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:

Akatora Shin - Kumogakure Academy Student

Kaguya Chika

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Name: Akatora Shin
Age: 11 yo
Gender: Male
Appearance said:
Standing at about 3'7" and 40 lbs, Shin is quite short yet healthy for an eleven year old. The bones that once protruded from his frail frame have receded and his once pale complexion has regained its youthful luster. His white hair is kept short and spiky, thanks in part to his foster mother Isaki Karei wanting him to look presentable. But perhaps the most notable attribute of his appearance are his eyes: their crimson iris, translucent sclera, and constant bloodshot condition have condemned him from society's acceptance since birth.

His garb consists of traditional white shinobi attire with a black belt and bandolier combo.
Personality said:
After opening up to his foster father, Isaki Kushin, and learning about his own demonic possession by Zansatsu, Shin has become more human in how he behaves and interacts with other people. That isn't to say that Shin isn't a passive-aggressive wildcard anymore: in fact, due to both his mission and his condition, he often makes decisions that are morally questionable, which tend to increase tension between him and others.

[spoilername="Before Bloodline Awakening"]Name: Akatora Shin
Age: 8 yo
Gender: Male
Appearance said:
Standing at about 3'4" and 30 lbs, Shin is quite short and thin for an eight year old. His bones protrude from his frail frame, and his pale complexion lacks a luster often found in youth. His white hair is a long, tangled mess from never being washed or cut since he was a toddler. But perhaps the most notable attribute of his appearance are his eyes: their crimson iris, translucent sclera, and constant bloodshot condition have condemned him from society's acceptance since birth.

His garb consists mostly of tattered, bloodied bandages that were stolen then wrapped around wounds from fighting stray dogs for scraps. In fact, the only real article of clothing he owns is a pair of dingy briefs.
Personality said:
Being shunned by everyone but his parents at such an susceptible age has made Shin bitter, cynical, and delusional; murdering his parents only amplified his sociopathic tendencies. Although he is quite capable of speaking and walking normally, he prefers to communicate via gestures and grunts and moving on all fours like a monkey.

Most disturbing of all his tendencies, however, is the passive-aggressive relationship he has with his teddy bear. Whenever his rage has reached its limit, he takes the kunai he killed his parents with and shreds his teddy bear into pieces; whenever his sorrow overcomes his rage, he patches his teddy bear back up and whispers, "Sumimasen, Okami-sama".
Backstory said:
Born to modest working-class citizens and with a recessive hereditary disease, Shin lived an ignorant and blissful life with his parents up until the age of three. That was when his family decided to take him back out into society on a trip to one of Okami's many shrines; when society first rejected him as the spawn of evil itself. His parents, although persistent in their efforts to educate their son and his adversaries about his natural condition, neither party believed them.

At the age of five, Shin came to a conclusion that if he was the spawn of evil itself, that maybe society would forgive him if he destroyed the evil from whence he came. Thus he took a kunai from his father's weaponry closet, slit his mother's throat, then stabbed father twenty times. He ran out of the house screaming, "I'm a good boy! See! I killed evil!"

But instead of being accepted like he had hoped, society further rejected him calling him a monster, a bastard, and various other names. Although he was taken to a psychiatric ward, he managed to escape and live on the outskirts of the civilization.

For three years, he struggled to survive. Then the day came where he discovered the gates of Kumogakure-no-Sato. There, the ANBU guarding the gates treated him with an indifference that astonished Shin. Intrigued, he ventured into the village under the watchful eye of an ANBU escort and learned more about the ninja way of life.

And thus, the road to redemption began ...
[/spoilername]

---

Name: Zansatsu
Alias: The Evil God of Slaughter (self-proclaimed; has yet to be proven true or false); Leech (Shin's nickname for him)
Type: Demonic Possession/Jinchuuriki
Personality said:
Zansatsu is cruel and vicious, manipulating his hosts to wreak havoc and mayhem against their better judgement. Although his power is immeasurable, he is unable to dominate a conscious host's will, and thus relies on mind games and subliminal suggestions to influence his host's actions.

Origin said:
Many eons ago--or so the legend goes--there existed a single demon who dared to oppose Jashin and claim the Evil God's domain as his own. Jashin, having much more power and influence than this demon, defeated him with ease and cursed him to roam the mortal realm, forever unable to quench his thirst for human blood.

But the demon would not give up so easily, and thus turned his punishment into a boon as he ravaged entire countries and slaughtered countless people, the sheer brutality of his actions influencing other demons to defect to his side.

Having enough of this insolence, Jashin and his forces met with the demon and his forces once more and fought for four straight days. In the end, though, Jashin was once again victorious. As an additional punishment, Jashin executed all of the traitorous demons and willed the demon who dare defy him the first place to become a demonic parasite; a shell of his former self.

That demon was Zansatsu.

Relation to Shin said:
[Note: To be expounded upon in the Struggle for Humanity thread]
Some time prior to killing his parents and after being born, Zansatsu was sealed within Akatora Shin as a prototype for Titan Corp's sleeper agent experiments. However, Zansatsu went rogue at an early stage, and the experiment was aborted. Because of Shin's very young age and thus poor memory, he was allowed back into custody of his parents.
 
[spoilername="Custom Class and Abilities"]
Class: Kumo-no-Kuma said:
Kumo-no-Kuma
HP: (67+lvl) x Stamina
CP: (38+lvl) x Chakra Control
Class Feature: +10% Blood Damage, +1 Accuracy
High: None
Average: Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy, Evasion, Genjutsu Save
Low: Genjutsu DC, Puppet Accuracy

Bloody Mess said:
Psychopaths, Surgeons, Werewolf wannabies...Surgeons...something about these people just draws them to the sight of blood; they can't get enough of it! Someone with this dark skill is able to draw out much more of that precious lifeforce from their targets, almost as if the very blood they seeked was seeking them as well...

Information
Prerequisites: D-Rank

Effect:
- The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit.
- When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round.
- When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack.
Human Anatomy said:
Both assassins and doctors must know and understand the full workings of the body, whether to incapacitate quickly or to save a life.

Information
Prerequisites: C Rank

Effect:
- The user gains +1 Critical Range to all attacks.
- All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).
[/spoilername]

[spoilername="Bloodline"]
BL: Chigokai - 82% said:
A mysterious clan whose origins are buried deep within the history of Lightning Country, the Chigokai are extremely cursed ninja whose great power carries a heavy cost. Those who are of this clan become very easy to identify as the whites of their eyes will slowly turn to a dark, blood red color over time. Â This clan specializes in using their own lifeforce, blood, in order to power their attacks. Their talents with blood are amazing, leading to many deaths as people think them evil due to this source of power.


Note: Bloodline Techniques are considered Blood Element

014% Control - Bloodlust Rank 1/ Release Rank 1
028% Control - Crimson Water Rank 1
042% Control - Henomancer's Gift Rank 1
056% Control - Blood Boil Rank 1
070% Control - Bloodlust Rank 2
084% Control - Henomancer's Gift Rank 2
098% Control - Release Rank 2 / Plasma Bomb Rank 1
112% Control - Crimson Water Rank 2 / The Gift Rank 1
126% Control - Bloodlust Rank 3 / Blood Boil Rank 2
140% Control - Henomancer's Gift Rank 3/ The Gift Rank 2
154% Control - Plasma Bomb Rank 2
168% Control - Crimson Water Rank 3 / The Gift Rank 3
182% Control - Release Rank 3 / Plasma Bomb Rank 3
196% Control - Blood Boil Rank 3
210% Control - Destiny Bond Rank 1
224% Control - Liquid Armor Rank 1
238% Control - Destiny Bond Rank 2
252% Control - Blood Break Rank 1
266% Control - Destiny Bond Rank 3 / Liquid Armor Rank 2
280% Control - Liquid Armor Rank 3/ Blood Break Rank 2
294% Control - Blood Break Rank 3

Passives:

Bloodlust - Passive
To a member of the Chigokai clan, blood is the very essence of their powers. This talent is often the very first one they find to show truth of their heritage. The users can hear the blood flowing through the veins of those around them, giving them an edge in combat when finding them.

Rank 1: Grants +1 Accuracy and Dodge in combat
Rank 2: Grants +1.5 Accuracy and Dodge in combat.
Rank 3: Grants +2 Accuracy and Dodge in combat.

---

Release - Passive
It's inevitable that you will get cut, stabbed or shredded through some other means in a fight. Â Most people, upon losing blood, will begin to lose their talents in the art of war. Those of the Chigokai clan instead embrace this fact to the fullest, turning their lessening time in this world into a powerful tool of mayhem.

Rank 1: +1 HP modifier. All Bleeding Damage applied to the Chigokai is reduced by -10%.
Rank 2: +3 HP modifier. All Bleeding Damage applied to the Chigokai is reduced by -20%.
Rank 3: +5 HP modifier. All Bleeding Damage applied to the Chigokai is reduced by -30%.

---

Crimson Water - Passive
The Chigokai possess the ability to bend blood to their will, and as this power grows the become able to enhance this liquid with their chakra to become a dangerous weapon.

Rank 1: May convert Water Jutsu into Blood by paying an additional +10% Chakra Cost.
Rank 2: May convert Water Jutsu into Blood by paying at no additional cost.
Rank 3: May convert Water Jutsu into Blood at no additional cost and all Blood Jutsu cost -5% Chakra.

Notes:
- All Blood Jutsu receive +5% damage per rank.
- The Chigokai automatically has access to the Blood Element.
- All techniques used with this are treated as Blood element.
- At Rank 3, only Blood Element Techniques (Non-converted) receive the -5% Chakra Cost bonus.

---

Henomancer's Gift - Independent Special Move
Perhaps the most versatile ability of the Chigokai is to mold their own blood into a weapon, reinforcing it with chakra to harden it into a cursed weapon that absorbs the blood of others.

Rank 1: Creates a weapon out of the user's Blood.
Rank 2: Creates a weapon out of the user's Blood with the Transfusion Augment.
Rank 3: Creates a weapon out of the user's Blood with the Transfusion Augment and 1 augment of the user's choice that is in their inventory.

Special Action: If the user has been caused bleeding by any means, then this technique may be used reactionary after that.

Cost: 100 Hp/Cp to initiate and 1 Ap; 100 Hp/Cp Per Round to Maintain

Notes:
- Henomancer's Gift receives bonuses and buffs from Physical and Blood/Ninjutsu type buffs.
- This technique is dispelled upon a successful Disarm or Unequip
- May only activate once at a time.
- Transfusion: Heals the user for 10% of the damage dealt by this Weapon. Every time the user causes Bleeding, the user has an equal chance to lower their own Bleeding rank, this effect is optional.
- If the user has the Quick Draw ability, this may be used at .5Ap worth of time.
- Weapon modifiers and types must be chosen according to the Weapon Creation Rules.

---

Blood Boil - Blood Jutsu
The Chigokai have supreme control over blood of all kinds, including that of their opponents. This technique causes the blood within the targets veins to begin to heat up and bring on discomfort of all sorts to their opponent. Their own blood is the catalyst, sent flying to their foe through chakra.

Rank 1: Corrosive blood causes 475 damage per round and reduces Accuracy by -1 for two rounds.
Rank 2: Corrosive blood causes 840 damage per round and reduces Accuracy by -1.5 and dodge by -1 for two rounds.
Rank 3: Corrosive blood causes 1340 damage per round and reduces Accuracy and dodge by -2 for two rounds.

Cost:
Rank 1: 1.5 Ap, 175 Cp and 90 Hp to initiate, 85 cp and 40 Hp per round maintained.
Rank 2: 2 Ap, 315 Cp and 160 to initiate, 150 cp and 75 Hp per round maintained.
Rank 3: 2 Ap, 495 Cp and 245 to initiate, 235 cp and 115 Hp per round maintained.

Notes:
- Does not Stack on a target.
- Lasts two rounds.

---

Plasma Bomb - Blood Jutsu
By forming an orb of their own blood, the clan member may launch it at their opponent, dealing effective area damage at the cost of their own health. This attack is powerful, but lacking in accuracy.

Rank 1: Covers 15x15 foot area with blood. Initial explosion deals 1090 damage at -1 Accuracy. Target takes 220 damage a round for three rounds.
Rank 2: Covers 20x20 foot area with blood. Initial explosion deals 1350 damage at -.5 Accuracy. Target takes 270 damage a round for three rounds.
Rank 3: Covers 25x25 foot area with blood. Initial explosion deals 1780 damage. Target takes 355 damage a round for three rounds.

Costs:
Rank 1: 2 Ap; 290 CP and 145 Hp to initiate. 145 CP/rnd.
Rank 2: 2 Ap; 360 CP and 180 Hp to initiate. 180 CP/rnd.
Rank 3: 2 Ap; 470 CP and 235 Hp to initiate. 235 CP/rnd.

Notes:
- Does not Stack
- This Jutsu may Automatically target two separate targets.

---

The Gift - Blood Jutsu
Oftentimes it's not a good idea to be on the receiving end of a sword. If you find that you're mortally wounded from the bloodloss you've been given then perhaps you would like to put the curse on another. This technique can be devastating.

Rank 1: The user strikes their target, transferring one rank of bleeding from themselves to the target.
Rank 2: The user strikes their target at +.5 Accuracy, transferring two ranks of bleeding from themselves to the target.
Rank 3: The user strikes their target at +1 Accuracy, transferring three ranks of bleeding from themselves to the target.

Costs:
Rank 1: 2 AP, 250 Cp and 125 Hp to initiate.
Rank 2: 2 AP, 320 Cp and 160 Hp to initiate.
Rank 3: 2 Ap, 380 Cp and 190 Hp to initiate.

Notes:
- User must be Bleeding in order to perform this technique.

---

Destiny Bond - Clan Jutsu
By sharing blood with an ally, the user of the bond of destiny can extend life itself for a friend in need. This technique has been long sought after for it's unique ability in a fight to save the life of a friend. It can have disastrous consequences, however. By sharing the bond, you may end up causing your own death.

Rank 1: User takes 20% of all damage dealt to the bonded ally. Ally receives 20% less damage from all sources.
Rank 2: User takes 35% of all damage dealt to the bonded ally. Ally receives 35% less damage from all sources.
Rank 3: User takes 50% of all damage dealt to the bonded ally. Ally receives 50% less damage from all sources.

Costs:
Rank 1: 2 Ap, 300 Cp and Hp to initiate, 140 Cp/Hp/Rnd.
Rank 2: 2 Ap, 450 Cp and Hp to initiate, 215 Cp/Hp/Rnd.
Rank 3: 2 Ap, 650 Cp and Hp to initiate, 310 Cp/Hp/Rnd.

Notes:
- Damage taken by user is not able to be debuffed in any way, and is taken before the ally's damage reduction.
- If the bonded ally is knocked out while still bonded, the user of this jutsu loses 50% of their remaining HP from the shock.

---

Liquid Armor - Defensive Jutsu
The members of the Chigokai are able to use their very blood as a method of defense. This technique secretes blood from their pores to surround their body. While it allows for amazing reduction in the damage taken, it can have horrible penalties.

Rank 1: Armor reduces all forms of physical damage by 10%. User takes 10% more bleed damage per round.
Rank 2: Armor reduces all forms of physical damage by 15%. User takes 8% more bleed damage per round.
Rank 3: Armor reduces all forms of physical damage by 20%. User takes 5% more bleed damage per round.

Costs:
Rank 1: 2.5 Ap, 535 Cp and 265 Hp to initiate. 250 Cp and 125 Hp per Round.
Rank 2: 2.5 Ap, 665 Cp and 335 Hp to initiate. 320 Cp and 160 Hp per Round.
Rank 3: 2.5 Ap, 800 Cp and 400 Hp to initiate. 380 Cp and 190 Hp per Round.

Notes:
- This technique is considered a Chakra Armor.

---

Blood Break - Blood Ninjutsu
The most brutal technique of the Chigokai, one that involves both restraining and stealing the lifeforce of a target. This skill directly manipulates the blood within someone, forcefully locking their body in place while simultaneously extracting their blood out of their body through skin and wounds. The blood violently pulled out of the victim of this technique is absorbed by the user, replenishing their own life by draining others.

Rank 1: Manipulates the blood of a target at -2 Accuracy, binding their body in place. Each round the target is effected they lose 1540 Hp and have a 28% chance to have their bleeding increased by +1 rank.
Rank 2: Manipulates the blood of a target at -1 Accuracy, binding their body in place. Each round the target is effected they lose 1930 Hp and have a 36% chance to have their bleeding increased by +1 rank.
Rank 3: Manipulates the blood of a target, binding their body in place. Each round the target is effected they lose 2310 Hp and have a 44% chance to have their bleeding increased by +1 rank.

Costs:
Rank 1: 3 Ap, 1760 Cp, 880 Cp/Rnd
Rank 2: 3 Ap, 2025 Cp, 1010 Cp/Rnd
Rank 3: 3 Ap, 2290 Cp, 1150 Cp/Rnd

Notes:
- Once this jutsu is dispelled, the target cannot be effected by it for a full round.
- Lasts up to three rounds, and requires a Ninjutsu check at the start of each round.
- When bound, the victim cannot perform any action.
- For every 2.5 Ap spent the target has a 15% chance of escaping.
- This bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, the bind is dispersed.
- If the user uses more than 10% of their Max Cp during a round, the bind is dispersed.
- The user regains half of all damage done to the victim that is caused by this Jutsu.
- In addition, the user gains Hp equal to half of the target's bleeding damage.
[/spoilername]

[spoilername="Weapons"]
Memento - Weapon #1 said:
Description: The kunai Shin used to murder his parents--the blood staining it has rusted away its integrity, preventing its use as a projectile or even as a piercing weapon.
Type: Slashing - Natural Bleed Chance
Base Damage: -10% (45/63/81/99/117/135)
Base Accuracy: +2
[/spoilername]

[spoilername="Ninjutsu"]
Pressurized Mist - Rank 2 said:
A low level jutsu that involves the user inhaling a breath of air, using their chakra to condense the moisture within the air and exhale it in the form of a hazy mist that strikes a small area around the user.

Information
Prerequisites: E-rank

Rank 1: User breathes a high pressure mist that deals 255 damage at +1 accuracy. This has a 6% chance of causing Bleeding.
Master: User breathes a high pressure mist that deals 305 damage at +2 accuracy. This has a 8% chance of causing Bleeding.

Special Action: By paying +20% Cp, the user may lower the base damage by 20% to target an additional target.

Rank 1 Cost: 80 Cp to initiate
Master Cost: 90 Cp to initiate

Water Gun - Rank 2 said:
A basic water jutsu that allows the user to condense moisture into their palm, then release it in a high pressure stream of water that pushes the target back painfully.

Information
Prerequisites: E-rank

Rank 1: The user condenses water into their palm, then shoots it in a small stream that deals 285 damage at -1 accuracy. This has a 6% chance of causing suppression.
Master: The user condenses water into their palm, then shoots it in a small stream that deals 370 damage at -2 accuracy. This has a 8% chance of causing suppression.

Rank 1 Cost: 100 CP to initiate
Master Cost: 135 CP to initiate

Water Whip - Rank 2 said:
A technique which forms a long tendril of water that is shaped and reinforced with chakra, to the point where this technique is as strong as steel and can cut through many materials. This tendril can be wielded like a long whip to strike opponents.

Information
Prerequisites: D-rank

Rank 1: Strikes with a condensed stream of water that deals 720 damage with a 8% chance of bleeding and suppression.
Master: Strikes with a condensed stream of water that deals 900 damage with a 12% chance of bleeding and suppression.

Special Action - Water Snare: This technique may be used as a called shot, taking on called shot penalties. If successful the tendril wraps around the limb of a target (Arms or legs only) and increases called shot level by 2 ranks. This does not stack, and lasts up to two full rounds or until dispersed.

Special Action - Water Weapon: The user may maintain this jutsu and use Slashing Taijutsu up to D Rank. This uses the damage and accuracy of the highest tier weapon available to the user. Damage is treated as 'Water'. Cannot be dropped or unequipped, if the user does so or is disarmed this jutsu is dispersed.

Rank 1 Cost: 240 Cp to initiate, 115 CP/round to maintain.
Master Cost: 300 Cp to initiate, 140 CP/round to maintain.

Notes:
- May use Melee or Ninjutsu Accuracy.
- Water Snare requires a Nin check at the start of each round, and attacks on the victim have a 40% chance at dispelling this effect. This effect may be escaped for .5 Ap.

Aqua Fang - Rank 2 said:
A technique that upon use forms a sharp tendril of water through chakra. This tendril rapidly spins like a drill, and can be used to pierce targets. The pressure behind this technique is strong enough to cut through weaker materials.

Information
Prerequisites: D-rank

Rank 1: Creates a tendril of spiraling water that deals 685 damage at +1 Accuracy. This has a 12% chance of activating the 'Pierce' effect.
Master: Creates a tendril of spiraling water that deals 855 damage at +1 Accuracy. This has a 16% chance of activating the 'Pierce' effect.

Special Action - Aqua Twin Fang: By paying +20% Cp, the user may split the damage equally into two separate attacks. Each retains a chance of the Pierce effect.

Special Action - Spiral Charge: By paying +10% Cp and lowering Accuracy by -1, the user may increase the chance of 'Pierce' by +4%. This may stack up to 3 times.

Rank 1 Cost: 215 Cp to initiate
Master Cost: 270 Cp to initiate

Notes:
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.

Rinse Off - Rank 2 said:
A refreshing splash of water in the face can keep one sharp and keep their reflexes at peak. It's good for washing off anything that might be bothering you, too.

Information
Prerequisites: D-rank

Rank 1: Splashes self or ally with water, putting out all lingering effects from fire jutsu that effect them. The next Fire Jutsu that hits them within a full round deals -10% damage and has a -4% chance to any secondary effects.
Master: Splashes self or ally with water, putting out all lingering effects from fire jutsu that effect them. The next Fire Jutsu that hits them within a full round deals -15% damage and has a -8% chance to any secondary effects.

Special Action - Water's Grace: By paying +20% Cp, the user may remove the Fire damage debuff and instead allow this Jutsu to reduce Bleeding by 1 rank -or- heal 1 rank of called shot debuffs with a 12%/16% chance of healing another. This may only be done once per round.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- This does not stack.
- This does not dispel effects from level B+ Fire Jutsu, but may reduce their damage and effect chance.

Transformation - Rank 2 said:
A basic shinobi technique that uses chakra to temporarily alter the user's physical appearance. However, this technique does not give the user any abilities that there appearance may seem to give, and can be seen through with enough inspection.

Information
Prerequisites: E-rank

Rank 1: Allows the user to appear as another. The user has a -2 Penalty to the awareness check.
Master: Allows the user to appear as another. The user has a -1 Penalty to the awareness check.

Rank 1 Cost: 90 CP to initiate and maintain
Master Cost: 110 CP to initiate and maintain

Notes:
- Lasts up to three rounds; this requires an 'Awareness' check among all in battle each round active.
- This jutsu is dispelled if the user is hit by a non-genjutsu attack.
- Once under the effects of this jutsu, the user becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets).
- The person you are identical to can still tell you apart from their own self and their own clones, as can those who pass the awareness check.
- If the user is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if the enter stealth.
- Clones already made by the user at the time of this technique's use do not automatically change alongside you, but clones made after its use will appear as their user's current form.
- If the user performs an action that is unable to be performed by what they transformed into, they are identified. This note only applies to when the user transforms into something other than another person or clone, such as a creation jutsu or puppet.

Body Switch - Rank 2 said:
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.

Basic Summoning - Rank 2 said:
A technique that allows the user to utilize Summoning Scrolls used for the purpose of sealing items. After having stored various tools and equipment within these rolls of parchment, a shinobi with this skill may summon their belongings at any time through this method of summoning. Variants include a simple set of handsigns, swiping blood across the scroll, or simply channeling chakra to the seal. Whichever the method is, this skill allows a seemingly unarmed shinobi to call upon even the largest of weapons instantly.

Information
Prerequisites: E-rank, at least one usable Summoning Scroll

Rank 1: Allows the user to store and summon Light or Medium Stacks within Summoning Scrolls.
Master: Allows the user to store and summon Heavy Stacks within Summoning Scrolls.

Cost: 100 Cp per summon

Notes:
- This jutsu is required to use Summoning Scrolls.
- The AP cost of summoning an item from a scroll equals the standard cost of drawing the item you're summoning, with and an additional cost of +.2 AP for items summoned from Small Scrolls, or +.3 AP for items summoned from Large Scrolls.

Combination Transformation - Rank 2 said:
An extension to the transformation technique, those who master the initial art of Transformation can learn to take the skill one step further: merging with objects. With this skill, one can increase their range of forms and appear as an inanimate object such as a kunai, or a sword, or even a tree depending on what the user chooses to merge with. While fighting in this shape proves impossible, this does allow a clever shinobi to hide from view and confuse their opponents, waiting for the perfect moment to strike. Additionally, should the user combine with a weapon and have an ally with them, they may be wielded just like any other weapon by their teammate.

Information
Prerequisites: D-rank, Transformation Mastered

Rank 1: This jutsu allows the user to combine with scenery such as a tree or wall, hiding themselves from view. The user gains +2 Stealth while this technique is active.
Master: This jutsu allows the user to combine with a weapon, giving the weapon +5% Base Damage and +1 Accuracy when wielded by another.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- Lasts up to three rounds.
- If the user is hidden while this jutsu is maintained, stealth checks are made each round. Any attacks made by those who are aware of the user target the user normally, regardless of what they combined with.
- The user cannot make any other action while maintaining this technique. They may still maintain other jutsu however.
- When attempting to combine with the scenery, the user immediately attempts to go into stealth mode with their bonus. Upon dispelling this technique willingly, their next action is treated as a sneak attack.
- If attacked while combined in the scenery, the user cannot dodge and will revert to their normal form.
- If the user combines with a weapon, they merge with the weapon and grant it the buffs. When wielded by another, their dodge is equal to the one wielding the weapon. This jutsu is dispelled if the user is fully hit.
- If the weapon is not wielded this is treated as if combining with scenery.
- The user may not combine with any weapon wielded by an opponent.

Crystal Eye - Rank 2 said:
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Information
Prerequisites: D-rank

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.

Mask Summon - Rank 2 said:
Concealing ones identity is important to all ninja, but a necessity to an Anbu. This technique was created as a result of that to allow the user to instantly summon some type of mask over their face.

Information
Prerequisites: D Rank

Rank 1: The user may summon their mask to conceal their identify. The mask may block 1 Called Shot to their Head before breaking.
Master: The user may summon their mask to conceal their identify. The mask may block 2 Called Shots to their Head before breaking.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May only be used once per round. Recasting simply restores the mask condition.
- Rp wise, a player may already be wearing a mask but they do not receive the Called Shot bonus until this technique is activated.
- The user may still dodge the attack, the Mask only blocks an attack that would hit.
- If the user has the Strategist ability, they may utilize a slot to activate this Jutsu prior to battle.

Critical Exposure - Rank 2 said:
Trained to be keen on even the tiniest details, this technique allows the Anbu to temporarily open a weakpoint in an enemies combat style by exploiting the tiniest opening. This window of opportunity is brief; but if used right can cause a split moment of weakness at just the wrong time.

Information
Prerequisites: D Rank

Rank 1: Strikes the target with an 50% chance of suppression. If hit, the next attack targeting the victim has a 20% chance to critical.
Master: Strikes the target with an 60% chance of suppression. If hit, the next attack targeting the victim has a 25% chance to critical.

Special Action: If fighting with an ally, the user may have this Jutsu modded directly before an allys attack.

Rank 1 Cost: 1 Ap, 240 Cp
Master Cost: 1 Ap, 300 Cp

Notes:
- Does not require handseals.
- May use Nin, Melee, or Ranged Accuracy.
- If suppressed, the victim cannot auto-dodge the following attack.
- A target may only be successfully effected by this Jutsu once per round. Each time used agaisnt them, they gain +2 Dodge to this Jutsu.
- This Jutsu will not expose the user is performed in Stealth. If used in Stealth, suppression will automatically activate if this Jutsu hits.
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[spoilername="Taijutsu"]
Slash - Rank 2 said:
A simple solution for when words fail to adequately express how one feels

Information
Prerequisites: E-Rank, A weapon with the Slashing Damage Type.

Rank 1: The user strikes a single target at -2 Accuracy, dealing 220 damage.
Rank 2: The user strikes a single target at -2 Accuracy, dealing 270 damage.

Rank 1 Cost: 70 Cp
Rank 2 Cost: 90 Cp

Arc Slash - Rank 2 said:
A basic slash that focuses on accuracy rather than damage.

Information
Prerequisites: E-Rank, A weapon with the Slashing Damage Type.

Rank 1: The user strikes a single target at +2 Accuracy, dealing 180 damage.
Master Rank: The user strikes a single target at +2 Accuracy, dealing 230 damage.

Rank 1 Cost: 60 Cp
Master Rank Cost: 75 Cp

Dynamic Slash - Rank 2 said:
The basic two-slash combo done by swordsmen. Nothing more but two simple strikes.

Information
Prerequisites: E-Rank, A weapon with the Slashing Damage Type.

Rank 1: The user strikes a single target twice at +1 Accuracy, each dealing 95 damage.
Rank 2: The user strikes a single target twice at +1 Accuracy, each dealing 120 damage.

Special Action - Prolonged: By paying an additional +20% Cp, the user may delay the second strike of this technique to add a third strike dealing 95/120 Damage at +1 Accuracy to the next Dynamic Slash use. This does not stack and lasts for a full round.

Rank 1 Cost: 60 Cp
Rank 2 Cost: 80 Cp

Overhead Strike - Rank 2 said:
A swift full strike that has the potential to strike more targets in a single motion.

Information
Prerequisites: E-Rank, A weapon with the Slashing Damage Type.

Rank 1: The user strikes at a single target dealing 200 Damage at Normal Accuracy.
Rank 2: The user strikes at a single target dealing 250 Damage at Normal Accuracy.

Special Action - Arch: By paying an additional +20% Cp, this technique may strike at a second target dealing 35% Damage.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Heavy Tow - Rank 2 said:
A technique that sends one's blade crashing down, crushing and slicing targets who found themselves underneath it.

Information
Prerequisites: D-Rank, A weapon with the Slashing Damage Type.

Rank 1: The user strikes a single target at -2 Accuracy, dealing 600 damage. This strike has a +5% chance of causing bleeding.
Rank 2: The user strikes a single target at -1 Accuracy, dealing 700 damage. This strike has a +6% chance of causing bleeding.

Rank 1 Cost: 200 Cp
Rank 2 Cost: 235 Cp

Charge - Rank 2 said:
A basic move that exerts extra strength in a Taijutsu.

Information
Prerequisites: E-Rank

Rank 1: The users next physical action targets an additional target, at -2 Accuracy at the targets.
Rank 2: The users next physical action targets an additional target, at -1 Accuracy at the targets.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- This technique can only be used with Taijutsu C-Rank or Below.
- This does not stack.

Grip - Rank 2 said:
A basic move that practices proper gripping methods for one's weapon, allowing you to wield it properly and avoid being disarmed.

Information
Prerequisites: E-Rank

Rank 1: The user gains +1 Accuracy for a full round to a single Taijutsu Damage Type, but the user deals -5% damage with that damage type. The chosen damage type must be declared upon use.
Rank 2: The user gains +1 Accuracy for a full round to a single Taijusu Damage Type. The chosen damage type must be declared upon use.

Rank 1 Cost: 65 Cp
Rank 2 Cp: 80 Cp

Notes:
- One may not stack the same damage type.
- Recasting this technique and declaring an existing damage type buff will reset the duration.

Fleeted - Rank 2 said:
A basic technique that allows the user to properly plan their steps ahead of time, allowing them to maneuver around the field easier.

Information
Prerequisites: E-Rank
Rank 1: The user gains +1 Dodge to a single Taijutsu Damage Type for a full round. The chosen damage type must be declared upon use.
Rank 2: The user gains +1 Dodge to a single Taijutsu Damage Type for a full round. Also all successful attacks upon the user using the chosen damage type deal -5% damage for a full round as well. The chosen damage type must be declared upon use.

Rank 1 Cost: 65Cp
Rank 2 Cost: 80 Cp

Notes:
- One may not stack the same damage type.
- Recasting this technique and declaring an existing damage type buff will reset the duration.

Block - Rank 2 said:
A basic technique that utilizes an offensive taijutsu into a defensive one, allowing one to absorb the damage needed.

Information
Prerequisites: E-Rank

Rank 1: Reduces the damage of the next offensive damaging attack equal to 2 times the user's Basic Attack damage.
Rank 2: Reduces the damage of the next offensive damaging attack equal to 3 times the user's Basic Attack damage.

Rank 1 Cost: 65 Cp
Rank 2 Cost: 80 Cp

Notes:
- May only be used twice per round.
- Can be used Reactionary.
[/spoilername]

[spoilername="Genjutsu"]
Intimidation - Rank 2 said:
An Illusionary technique that creates a feeling of dread in the target, making them less likely to confront the source of their fear.

Information
Prerequisites: E Rank

Rank 1: Cast at -2 DC dealing 45 Damage per round. Target has a 6% chance to Auto-Fail attacks at the user.
Master Rank: Cast at -2 DC dealing 55 Damage per round. Target has a 9% chance to Auto-Fail attacks aimed at a Target of the user's choice.

Notes:
- Target may fail up to two times per round.
- This technique stacks with other Auto-Fail chances.

Rank 1 Cost: 90Cp, 45Cp/rnd
Master Rank Cost: 110Cp, 55Cp/rnd
[/spoilername]
 

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