdraw
8). Kinjutsu
9). Kinjutsu
10). Kinjutsu

Basic Ninjutsu Techniques:
<SIZE size="130">Elemental Techniques:
Fire Element:
Rank E:
Rank D:
Rank C:
Rank B:
Rank A:

Water Element:
Rank E:
Rank D:
Rank C:
Rank B:
Rank A:

Earth Element:
Rank E:
Rank D:
Rank C:
Inner Earth Reflection Lure [Mastered - Earth]
Rank B:

Rank A:

Wind Element:
Rank E:
Rank D:
Rank C:
Rank B:
Rank A:

Lightning Element:
Rank E:
Rank D:
Rank C:
Rank B:
Rank A:

Bloodline:
[fontsize="12"]A distinct clan, blessed with the blood of their ancestors, the Nanjirou are a people destined to be samurai. Their distinct codes of honor have bred them into some of the most formidable swordsman across the land. While most Nanjirou take the path of the Samurai, their are others that wander the lands as simple swordsmen, testing their skills and teachings against those of others. It has been said that those gifted with the blood of the Nanjirou have a unique connection with the past of their ancestors, often having access to skills and abilities far more ancient than themselves.

Note: All techniques and buffs from this Bloodline are considered Spiritual.

014% Control -Sword Affinity (Rank One)/Blood Seeking Blade (Rank One)
028% Control -Iaido (Rank One)
042% Control -Energy Slash (Rank One)
056% Control -Life Tap (Rank One)
070% Control -Sword Affinity (Rank Two)
084% Control -Energy Slash (Rank Two)
098% Control -Temporized Slash (Rank One)/Blood Seeking Blade (Rank Two)
112% Control -Iaido (Rank Two)/Wrath Seal (Rank One)
126% Control -Sword Affinity (Rank Three)/Life Tap (Rank Two)
140% Control -Energy Slash (Rank Three)/Wrath Seal (Rank Two)
154% Control -Temporized Slash (Rank Two)
168% Control -Iaido (Rank Three)/Wrath Seal (Rank Three)
182% Control -Blood Seeking Blade (Rank Three)/Temporized Slash (Rank Three)
196% Control -Life Tap (Rank Three)
210% Control -Battoujutsu (Rank One)
224% Control -Fury of the Thousand Samurai (Rank One)
238% Control -Battoujutsu (Rank Two)
252% Control -Fury of Time (Rank One)
266% Control -Battoujutsu (Rank Three)/Fury of the Thousand Samurai (Rank Two)
280% Control -Fury of the Thousand Samurai (Rank Three)/Fury of Time (Rank Two)
294% Control -The Fury of Time (Rank Three)

---

Sword Affinity- Passive
The Nanjirou are a people who have lived with swords since the earliest History of their clan, with each samurai passing their secret skills and techniques down to each generation, with each generation adding their own skills into the mix. Eventually over centuries, it is said that the knowledge and use of the sword became instinctive to each Nanjirou at birth, and that the skill and mastery over their swords is a natural birthright to each of them.

Rank 1: +5% Slashing and Piercing Damage
Rank 2: +10% Slashing and Piercing Damage
Rank 3: +15% Slashing and Piercing Damage

---

Blood Seeking Blade - Passive
The Ancients within the Nanjirou's blade are constantly hungry for more and more blood to be spilled, continually attacking its user for their share of blood. If it does not get its daily dosage of blood, it then attacks the user. However, once it tastes the blood of it's victims, it is said that the blade glows with bloodlust, sensing the victim and guiding the user with each strike

Rank 1: +1 Awareness against the victim.
Rank 2: +1.5 Awareness and +.5 Accuracy against the victim.
Rank 3: +2 Awareness and +1 Accuracy against the victim.

Notes:
- The user chooses any Bladed weapon (Swords/Shortswords/Daggers/Giant Blades) in their inventory at the start of the battle. Blood Seeking Blade can only be used by this sword.
- Activates automatically as soon as the sword inflicts Bleeding damage.
- Should the user not inflict damage in the first round of combat, they lose 5% Max Hp at the start of each round until they inflict damage.

---

Iaido - Fighting Style
Through many years of training, the Nanjirou have developed a code: 'Wherever we may be, we must be prepared.' With this code in mind, they have developed a stance to adjust to every situation. There sword is constantly sheathed, and they may quickly draw it and redraw it. This adds to the strength of their slash. Due to the firmness of their stance, they are able to brace themselves to take more damage then usual

Rank 1: +5% Damage, -1 dodge
Rank 2: +5% Damage, User takes -5% Melee damage, -1 Dodge
Rank 3: +10 Damage, User takes -10% Melee damage, -2 Dodge

Notes:
- Can be used with -Any- Slashing or Piercing Weapon.
- Exhausts the user at a below average rate.

---

Energy Slash - Ranged Cutting Technique
A technique which uses focused chakra to send out arcs of energy from their sword. Only a Nanjirou is able to complete the array of techniques that accompany this basic trick, allowing them to attack enemies at any range with their own energy Strikes.

Rank 1: The user strikes once dealing 250 Damage.
Rank 2: The user strikes once dealing 640 Damage at +1 Accuracy.
Rank 3: The user strikes once dealing 1,160 Damage at +2 Accuracy.

Cost:
Rank 1: 80 Cp; 0.75 Ap
Rank 2: 215 Cp; 1.25 Ap
Rank 3: 385 Cp; 1.75 Ap

Notes:
- Can be used with Ranged Accuracy.
- If used with Melee Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy

---

Life Tap - Activated Passive
A powerful technique frowned upon by the clan save for emergencies. This technique allows the Nanjirou to convert a portion of their own Spirit and life force to charge their blade with its power, granting much more powerful techniques capable of damaging their target's very own Soul.

Rank 1: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 10% final damage.
Rank 2: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 20% final damage.
Rank 3: Weapon Strike bypasses 10% of Damage Reduction and deals chakra damage equal to 30% final damage.

Cost: User takes Hp damage equal to 30% the Cp Cost.

Notes:
- This does not cost Ap, and only needs to be declared upon attacking.
- This can only be used with the sword with the Blood Seeking Blade ability, and it must be in effect. This can be used with any attack using that blade.
- Attack deals +15% Damage against any form of barrier.
- Attacks made with this skill cannot have their Cp cost reduced in any way.

---

Temporized Slash - Delayed Sword Strike
Performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. This causes those who battle the Nanjirou to be unsure of when they've been cut and when they've escaped harm. Often seen involving the user passing by the enemy in an apparent miss...Until Blood suddenly gushes from the enemy's wound.

Rank 1: The user strikes once dealing 1,060 Damage at -1 Accuracy.
Rank 2: The user strikes once dealing 1,265 Damage at Normal Accuracy.
Rank 3: The user strikes once dealing 1,465 Damage at +1 Accuracy.

Costs:
Rank 1: 350 Cp; 1.75 Ap
Rank 2: 420 Cp; 1.75 Ap
Rank 3: 485 Cp; 1.75 Ap

Notes:
- User may choose to have the effects delayed, up to three rounds. If delayed the mod will show it as a miss, neither party will know if it was a hit or a miss until the time is up.

---

Wrath Seal - Activated Passive
The Wrath Seal is a seal put on every Nanjirou that contains the thoughts and knowledge of every generation in their ancestral family. Once activated, it releases all of the knowledge into the Nanjirou, granting them the powers and skill honed through the generations of Samurai. Though the seal's power comes with the cost: the price of having the spirit's of the past guides you rapidly deteriorates the Nanjirou's own Soul.

Rank 1: +2 Dodge, +1 accuracy.
Rank 2: +2.5 Dodge, +1.5 accuracy.
Rank 3: +3 Dodge, +2 accuracy.

Costs:
Rank 1: 1.5 Ap; 400 Cp to initiate, 200 Cp/Hp/Rnd.
Rank 2: 2 Ap; 700 Cp to initiate, 350 Cp/Hp/Rnd.
Rank 3: 2 Ap; 1000 Cp to initiate, 500 Cp/Hp/Rnd.

---

Battoujutsu - Secret Sword Technique
One of the deadliest moves learned in the Nanjirou's Aresonal, this move combines sheer strength and speed to ensure quick victory. Only a Nanjirou can pull off the quick movement and inhumane speed required to draw and sheath the sword for a move like this, combining strength and speed in the blink of an Eye. It is said that when mastered, One cannot even see the Nanjirou draw and resheath their blade during this technique, much less the actual strike.

Rank 1: The user strikes a single time dealing 1,425 Damage at +1 Accuracy.
Rank 2: The user strikes a single time dealing 1,725 Damage at +2 Accuracy.
Rank 3: The user strikes a single time dealing 2,025 Damage at +3 Accuracy.

Costs:
Rank 1: 520 Cp; 2.25 Ap
Rank 2: 625 Cp; 2.25 Ap
Rank 3: 735 Cp; 2.25 Ap

Notes:
- May only be used once per round.
- May be used at .5ap time.
- May only be used if Iaido has been used at least for a full round.

---

Fury of a Thousand Samurai - Impairing Curse Genjutsu
A technique developed by the most ancient Nanjirou, this attack focuses on crippling the defender. It is considered to be one of the most frightening in the Nanjirou arsenal, and yet, it is not even a taijutsu- it is a mind game of pure power. It instills fear and intimidation into the enemy, gradually reducing their resolve to fight against the Nanjirou.

Rank 1: Opponent gets -5% damage to all jutsu and takes -2 accuracy. During this time, the victim has a 10% chance per round to be affected by "Fear".
Rank 2: Opponent gets -10% damage to all jutsu, -2.5 accuracy. During this time, the victim has a 15% chance per round to be affected by "Fear".
Rank 3: Opponent gets -15% damage to all jutsu, -3 accuracy. During this time, the victim has a 20% chance per round to be affected by "Fear".

Costs: 2.5 Ap; 910 Cp

Notes:
- This Jutsu Lasts 2 Rounds.
- Counts as a Will/Visual Genjutsu
- Must have Wrath Seal activated, and Must have eye contact
- "Fear", causes the opponent to take on -3 dodge and take +10% More damage during that round.

---

Fury of Time - Space/Time Jutsu
It has been said the ultimate jutsu of the Nanjirou is one that does not even relate to sword-fighting. Rather, it is the ability to slow time down. These powerful swordsman have honed their abilities to a point, where time is meaningless to them, and they can perform a complex series of attacks. They are able to slow down time due to their connection with their ancient ancestors.

Rank 1: The Nanjirou strikes the ground, dealing 2,400 Damage. Those hit by the attack are effected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -2 Dodge and has a 6% Chance of Auto-missing. When slowed down everyone affected gains +2 Dodge and +6% Auto-Dodge.
Rank 2: The Nanjirou strikes the ground, dealing 3,300 Damage. Those hit by the attack are effected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -3 Dodge and has a 7% Chance of Auto-missing. When slowed down everyone affected gains +3 Dodge and +7% Auto-Dodge.
Rank 3: The Nanjirou strikes the ground, dealing 4,125 Damage. Those hit by the attack are affected by its secondary effect. The Nanjirou can choose whether to slow down those effected or speed them up. When time is sped up everyone affected loses -3 Dodge and has a 8% Chance of Auto-missing. When slowed down everyone affected gains +3 Dodge and +8% Auto-Dodge.

Costs:
Rank 1: 820 Cp and 2.25 Ap to initiate; 410 Cp Per Round to Maintain
Rank 2: 1,650 Cp and 2.75 Ap to initiate; 825 Cp Per Round to Maintain
Rank 3: 2,065 Cp and 2.75 Ap to initiate; 1,035 Cp Per Round to Maintain

Notes:
- Lasts up to three rounds.
- Must be in Iaido for at least a single round to use this.
- After this has been used, The Nanjirou has -3 Dodge for an equal amount of time this was active.
---

Items
Ancient Spirit Sword
A sacred blade often passed down through the generations of individual Nanjirou Families, these swords are inherited and passed on down the generations, and many date back to the furthest roots of the Nanjirou's Ancestry. Each Katana varies widely different from others and is said to possess part of the spirit of each individual who has used it in the passed. While family Heirlooms, to doubt the strength of these blades would be a grave mistake.

Effect: Grants the user access to Ancestral Spirit Unique Augment which they can place on one of their weapons.

Basic Augment Effect: Whenever the user performs a Nanjirou Technique, they gain +2% Damage Reduction, capping at +10% Damage Reduction.

Special Augment Effect: Upon activation, the Damage Reduction received from Ancestral Spirit is converted to Damage Modifier and the user gains bonus chance of inflicting Bleeding equal to half of the +% Damage Modifier they received rounding to the nearest whole number.

Notes:
- Unique Augments are considered both Basic and Special thus both rules may apply to them.
- Bleeding Chance obtained from Ancestral Spirit only applies to Nanjirou Techniques.
- Damage Reduction gained through Ancestral Spirit only lasts for the remainder of the round.[/fontsize]

Advanced Element: Gravity
Rank C: Gravity Distortion [Mastered]
Anti-Gravity [Mastered]
Orbital Strike [Mastered]
Gravitational Pull [Mastered]
Rank B: Clutch of the Giant [Mastered]
Forced Polarity [Mastered]
Inertial Control [Mastered]
Rank A:


Non-Elemental:
Rank E:
Body Switch [Mastered -Non-elemental]

Rank D:
Signal Flare [Mastered - Non-elemental
Rank C: Barrier [Mastered - Non-elemental]
Rank B:
Rank A:

Medical Ninjutsu:

Rank E:
Rank D:
Rank C:
Rank B:
Rank A:

Anbu Ninjutsu:

Rank D:
Rank C:
Rank B:
Rank A:

Taijutsu Techniques:
Blade Taijutsu:
E-Rank Arching Slash [Slashing - Mastered]
Overhead Strike [Slashing - Mastered]
D-Rank Full Circle [Slashing - Mastered]
Cross Rip [Slashing - Mastered]
Gasher [Slashing - Mastered]
Heavy Tow [Slashing - Mastered]
C-Rank Sword Juggle [Slashing - Mastered]
Lunar Steps [Slashing - Mastered]
Zero Slash Counter [Slashing - Mastered]
Blade Trail [Slashing - Mastered]
Top Spin [Slashing - Mastered]
Vanishing Slash [Slashing - Mastered]
B-Rank Magnum Break [Slashing - Mastered]
Kill Driver [Slashing - Mastered]
Focal Blade [Slashing Mastered]
Executioner [Slashing - Mastered]
Lotus Flower [Slashing - Mastered]
A-Rank Zantetsuken [Slashing - Mastered]
Fatal Draw [Mastered - Slashing]
Higuma [Mastered - Slashing]
Annihilation [Mastered - Slashing]
Heavenly Sword [Mastered - Slashing]

Chain Taijutsu:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:


Shield Taijutsu:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:


Giant Blade Taijutsu:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:


Light Projectile Taijutsu:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:


Weighted Projectile Taijutsu:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:


Ranged Taijutsu:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:


Polearm Taijutsu:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:


Weighted Taijutsu:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:


Claw Taijutsu:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:


Unarmed Taijutsu:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:


Buffing Taijutsu:
E-Rank
D-Rank:
C-rank: Chakra Extension [Mastered]
Shadow Dance [Mastered]
Expel [Mastered]
Chakra Absorption [Mastered]
Dynamic Art [Mastered]
B-Rank: Anabolic Frenzy [Mastered]
Unbound [Mastered]
A-Rank: Limit Break [Mastered]
Devastating Aura [Mastered]

Genjutsu Techniques:
Will:

Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Kinetic:

Level 1:
Level 2:
Level 3:
Level 4:
Level 5:

Audial:

Level 1:
Level 2:
Level 3:
Level 4:
Level 5:



Visual:

Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
__________________________________________________________________________________________________________________________

2 Sense Genjutsu:

Level 6:

3 Sense Genjutsu:

Level 7:

4 Sense Genjutsu:

Level 8:

Kinjutsu:
Tsukumogami said:
[fontsize="12"]Tsukumogami
TK.jpg

A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Tsukumogami refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.

Information
Prerequisites
3 Ability Slots, Kinjutsu Application, 6 Mastered Taijutsu of the chosen Weapon Type, 2,100 PL

Effects:
- +1 Augment Slot for their Chosen Weapon. (cannot be the same Augment they already have but can be any type of augment)
- When separated from their weapon, their weapons attacks no longer cost Additional Cp. In addition, their range of separation is now increased to 20 feet, and returning to the users possession no longer requires Ap. Reforming a Broken Link still costs .25 Ap, however.[/fontsize]

[fontsize="12"]Myriad Strike - Special Activated Ability
TKMS.jpg

Due to the special bond that is developed, a Tsukumogami will start becoming "one with the sword", in both a literal and a metaphorical sense. The tsukumogami is now able to flow from attack to attack, as if the sword was one with his body instead of just an extension of metal.

Information
Prerequisites
Tsukumogami

Effect:
- The user is able to link up to 4 Ap's worth of Taijutsu to be performed consecutively upon a single target, with each successful action giving the next +5% Damage and +1 Accuracy if successful.
- The user pays normal Ap costs for each technique, however pays only 80% of any Cp costs.

Note:
- Does not take up an Ability Slot.
- Does not cost Ap, this only needs to be declared. Only the first +10% of the Damage buff increase is applied to the buff Limit.
- The buff is only increased once for a Multi-Hitting Action, treating the action as if it were the same as a single strike attack.
- Bonuses last only for the remainder of the combo, and may only stack up to +3 Accuracy and +15% Damage.
- User exhausts one rate higher the round this is used.
- May be used once per round, User loses -1 Dodge for each action after the first, stacking up to -3 Dodge. This lasts the remainder of the round.[/fontsize]

[fontsize="12"]Omni-Flash - Special Activated Ability
TKOF.jpg

As the Tsukomogami weapon draws upon its soul-link with it's wielder and gains new, stronger abilities, so too does its limits to the skills being able to be performed. Once released into its upgraded form, the user and their weapon are able to perform new techniques unique to their bond. Taking many different shapes or forms, this technique is often a one-of-a-kind skill that cannot be replicated by any other shinobi, a unique mixture between Ninjutsu and Taijutsu. This makes recklessly challenging the wielder of a Tsukumogami a dangerous decision, as one can never fully expect just what manner of techniques they are capable of unleashing.

Information
Prerequisites
Tsukumogami, Mystic Transmutation Mastered, Kindred Fusion.

Effect:
- This technique allows the user to combine a Taijutsu and a Ninjutsu into one. Using it takes the highest ap being used +.5 ap.
- The jutsu deals 75% of the total combined damage and costs 75% of the total combined CP cost.
- This technique uses melee Accuracy, and the accuracy of the jutsu itself is averaged out between the two jutsu.
- This jutsu receives both the appropriate Ninjutsu and Taijutsu buffs, and retains half of any associated effects or debuffs, from both Jutsu.
- This ability may only be used once per round, and only while Kindred Fusion is active. This cannot be used with Bl/CA techniques or actions in Anyway.

Cost: 75% of combined total cp cost.[/fontsize]

[fontsize="12"]Mystic Transmutation - C-Rank Ninjutsu
TGMT.jpg

No longer a simple piece of steel, the Tsukumogami Weapon is it's own entity, and becomes as adaptable to situations just as any shinobi would. Infused wit the user's soul, the bond between the two is enough to strengthen both ends, and through this jutsu, they are able to use this bond to bring about a manifestation of their power. This technique releases a Tsukumogami weapon from its general physical form, whether it be a form of transformation or alteration completely. In this state the weapon's abilities becomes more powerful, or in some cases transform into a different ability altogether. It is impossible to tell just what sort of bond becomes manifested from this technique, as each Tsukumogami's bond is unique.

Information
Prerequisites
Tsukumogami, C-Rank
Rank 1: Allows the user to switch two of their Weapon Augments for another, or double the effect of two augments.
Mastered: Allows the user to switch three of their Weapon Augments for another three, or double the effects of three of their augments.

Note:
- Any swapped Augment must be in the user's inventory.
- When used to increase the effects of a weapon Augment, the weapon augment's effects are doubled. This is applied to both positive and negative effects.
- The effects of the Splitting Augment cannot be doubled.

Rank 1 Cost: 500 Cp, 240 Cp/rnd
Mastered Cost: 620 Cp, 295 Cp/rnd[/fontsize]

[fontsize="12"]Visceral Rend - B-Rank Taijutsu
Dead.jpg

After transforming, the weapon becomes much more powerful. Now what would happen if the user tried to drive that weapon through the stomach of their opponent? Sounds like a party! That's what this technique is, an attempt to drive the weapon, even if it's a blunt weapon , straight through the opponent. If it is a bow type weapon, then the user fires a much larger arrow aimed directly at the stomach and attached to a string. Then the user pulls out the weapon/arrow. The results are pretty deadly. The technique itself, however, is incredibly exhausting.

Information
Prerequisites
Tsukumogami, B-Rank, Mystic Transmutation Activated.

Rank 1: Strikes a single target dealing 1,725 Damage at -3 Accuracy. This strike has a +8% chance of causing Bleeding.
Rank 2: Strikes a single target dealing 2,025 Damage at -2 Accuracy. This strike has a +9% chance of causing bleeding.

Rank 1 Cost: 625 Cp
Rank 2 Cost: 735 Cp

Notes:
- Can only be used once per round.
- Damage done by this jutsu is considered piercing damage, regardless of the weapon used.
- This is a hit or miss technique, it cannot hit partially. If it is a 50% or more hit, it's counted as a full hit, Otherwise, it's counted as a miss.[/fontsize]

[fontsize="12"]Kindred Fusion - S-Rank Ninjutsu
TKKF.jpg

The peak of the Tsukumogami's bond with it's wielder, this jutsu is a secret technique only capable of being performed by the user and their weapon. This technique allows the User to merge with their weapon, fusing into a new form the grants the user all of the abilities held by their Tsukumogami. This form varies widely depending on the type of weapon wielded by the user, and its effects can range from simply razor sharp talons, to full-body shapeshifting that mimics the design of their weapon. While in this form, the user and their weapon literally fight as one, and share skills honed through an unbreakable bond.

Information
Prerequisites
Tsukumogami, S-Rank, Mystic Transmutation Mastered, Myriad Strike Mastered.

Master Rank: All Weapon augments and Ability buffs are applied directly to the user, and they are able to perform their Weapon-type Jutsu while unarmed. The user's Unarmed Basic Strike Damage and Accuracy are treated as their weapon's, and their weapon accuracy is also added/subtracted to their dodge (If the weapon has +2 accuracy, the user has +2 accuracy and +2 dodge. If the weapon has -2 accuracy, the user has -2 accuracy and -2 dodge), as well as any other effects such as slashing, piercing or suppression. All damage done to the user is reduced by their Basic Strike Damage, and those who perform Melee Taijutsu or use Melee Accuracy on the target take damage equal to this amount upon a successful hit; Multi-Hits only deal this amount once to the target regardless of the number of strikes.[

Note:
- Does not use handseals.
- While active, the user cannot use their weapon, or any weapon for that matter. They may perform both unarmed and their weapon's Taijutsu.
- Must have Mystic Transmutation Active to initiate, and its effects are transferred to this jutsu.
- Damage reduced is applied to all sources of Damage, and cannot be buffed.
- Contact with the user is applied per action, not per hit. Multi hit Taijutsu only count as one Contact. This damage cannot be Buffed.

Cost: 4.5 Ap, 4320 Cp to initiate. 2060 Cp/Rnd.[/fontsize]
 

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