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.
Class Little Maid
HP: (35+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: +10% Auto Detect Chance
High: Ninjutsu
Average: Dodge, Gen Save, Range
Low: Melee, Gen DC
Jutsu
E-Rank
*Transformation
*Body Switch
*Infernal Ember
*Thermal Maw
Class
Red Hood
HP: (55+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutsu
High: Ninjutsu
Average: Dodge, Gen Save
Low: Range, Melee, Gen DC
OOC Rank: I'm capped in stats so S
Bloodline/Core Ability: Time Lord (Name Subject to Change)
Red is active abilities Ripple Effect - Dependent Special Move (2 points)
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Effect: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +2 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Delayed Action - Dependent Special Move (2 points)
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Hasted Steps - Chakra Style (2 points)
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.
Fatetwisting - A-Rank Non-elemental Ninjutsu (1 Point, 1 to rank up)
Restriction - A-Rank
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.
Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP
Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll.
Ritual Casting – Passive (3 points)
Tsuchimikado practice the way of Onmyodo, and a telltale sign of this are the Ofuda that they wield in battle; slips of paper inscribed with mystic seals. These special charms are what they use to perform their techniques in place of handseals.
Rank 1: The user gains 1 Talismans at the start of each round (unused ones carry over and stack to a maximum of 3). A talisman may be used to cast Ninjutsu or Genjutsu with One-Handed Seals.
Rank 2: The user gains 2 Talismans at the start of each round (unused ones carry over and stack to a maximum of 4). A talisman may be used to cast Ninjutsu or Genjutsu with One-Handed Seals.
Rank 3: The user gains 3 Talismans at the start of each round (unused ones carry over and stack to a maximum of 5). A talisman may be used to cast Ninjutsu or Genjutsu with One-Handed Seals.
Special Action: When performing a Jutsu in this way, the user may set the talisman as a Seal rather than using it normally; the jutsu will not be cast until the seal is triggered. Seals are considered targets during battle, and are destroyed by attacks aimed at them (they cannot dodge, and are not valid targets for enrage/redirection-type effects). They are also targetable via Called Shot: Weapon, which will dispel them with no chance of triggering it. Untriggered seals count against the user's total Talismans, and cost 1% Max Cp upon using this action and at the start of each round maintained. The user chooses one of the following which will activate the Seal;
• The seal will trigger when [X] is hit by an attack (X is a target of the user's choice, chosen upon casting), targeting the one who attacked them. This setting will not trigger the round it is set.
• The Seal will trigger one or two rounds later from the time it was cast (user's choice upon casting it)', targeting a target of the user's choice (also chosen upon casting).
• The Seal will trigger when the user no longer maintains it, targeting someone at random.
• The Seal will trigger when someone attempts to destroy it through any method other than a Called Shot: Weapon, targeting the one who attacked it.
Note:
- A seal's trigger may be seen by those with the Insight ability.
- May not have the same Jutsu sealed multiple times simultaneously.
Divination - Independent Special Move (2 points)
The Onmyou are capable of sensing the natural order of the world, and through occultic means may read the fates of themselves and those around them. Though vague, this insight is more than mere fortune telling, and can often guide them on the proper course of action for themselves and others.
Effect: The makes 3 rolls, which are saved for later use in the following round or the round after (if still unused after that, it is lost). The user may replace any d20 roll in battle with one of these stored rolls for no cost, at which point it is spent. May be used once per round, and any unused rolls from previous rounds are discarded if recast.
• Rank 1: When the user is told what their rolls are, they categorized as either; Unlikely (1-10) or Likely (11-20)
• Rank 2: When the user is told what their rolls are, they are categorized as either; Unlikely (1-8), Time will tell (9-12) or Likely (13-20)
• Rank 3: When the user is told what their rolls are, they are categorized as either; Misfortune (1-4), Don't count on it (5-8), Time will tell (9-12), Likely (13-16), Great Fortune (17-20)
Cost: 1 AP, 500 Cp
Notes:
- The user is told what results for their rolls are at the end of the round this is used. They are not given the exact number, but instead various phrases that grow more accurate depending on this jutsu's rank.
Transmit Life - Passive (2 points)
A limiting factor of many Medical techniques is that they tend to require the user to make contact with their target, and remain in constant touch. As even the smallest of inconveniences could be the difference between life or death, a Benevolent can, with training, learn to use medical techniques from several meters away.
Effect: The user is able to cast Medical Jutsu and Benevolent skills using Ninjutsu Accuracy, removing their Melee Contact requirement. All Medical Jutsu gain +1 Critical chance.
Renewal - Independent Special Move (3 points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.
Danger Sense - Passive (2 points)
A Temporal Strider occasionally experiences flashes of what is to come during battle. These precognitive flashes of insight allow them to more effectively predict and evade an opponent's attack before the attack is even performed.
Effect: +10% Auto-Dodge
Negative Energy - Dependent Special Move (3 points)
Restriction- C Rank and up
Benevolent people are generally kind-hearted and adverse to violence, but when pushed far enough, they can use their medical jutsu, which deeply affect the body and chakra system, to deadly effect.
Effect: The user may use Medical jutsu offensively for the same amount of damage. Medical jutsu used in this fashion retain all buffs and use Melee Accuracy as their default option. Only Medical jutsu which heal damage can be used.
Purify - Independent Special Move (2 points)
By channeling their chakra, a Benevolent person can help rid the body of impurities, removing poisons and minor illness. Their healing touch is said to be able to restore one's fighting spirit.
Effect: For 1.5 AP, the user may dispel any poisons affecting a target. Requires Melee Contact. Cannot be used on self.
Life Switch - Independent Special Move (2 Points)
Restriction- C Rank and Up
Empathy made real, using this technique a benevolent person literally takes on another’s pain in order to heal them.
Effect: For 2.5 AP, the user may attempt to exchange their current HP with an ally. This requires a full round to occur (in which the Bmod will PM the target for approval), if the ally declines, AP is still used and the Life Switch fails. Requires Melee contact.
Cure Spell - Dependent Special Move (3 points)
Restriction- C Rank and up
The Benevolent is largely concerned with how well their team functions not due to a desire to win, but rather out of one to protect others. This enables them to heal several people at once.
Effect: Once per round, by doubling the Chakra Cost of a Medical Jutsu, the user may add an additional target OR recover x1.5 Hp. In case of the second option, Cure Spell only raises the Flat Amount of HP Healed, not the HP% Healed (e.g: +2% of max HP Healed will not turn into +3% of max HP Healed). Medical Jutsu used with Cure Spell do not receive any Medical Bonuses. Cannot be used on self.
Kinjutsu: I think I made that obvious with previous item, but I do have some chimera stuff for ya.
Genetic implant 1: Double Piercing Fang
Avatar of Divinity
1 Negative Energy
2 Purify
3 Life Switch
4 Cure Spell
Curse Seals: Don't tempt me
Advanced Shop Battle Related Purchases: None so far
Abilities: Elementalist
Akazukin spots the artificially made feline. It seems to be quite well made though the appearance could be a little more life a real cat. Its movements however were spot on. Considering the age and rank of the caster; not to mention material form which the cat was forged, she would assume it was an earth golem jutsu. However it could be an advance element for it is not unheard of for a student to possess one. Akazukin was an expert in these matters. In her years of training she has successfully master even ninjutsu of the five basic elements. One could say she was an elementalist.
Healing Factor
Akazukin felt embarrassed with her outburst. The fox was dead the priest kill it to save her. There was no way it could have been here and yet she was sure she felt its presence. Blood begins to flow out of the hand with broke the mirror. The drips of crimson suddenly stop in midair as if by magic and then it flies back into her hand. All blood spilt was returns from which it came and her hand returns to normal as if nothing has ever happen. Akazukin was not even doing this on a conscious level. Her mind was elsewhere as her body seems to fix itself.
Major Affinities:
1. Fire (Earned)
2. Water (Earned)
3. Lightning (Earned)
4. Wind (Earned)
5. Earth (Earned)
6. Medical (Earned)
7. Anbu (Free major)
Minor Affinities:
1. Non- elemental (Free minor)
List of Mastered jutsu
E-Rank
Wind Slash(wind)
Pressure Burst(wind)
Pressurized Mist(water)
Water Gun(water)
Storm Bolt(Lightning)
Thunderfist(Lightning)
Infernal Ember(fire)
Thermal Maw(fire)
Stone Bullet(earth)
Gravel Shift(earth)
Body Switch(NE)
Curve Shot(projectile)
Transformation(NE)
Unforeseen Strike(projectile)
Piercing Strike(projectile)
Castling(Puppet)
Chakra Emissions(Puppet)
Guided Strike(Puppet)
Swift Spin(Puppet)
Weapons
Battle wise these are her weapons, however from a rp standpoint they are states of beings. She herself becomes the weapon. To brake or disarm the weapon is to knock her out of the state.
Enlightened State #3: The Empress
Type: Unarmed (Handseals)
Modifier: +2 Accuracy, -10% Damage
Red is active abilities Ripple Effect - Dependent Special Move (2 points)
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Effect: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +2 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Delayed Action - Dependent Special Move (2 points)
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Hasted Steps - Chakra Style (2 points)
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note: "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.
Fatetwisting - A-Rank Non-elemental Ninjutsu (1 Point, 1 to rank up)
Restriction - A-Rank
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.
Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP
Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll.
Ritual Casting – Passive (3 points)
Tsuchimikado practice the way of Onmyodo, and a telltale sign of this are the Ofuda that they wield in battle; slips of paper inscribed with mystic seals. These special charms are what they use to perform their techniques in place of handseals.
Rank 1: The user gains 1 Talismans at the start of each round (unused ones carry over and stack to a maximum of 3). A talisman may be used to cast Ninjutsu or Genjutsu with One-Handed Seals.
Rank 2: The user gains 2 Talismans at the start of each round (unused ones carry over and stack to a maximum of 4). A talisman may be used to cast Ninjutsu or Genjutsu with One-Handed Seals.
Rank 3: The user gains 3 Talismans at the start of each round (unused ones carry over and stack to a maximum of 5). A talisman may be used to cast Ninjutsu or Genjutsu with One-Handed Seals.
Special Action: When performing a Jutsu in this way, the user may set the talisman as a Seal rather than using it normally; the jutsu will not be cast until the seal is triggered. Seals are considered targets during battle, and are destroyed by attacks aimed at them (they cannot dodge, and are not valid targets for enrage/redirection-type effects). They are also targetable via Called Shot: Weapon, which will dispel them with no chance of triggering it. Untriggered seals count against the user's total Talismans, and cost 1% Max Cp upon using this action and at the start of each round maintained. The user chooses one of the following which will activate the Seal;
• The seal will trigger when [X] is hit by an attack (X is a target of the user's choice, chosen upon casting), targeting the one who attacked them. This setting will not trigger the round it is set.
• The Seal will trigger one or two rounds later from the time it was cast (user's choice upon casting it)', targeting a target of the user's choice (also chosen upon casting).
• The Seal will trigger when the user no longer maintains it, targeting someone at random.
• The Seal will trigger when someone attempts to destroy it through any method other than a Called Shot: Weapon, targeting the one who attacked it.
Note:
- A seal's trigger may be seen by those with the Insight ability.
- May not have the same Jutsu sealed multiple times simultaneously.
Divination - Independent Special Move (2 points)
The Onmyou are capable of sensing the natural order of the world, and through occultic means may read the fates of themselves and those around them. Though vague, this insight is more than mere fortune telling, and can often guide them on the proper course of action for themselves and others.
Effect: The makes 3 rolls, which are saved for later use in the following round or the round after (if still unused after that, it is lost). The user may replace any d20 roll in battle with one of these stored rolls for no cost, at which point it is spent. May be used once per round, and any unused rolls from previous rounds are discarded if recast.
• Rank 1: When the user is told what their rolls are, they categorized as either; Unlikely (1-10) or Likely (11-20)
• Rank 2: When the user is told what their rolls are, they are categorized as either; Unlikely (1-8), Time will tell (9-12) or Likely (13-20)
• Rank 3: When the user is told what their rolls are, they are categorized as either; Misfortune (1-4), Don't count on it (5-8), Time will tell (9-12), Likely (13-16), Great Fortune (17-20)
Cost: 1 AP, 500 Cp
Notes:
- The user is told what results for their rolls are at the end of the round this is used. They are not given the exact number, but instead various phrases that grow more accurate depending on this jutsu's rank.
Transmit Life - Passive (2 points)
A limiting factor of many Medical techniques is that they tend to require the user to make contact with their target, and remain in constant touch. As even the smallest of inconveniences could be the difference between life or death, a Benevolent can, with training, learn to use medical techniques from several meters away.
Effect: The user is able to cast Medical Jutsu and Benevolent skills using Ninjutsu Accuracy, removing their Melee Contact requirement. All Medical Jutsu gain +1 Critical chance.
Renewal - Independent Special Move (3 points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.
Danger Sense - Passive (2 points)
A Temporal Strider occasionally experiences flashes of what is to come during battle. These precognitive flashes of insight allow them to more effectively predict and evade an opponent's attack before the attack is even performed.
Effect: +10% Auto-Dodge
Negative Energy - Dependent Special Move (3 points)
Restriction- C Rank and up
Benevolent people are generally kind-hearted and adverse to violence, but when pushed far enough, they can use their medical jutsu, which deeply affect the body and chakra system, to deadly effect.
Effect: The user may use Medical jutsu offensively for the same amount of damage. Medical jutsu used in this fashion retain all buffs and use Melee Accuracy as their default option. Only Medical jutsu which heal damage can be used.
Purify - Independent Special Move (2 points)
By channeling their chakra, a Benevolent person can help rid the body of impurities, removing poisons and minor illness. Their healing touch is said to be able to restore one's fighting spirit.
Effect: For 1.5 AP, the user may dispel any poisons affecting a target. Requires Melee Contact. Cannot be used on self.
Life Switch - Independent Special Move (2 Points)
Restriction- C Rank and Up
Empathy made real, using this technique a benevolent person literally takes on another’s pain in order to heal them.
Effect: For 2.5 AP, the user may attempt to exchange their current HP with an ally. This requires a full round to occur (in which the Bmod will PM the target for approval), if the ally declines, AP is still used and the Life Switch fails. Requires Melee contact.
Cure Spell - Dependent Special Move (3 points)
Restriction- C Rank and up
The Benevolent is largely concerned with how well their team functions not due to a desire to win, but rather out of one to protect others. This enables them to heal several people at once.
Effect: Once per round, by doubling the Chakra Cost of a Medical Jutsu, the user may add an additional target OR recover x1.5 Hp. In case of the second option, Cure Spell only raises the Flat Amount of HP Healed, not the HP% Healed (e.g: +2% of max HP Healed will not turn into +3% of max HP Healed). Medical Jutsu used with Cure Spell do not receive any Medical Bonuses. Cannot be used on self.
Here is a link to Chimera: https://ninpocho.com/viewtopic.php?f=108&t=54520
I would like to also point out that I am not Inuzuka. My inuzuka jutsu comes from my genetic implant. I am Temperal Stider/Tsuchimikado/Benelvolent
Yeah thinking up summon is not really easy for me.
Hmm I just noticed something, "Any WC requirements will be ignored during this downtime; be they abilities, Kinjutsu, BL/CA." Sounds like the perfect opportunity to fill up my ability slots. Let see I want:
Sage Mode
Contract Mastery
Combat Medic - Medical Branch
Clarity
Insight
Deflection
Hyperactive
and change Elementalist -> Acrobatics
Also remove the silly weapons. I'm not longer divination base and instead more focus on time itself.
Oh and one more thing that I almost forgot. I changed my custom class when I OCR: https://www.ninpocho.com/viewtopic.php?f=364&t=61686 Red Hood
HP: (45+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: Kinjutsu
High: Ninjutsu,Gen DC
Average: Dodge, Gen Save, Range
Low: Melee,
Yeah thinking up summon is not really easy for me.
Hmm I just noticed something, "Any WC requirements will be ignored during this downtime; be they abilities, Kinjutsu, BL/CA." Sounds like the perfect opportunity to fill up my ability slots. Let see I want:
Sage Mode
Contract Mastery
Combat Medic - Medical Branch
Clarity
Insight
Deflection
Hyperactive
and change Elementalist -> Acrobatics
Also remove the silly weapons. I'm not longer divination base and instead more focus on time itself.
Oh and one more thing that I almost forgot. I changed my custom class when I OCR: https://www.ninpocho.com/viewtopic.php?f=364&t=61686 Red Hood
HP: (45+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: Kinjutsu
High: Ninjutsu,Gen DC
Average: Dodge, Gen Save, Range
Low: Melee,
Can we remove the Chimera stuff from my dojo please. Since Temporal Strider got bumped from Core Ability to Kinjutsu, I had Akazukin transferred to Temporal Strider.
Also got my contract summon approved: https://www.ninpocho.com/viewtopic.php?f=414&t=62426 Class Little Maid
HP: (35+lvl) x stamina
CP: (35+lvl) x chakra control
Class Bonus: +10% Auto Detect Chance
High: Ninjutsu
Average: Dodge, Gen Save, Range
Low: Melee, Gen DC
Jutsu
E-Rank
*Transformation
*Body Switch
*Infernal Ember
*Thermal Maw
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.