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:

A Mystic's Path [Suika's Dojo]

All approved.
Suika said:
Profile
Training
ASP Items: Class card, Ability Card, Free Major Element ( Located in Training)

OOC Rank: B-Rank
Ability Slots: 9 + 1 (ASP Ability Card) = 10 Abilities
Unlocking Major Element (Free): Fire
Unlocking Major Element (ASP Card): Wind
Unlocking Minor Element (Free): Water

Unlocking Advance Elements:
Shadow (Fire + Water) and Kinesis (Fire + Wind)

Unlocking Class:

The Mystic's Dance (Vet w/ Class Card)
HP: (53+lvl) x stamina
CP: (42+lvl) x chakra control
Class Bonus: +4 Gen DC
High: Genjutsu DC
Average: Ninjutsu Accuracy, Melee Accuracy, Evasion, Genjutsu Save
Low: Ranged Accuracy


Core Ability:
Ghost Walker
Approval Thread
CA Points: 17 (PL = 1433)

CA Purchase:
Unreal Understanding - Passive (3 points)
Due to their experiences with the surreal and illusionary, Ghost Walkers are less affected by illusions and tend to be less fearful than others, not being completely affected by the intended penalties.
Effect: All penalties from genjutsu are reduced by 1. Additionally, all % chances in Genjutsu to cause a negative effect on the user are reduced by 10%.

Genjutsu Mastery</U><i></i> - Passive (2 points)
Restriction- C Rank and up
With their understanding of the real and unreal, Ghost Walkers can use genjutsu much more effectively than others can, making their illusions more potent and longer lasting.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.

Extra-Sensory Perception</U><i></i> - Modification (2 points)
Restriction- Requires Sixth Sense
Honed beyond that mere "gut instinct" that some people can get, a Ghost Walker’s ability to know things by feeling is just downright creepy in how accurate they can be. They can often tell if something’s real or not (a fake, illusion, supernatural occurrence) just by looking at it.
Effect: +2 to Awareness and Genjutsu Save

Sound Mind<i></i> - Boost (1 point) [x3]
Restriction- Can only be purchases a maximum of 3 times.
Because of their many encounters with the supernatural or unreal, Ghost Walkers are far less affected by the strange or illusionary, giving them a calm mind in the face of the bizarre or unreal, and allowing them to come out on top in a contest of wills.
Effect: +1 Genjutsu DC

Ethereal - Boost (1 point) [x3]
Restriction- Can only be purchased a maximum of 3 times.
Ghost Walkers can often take an ethereal form, hence the name. In some cases, they remain partly ethereal almost all the time, part in the world, and part in the world beyond.
Effect: -5% damage taken

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

CA Points Spent: 16/17

Abilities:
0. Shinobi 101: (Slashing is Gen DC)
1. Mind Overflow
2. Bloody Mess
3. Sixth Sense
4. Elemental Illusion
5. Illusionist
6. Willpower
7. Human Anatomy
8. Defensive Technique
9. TBA
10. TBA

RPs for Abilities:
Shinobi 101 (Slashing is Gen DC) said:
“Come on!” muttered the girl under her breath in frustration as she attempted to slash at pop-out projectiles with her ethereal ninja-to. It wasn't too long ago that she unlocked the power of Haru no Tamashi, her ghostly blade, and utilized its power to slay a gluttonous demon. Since, the kunoichi has been training herself with her new weapon. She possessed an affinity for the illusory arts, but her melee capabilities were about average. Was there a way to surpass this stint of mediocrity? It then hit her. At the time of her blade's discovery, Suika instinctively knew that she could channel Genjutsu through it. It tapped into her inner chakra reservoir and aided in casting an illusion over the demon. What if she dug into that same reservoir and used its flow to guide her weapon's movements? It was worth a shot. After days of trying, Suika finally managed it. She tapped into the same chakra pool that allowed her to channel Genjutsu and, alongside that, used it in conjunction with her blade. Both abilities somehow connected as wielding her ninja-to felt a lot more natural. This would definitely come in handy.

WC: 194

Mind Overflow said:
The young gypsy was an illusionist at heart. This was partially inspired by Shieo, but it was cultivated by her own will and desire. Plus, she found she had a knack for it, too. Her training was rigorous as she tested her Genjutsu on willing combatants within the academy. Many times she failed and found herself being pummeled by some muscled Taijutsuist. Other times, to her fortune, the opposite occurred. Slowly, but surely, her illusory attacks contained more oomph than their intended effects. “Deafen.” she uttered as she performed an audal genjutsu on a fellow Genin. He lost his hearing, but she noticed visible strain on his face. She followed with taijutsu, which packed more of a punch than usual. After a while, this became a normal occurrence after casting an illusion on her opponents. For reasons she theorized as a slow climb to mastery, her genjutsu left her combatants more susceptible to other attacks, despite which sense she targeted and its effects. The girl was pleased.

WC: 167

Bloody Mess said:
By no means was Suika a sadist, but she rarely felt remorse after the swing of her blade. Following her slashing assault, it was only natural that her enemies bled. In fact, they usually bled a lot. The more blood that gushed from their bodies, the easier it was to hit them and gain advantage over a combat situation. She wasn't obsessed with blood, but the sight of her opponents drenched in it did bring her great relief. It usually meant a stronger likelihood to victory. She valued efficiency over all, which is why she reflected that with the amount of blood she induced from her enemies. Again, Suika wasn't a sadist by any means. People bled and she liked it, but she clearly wasn't blood-obsessed. She was just, as mentioned, efficient... right?

WC: 133

Sixth Sense said:
“Demons... ghosts... auras... oh my.”

Ever since the unforeseen activation of her spiritual prowess, Suika's senses have increased substantially. She always leaned on her own intuition and observations, but that was amplified ten-fold after she being attacked by demons and harnessing the power of Haru no Tamashi. All of a sudden, she was able to distinguish, more often than not, the energies around her. People's auras and the surface of their intent were sometimes clear to her. Her sharpened senses led her to have more of an awareness of her surroundings and fortified her mind's defenses. She was sensitive to the presence of beings both alive and deceased. Shukuya, the priest she met in the Ancient Forest, was probably right. She was a Medium. A 'mystic' of some sorts.

WC: 130

Elemental Illusion said:
“Fire and wind. Sorta water.” explained the girl to her Ninjutsu instructor. “Those are my natural affinities.” He nodded and jotted notes on his pad. Suika soon left home.

As she lied in bed, she fell into reflection regarding today's events. Although she was mediocre at the art of ninjutsu, she discovered her affinities for fire, wind, and water today through a series of elemental training conducted at Kumo's obstacle courses. It was cool and all, but she was genjutsuist at heart. How was she to make this knowledge useful? She suddenly formed an idea. The next week she sparred against multiple combatants at the academy. The kunoichi attempted, with some guidance from instructors, to infuse her natural affinities in her genjutsu. For instance, why not make the illusion 'Hot Weapon' a bit more flaming? After several trials, Suika finally mastered channeling elements in her illusions. Each affinity gave off a different effect, but she knew it'd be beneficial for future illusory attacks to come.

WC: 166

Illusionist said:
Suika quickly learned, as a shinobi, that the most efficient way to eliminate an enemy, typically, was through the shadows. Stealth, in the world of ninja, was everything. Having the upper advantage given through sneak attack sometimes determined the results of an encounter before it even began. Realizing the importance of this, the kunoichi explored various ways to remain stealthy, especially when casting illusions. Her proficiency in the arts of genjutsu was no joke, but what use did it have if enemies could easily break out of it after becoming aware? Often times, too, this awareness led to the discovery of her stealth. She needed to conjure up an efficient solution.

With weeks of trial and error under her belt, Suika learned to become more efficient at masking the presence of her genjutsu. This required a firm control of her chakra and embedding just enough of it where it fails to alert the enemies' chakra system. This ability was limited, but the simple uses of it she now had, she was sure, would prove useful in the near future.

WC: 179

Willpower said:
Suika had a profiency in genjutsu, but she knew throwing illusions at her enemies wasn't enough. How effective could she be when there were people, like Shieo, who did the same (and better). In one of her classes with Shieo, the kunoichi learned to better resist genjutsu and mastered the Cancel technique. With this lesson in mind, she trained with the same method to cancel out of her opponent's illusions. In time, she was successful in this. “There's no way he'll catch me in another one of his dumb illusory attacks” thought the girl as she formed the seal for Cancel. “I'll be able to see through it.”

WC: 108

Defensive Technique said:
It was time to play shinobi dodge ball. Their instructor formed a solid, spherical chakra manifestation. It was warm, but it was not dangerous at all. Genin on both sides readied themselves to evade and attack. Among them was Suika. The girl prepared her defenses as she entered her usual stance. After a few minutes, everyone on her side was out with two other Genin who opposed her on the opposite side. Her offense wasn't too strong, but her evasion, due to her stance, was superior to the others. They could not hit her. After a while, the other two tired as the kunoichi's stamina remained. Her stance not only increased her dodge, but made her more durable. With a swift throw, she took both Genin out. Suika was victorious.

WC: 130

Human Anatomy said:
“Vital point here. Vital point there.” mused the kunoichi as she studied a large, fake skeleton. She was taking a course on human anatomy at Kumo's medical district. It wasn't mandatory for her to attend the lesson, but she was generally interested in learning the human body and what made it tick. This was solely for the purpose of increasing her combat capability. Suika valued max efficiency in combat, so knowing the critical points on a person's body, in her opinion, was valuable knowledge. After a few weeks at her course, she was ready for her exam.

It was an hour of a lot of bubbling in and second-guessing, but she had done it. After a few hours in the lounge, the students were called to the main board to view their grade. She passed with flying colors! “This will come in handy”

WC: 144

[spoilername="Current Jutsu For Reference"]Ninjutsu

<U>Non-Elemental

Taijutsu

[col]Slashing
E-Rank

D-Rank

C-Rank

B-Rank
  • N/A

A-Rank
  • N/A

Buffing
E-Rank
  • N/A

D-Rank
  • N/A

C-Rank
  • N/A

B-Rank
  • N/A

A-Rank
  • N/A
|[/col]

Genjutsu<i></i>

[col]Will

Kinetic
|[/center][/spoilername]
 
Unlocking Core Ability Moves:

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


Phase-Out<i></i> - Independent Special Move (2 points)
Ghost Walkers walk a fine line between dreams and reality, but at certain times, they may choose to cross further over into one or the other. In such cases, they're body itself may phase through physical objects unimpeded.
Effect: For 1.5 AP, the user may reflexively dispel one of their maintained Genjutsu in order to free themselves from any movement-restricting affect (this special move does not require movement). This has no affect on Genjutsu, and cannot be reused for a full round (10 seconds).


CA Points Spent: 20/20


Claiming Kinetic Genjutsu Sensory Knowledge (Half Mastered)

Claiming Visual Genjutsu Sensory Knowledge (Half Mastered)

Claiming Will Genjutsu Sensory Knowledge (Half Mastered)

Claiming Lighning Minor (Half Mastered)

Unlocking AE: Photon (Wind Major + Lighning Minor)
AE Slots: 3/4

Claiming Items:
1) Light Armor
2) Pouch – Tools
3) Pouch – Poison


Unlocking Abilities:

1) Jutsu Mastery
RP said:
As Suika continued her studies in the various arts of jutsu, she found a need to immediately address an issue. While her jutsu contained the power she craved, they, indeed, took a lot out of her. After performing a few jutsu, her chakra reserve felt almost wiped. What was the point of carrying a bow without any arrows? She decided she had to work on conservation. With many months of hard-working blood, sweat, and tears, Suika finally discovered how to withhold chakra expenditure, yet, fire off a jutsu with the same violent potential. Her efforts to become frugal in her chakra reservoir was a success; surely this skill would come in handy someday.
WC: 113



2) Shattered Reality
RP said:
Stringing genjutsu together was not an aspect of battle Suika struggled with. The only gripe she had with the arts was that, once it was cast, it simply existed until the effects faded. This usually was in the time span of thirty seconds. Her illusions still were effective and did their job, but she wanted to add more oomph to them. What if, somehow, she could trigger the genjutsu to suddenly burst before fading? Surely, that would mentally damage the opponent. She went to work. After experimenting on her fellow peers, the kunoichi finally learned how to manipulate her opponent's chakra flow in a way to accomplish her goal. Whenever she willed, she could almost make her genjutsu go off like a mind bomb. Suika was curious to see how this would go in battle.
WC: 135



3) Weapon Mastery: Slashing
RP said:
: Since the Academy, Suika has been practicing her ability and proficiency with a blade. Within that time span, she learned how to connect her slashing movements to her genjutsu, fought countless battles with her blade, and learned basic and advanced techniques. With every spar or fight, her ability to wield Haru no Tamashi, her ethereal blade, grew stronger. She grew more adept at aiming for an opponent's vital points and truly make them bleed as intended with her sword. Before she knew it, swinging her sword felt as comfortable as casting an illusion. She truly became a master of the slashing weapon type.

WC: 103



4) Physical Style: Slashing
RP said:
It wasn't enough to only have proficiency in the sword slashing arts, but Suika wanted to develop an official style with it. Sure, she was defensive, but she wanted to utilize her ability with her sword with more efficiency. She went to work. Training under sword masters, such as Sunuke, she learned how to utilize different stances with her blade and how to best counter certain attacks. Her parries became more sharp as her footwork while wielding a weapon increased exponentially. Before she knew it, she learned both offensive and defensive blade stances that aided her in her Taijutsu. Her own personal style was now developed.

WC: 106


Ability Slots: 12/12

Augment Purchase:
1) Daze
2) Mirage
3) Lantern
4) Swift
5) Vampiric

Yen: 2,400 x 5 = 12,000 Yen
 
Suika said:
Unlocking Core Ability Moves:

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


Phase-Out<i></i> - Independent Special Move (2 points)
Ghost Walkers walk a fine line between dreams and reality, but at certain times, they may choose to cross further over into one or the other. In such cases, they're body itself may phase through physical objects unimpeded.
Effect: For 1.5 AP, the user may reflexively dispel one of their maintained Genjutsu in order to free themselves from any movement-restricting affect (this special move does not require movement). This has no affect on Genjutsu, and cannot be reused for a full round (10 seconds).


CA Points Spent: 20/20


Claiming Kinetic Genjutsu Sensory Knowledge (Half Mastered)

Claiming Visual Genjutsu Sensory Knowledge (Half Mastered)

Claiming Will Genjutsu Sensory Knowledge (Half Mastered)

Claiming Lighning Minor (Half Mastered)

Unlocking AE: Photon (Wind Major + Lighning Minor)
AE Slots: 3/4

Claiming Items:
1) Light Armor
2) Pouch – Tools
3) Pouch – Poison


Unlocking Abilities:

1) Jutsu Mastery
RP said:
As Suika continued her studies in the various arts of jutsu, she found a need to immediately address an issue. While her jutsu contained the power she craved, they, indeed, took a lot out of her. After performing a few jutsu, her chakra reserve felt almost wiped. What was the point of carrying a bow without any arrows? She decided she had to work on conservation. With many months of hard-working blood, sweat, and tears, Suika finally discovered how to withhold chakra expenditure, yet, fire off a jutsu with the same violent potential. Her efforts to become frugal in her chakra reservoir was a success; surely this skill would come in handy someday.
WC: 113



2) Shattered Reality
RP said:
Stringing genjutsu together was not an aspect of battle Suika struggled with. The only gripe she had with the arts was that, once it was cast, it simply existed until the effects faded. This usually was in the time span of thirty seconds. Her illusions still were effective and did their job, but she wanted to add more oomph to them. What if, somehow, she could trigger the genjutsu to suddenly burst before fading? Surely, that would mentally damage the opponent. She went to work. After experimenting on her fellow peers, the kunoichi finally learned how to manipulate her opponent's chakra flow in a way to accomplish her goal. Whenever she willed, she could almost make her genjutsu go off like a mind bomb. Suika was curious to see how this would go in battle.
WC: 135



3) Weapon Mastery: Slashing
RP said:
: Since the Academy, Suika has been practicing her ability and proficiency with a blade. Within that time span, she learned how to connect her slashing movements to her genjutsu, fought countless battles with her blade, and learned basic and advanced techniques. With every spar or fight, her ability to wield Haru no Tamashi, her ethereal blade, grew stronger. She grew more adept at aiming for an opponent's vital points and truly make them bleed as intended with her sword. Before she knew it, swinging her sword felt as comfortable as casting an illusion. She truly became a master of the slashing weapon type.

WC: 103



4) Physical Style: Slashing
RP said:
It wasn't enough to only have proficiency in the sword slashing arts, but Suika wanted to develop an official style with it. Sure, she was defensive, but she wanted to utilize her ability with her sword with more efficiency. She went to work. Training under sword masters, such as Sunuke, she learned how to utilize different stances with her blade and how to best counter certain attacks. Her parries became more sharp as her footwork while wielding a weapon increased exponentially. Before she knew it, she learned both offensive and defensive blade stances that aided her in her Taijutsu. Her own personal style was now developed.

WC: 106


Ability Slots: 12/12

Augment Purchase:
1) Daze
2) Mirage
3) Lantern
4) Swift
5) Vampiric

Yen: 2,400 x 5 = 12,000 Yen

Dojo approved.
Subtracting 12,000 Yen from total.
 
10. Unlearning:

1. Shattered Reality

“RP” said:
As Suika trained her genjutsu, she learned the ability to shatter them within her opponent to deal extra damage on their mind. While it proved somewhat effective, she noticed that such actions were not completely reliable. With more failures than successes, she noticed that, if the attack did not hit, her Genjutsu would be dropped without any profitable outcome. This tactic usually ended up with her wasting more time and energy. “Then I’ll drop it.” Just like that, Suika dropped that strategy from her list of tactics. No genjutsu would be put to waste any more – she’d just find other ways to break her opponents’ minds.

WC: 106


2. Illusionist

“RP” said:
As someone skilled in creating illusions, Suika usually opted to cast her genjutsu in stealth. This, however, was an approach she no longer cared for. While stealth was imperative for certain missions, she was quite confident with the level of her genjutsu prowess that whatever genjutsu she cast would be the one that apprehended the enemy. Sneaking was fun, but her new style of combat had more of an aggressive approach. No longer will he genjutsu be utilized from the shadows, but will be channeled out in the open against her foes. They stood no chance to the crafty girl.

WC: 100


Learning:

1. Duelist

“RP” said:
Suika had gone down this route before. Was it wise to focus herself on an enemy? If her distraction was momentarily slipped by another, her momentum for dueling would be totally foiled. As a Genin, being a duelist by nature wasn’t the best strategy to take. As a Chuunin, the kunoichi is responsible for many more one-versus-one opportunities. With this, she decided to channel that once tunnel vision she had for the battles to come. In battle, she focused on sweeping each opponent one at a time. It was an effective technique against individuals. Would her sacrifice be worth it in the end?

WC: 103


2. Initiative

“RP” said:
“Not fast enough” muttered the girl as she summoned her Ethereal weapon. Suika, begrudgingly, had quite the trouble manifesting her weapon in a timely manner. No matter how hard she tried, summoning her trusty weapon took a second too long for comfort. Shaking her head, she focused. “Come on, you can do this.” Trial after trial, she failed hundreds of attempts. It wasn’t long until she finally managed what felt impossible – summoning her spiritual blade in about zero seconds. It happened in an instant. Pleased with the result, the kunoichi felt pumped for his next battle. Her next opponent, whoever that may be, would not see her blade coming.

[WC: 109]
 
Abilities deactivated, Duelist and Initiative approved in replacement.
Suika said:
10. Unlearning:

1. Shattered Reality

“RP” said:
As Suika trained her genjutsu, she learned the ability to shatter them within her opponent to deal extra damage on their mind. While it proved somewhat effective, she noticed that such actions were not completely reliable. With more failures than successes, she noticed that, if the attack did not hit, her Genjutsu would be dropped without any profitable outcome. This tactic usually ended up with her wasting more time and energy. “Then I’ll drop it.” Just like that, Suika dropped that strategy from her list of tactics. No genjutsu would be put to waste any more – she’d just find other ways to break her opponents’ minds.

WC: 106


2. Illusionist

“RP” said:
As someone skilled in creating illusions, Suika usually opted to cast her genjutsu in stealth. This, however, was an approach she no longer cared for. While stealth was imperative for certain missions, she was quite confident with the level of her genjutsu prowess that whatever genjutsu she cast would be the one that apprehended the enemy. Sneaking was fun, but her new style of combat had more of an aggressive approach. No longer will he genjutsu be utilized from the shadows, but will be channeled out in the open against her foes. They stood no chance to the crafty girl.

WC: 100


Learning:

1. Duelist

“RP” said:
Suika had gone down this route before. Was it wise to focus herself on an enemy? If her distraction was momentarily slipped by another, her momentum for dueling would be totally foiled. As a Genin, being a duelist by nature wasn’t the best strategy to take. As a Chuunin, the kunoichi is responsible for many more one-versus-one opportunities. With this, she decided to channel that once tunnel vision she had for the battles to come. In battle, she focused on sweeping each opponent one at a time. It was an effective technique against individuals. Would her sacrifice be worth it in the end?

WC: 103


2. Initiative

“RP” said:
“Not fast enough” muttered the girl as she summoned her Ethereal weapon. Suika, begrudgingly, had quite the trouble manifesting her weapon in a timely manner. No matter how hard she tried, summoning her trusty weapon took a second too long for comfort. Shaking her head, she focused. “Come on, you can do this.” Trial after trial, she failed hundreds of attempts. It wasn’t long until she finally managed what felt impossible – summoning her spiritual blade in about zero seconds. It happened in an instant. Pleased with the result, the kunoichi felt pumped for his next battle. Her next opponent, whoever that may be, would not see her blade coming.

[WC: 109]
 
S-Rank Contract Creation: Tsukumogami
Contract Approval: Chawan the Wolf Toy

Custom Class said:
The Little Wolf Toy That Could
HP: (50+15) x 600 = 39,000 (Class Bonus Included)
CP: (33+15) x 600 = 28,800 (Class Bonus Included)
Class Bonus: +4 HP and CP Mod
High: Genjutsu DC
Mid: Genjutsu Save, Evasion
Low: Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy


Custom Weapon said:
Tiny Glowing Wolf Mitts
Weapon Type: Unarmed [Use Handseals]
Damage/Accuracy Modifier: -10% DMG/+2 ACC
Augment 1: Lantern
Augment 2: Mirage
Augment 3: Swift

*Note: Augments purchased above*



Tsukumogami Abilities:
Tsukumogami said:
Living Artifact - Tsukumogami Contract Passive
The Tsukumogami; beings that, through some type of infusion of spiritual and natural energy, have 'awoken' to sentience out of normal objects. This contract is widely varied in both appearance and temperance, often having traits akin to the object they were born from. The spirit of a weapon might take a threatening form and be prone to aggression, while one of a mirror might be proud and beautiful.

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


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

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


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

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

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

While active;
- The caster may only use up to 1/2 their AP each round.
- The caster cannot perform any offensive actions or rest. The exception to this is if used by an Archsage, they may still perform their Archsage Jutsu.
- The caster may only target themselves/their wielder. They are the same entity.
- The caster and their wielder share Genjutsu senses, Clone limits, Creation limits, etc.
- The caster may cast supporting jutsu that normally target themselves (Such as clones or buffing taijutsu) on their wielder, do to being the same entity.
- Actions which target the caster will instead target their wielder.


Contract Abilities:

Sharp Sense - General Contract Ability
Many beasts are known for their sharp senses, whether it be sight, smell, hearing, or some other unique capability. Regardless of the method, this skill represents their enhanced ability to perceive their surroundings.

Effect:
-+2 Awareness.
- +2 Dodge vs targets they are aware of.


Ancient Wisdom - General Contract Ability
While many contracts are reclusive and rarely show themselves to the outside world, do not make the mistake of assuming them to be unworldly; many contract beasts live lives far longer than humans, and with this age comes experience. Experience that can benefit those who heed its advice.

Effect:
- While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
- Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.


Gigantic - General Contract Ability
Contract beasts come in all shapes and sizes, and there are some that reach such sizes that those around them. This size is rarely just for show, and though it definitly makes them a large target that attracts attention, it makes it much more difficult to restrain in any way other than defeating it.

Effect:
- The user's contract cannot be bound by non-illusory binds, but cannot enter stealth. If hit by a non-illusory bind, they instead take a -3 Acc/Dodge penalty for the duration of the 'bind'.


Jutsu: Non-Elemental Ninjutsu, Medical Ninjutsu, Buffing Taijutsu
 
Suika said:
S-Rank Contract Creation: Tsukumogami
Contract Approval: Chawan the Wolf Toy

Custom Class said:
The Little Wolf Toy That Could
HP: (50+15) x 600 = 39,000 (Class Bonus Included)
CP: (33+15) x 600 = 28,800 (Class Bonus Included)
Class Bonus: +4 HP and CP Mod
High: Genjutsu DC
Mid: Genjutsu Save, Evasion
Low: Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy


Custom Weapon said:
Tiny Glowing Wolf Mitts
Weapon Type: Unarmed [Use Handseals]
Damage/Accuracy Modifier: -10% DMG/+2 ACC
Augment 1: Lantern
Augment 2: Mirage
Augment 3: Swift

*Note: Augments purchased above*



Tsukumogami Abilities:
Tsukumogami said:
Living Artifact - Tsukumogami Contract Passive
The Tsukumogami; beings that, through some type of infusion of spiritual and natural energy, have 'awoken' to sentience out of normal objects. This contract is widely varied in both appearance and temperance, often having traits akin to the object they were born from. The spirit of a weapon might take a threatening form and be prone to aggression, while one of a mirror might be proud and beautiful.

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


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

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


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

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

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

While active;
- The caster may only use up to 1/2 their AP each round.
- The caster cannot perform any offensive actions or rest. The exception to this is if used by an Archsage, they may still perform their Archsage Jutsu.
- The caster may only target themselves/their wielder. They are the same entity.
- The caster and their wielder share Genjutsu senses, Clone limits, Creation limits, etc.
- The caster may cast supporting jutsu that normally target themselves (Such as clones or buffing taijutsu) on their wielder, do to being the same entity.
- Actions which target the caster will instead target their wielder.


Contract Abilities:

Sharp Sense - General Contract Ability
Many beasts are known for their sharp senses, whether it be sight, smell, hearing, or some other unique capability. Regardless of the method, this skill represents their enhanced ability to perceive their surroundings.

Effect:
-+2 Awareness.
- +2 Dodge vs targets they are aware of.


Ancient Wisdom - General Contract Ability
While many contracts are reclusive and rarely show themselves to the outside world, do not make the mistake of assuming them to be unworldly; many contract beasts live lives far longer than humans, and with this age comes experience. Experience that can benefit those who heed its advice.

Effect:
- While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
- Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.


Gigantic - General Contract Ability
Contract beasts come in all shapes and sizes, and there are some that reach such sizes that those around them. This size is rarely just for show, and though it definitly makes them a large target that attracts attention, it makes it much more difficult to restrain in any way other than defeating it.

Effect:
- The user's contract cannot be bound by non-illusory binds, but cannot enter stealth. If hit by a non-illusory bind, they instead take a -3 Acc/Dodge penalty for the duration of the 'bind'.


Jutsu: Non-Elemental Ninjutsu, Medical Ninjutsu, Buffing Taijutsu


Approved!
 

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