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:

Aya's Dojo

https://www.ninpocho.com/viewtopic.php?f=374&t=58731 Wind Valkyrie Approval

Profile https://www.ninpocho.com/viewtopic.php?f=77&t=58718

I want to use some CA points to get

Solid Breath<i></i> - Independent Special Move (3 points)
A song is merely wind expelled from the mouth. Wind that can be formed into a deadly weapon that will cut and slice. This weapon is just as solid and at least as deadly as any weapon of metal could be.
A Wind Valkyrie are capable of mending and forming weapons out of the air itself, though the state is still as light as gas, it can still cut and pierce as any normal weapons. Normally as the air itself, it can be amplified using the same element as well.
Effect: User creates a weapon out of solid wind. This weapon has the Special Composition: Wind augment which does not count against the maximum number of equipped augments. Costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.

My PL is 300
So 3 points
 
Applying for abilities:

Weapon Attunement
Aya has spent most of her days mastering fighting, she has spent almost all of her free time perfecting her Taijutsu, and weapon use. She wants nothing more than to be able to fight, and prove that she is strong, no matter what. So when she is not in class, she is alone training in one of many of her spots. She prefers unarmed combat, usually picking gloves or knuckles as her choice of weapon, but she will use what ever is available. So she does not focus her training on just one weapon type, in case she has to use a different weapon.

Acrobatics
Aya has had to depend on the art of dodging, jumping, and maneuvering around in order to survive. She found certain attackers will hesitate if she does a flip off of a building while running away, humans and their fascination with things they cannot do themselves. She’s found tumbling, makes it easier to dodge, that was vital as a child since one hit could be the death of her. Aya works on her agility when she can, if she is not training her taijutsu, she is trying to become faster. She’s always worked on being hard to catch and hard to hit.

Hyperactive
Aya might be moody, on the inside, but she is very hyper if she allows herself to be. She loves showing her energy, as a child it was hard to show her energetic side, but since coming to Kumo she has let go and allowed herself to be hyper. When she gets going, she talks fast and sometimes mixes up words, some words that were never meant to be mixed. She could jump off the walls when she gets excited, she might fake a smile, but her hyperactiveness is truly natural. She can’t sit still, even when she wants to do something other than laying down, her foot is tapping, or her leg is shaking.

Healing Factor
Aya has been through a lot, since a small child she has had to fight to survive. Unfortunately, she did lose battles, often ending up injured. Where she grew up did not exactly have medical available, so she usually had to heal naturally, unless someone near by knew how to treat injuries, or knew any medical jutsu. Aya lost more than she won, got hit more than she dodged. Eventually, her body started healing faster, since she needed to. Her determination to live made her able to heal faster, and get back up again. She focuses on trying to get better at dodging so she doesn’t have to worry about getting hit, but her healing factor still goes strong.

Quick Reaction
Aya has spent almost all of her free time perfecting her fighting skills, and weapon use. She’s always worked on being hard to catch and hard to hit. She has had to fight to survive, so she has had to become faster and react quicker. when she is not in class, she is alone training and working on her Taijutsu. She has found a few sparring partners to perfect her counter attacks and quick reactions. She also trains on rotating dummies, the more force she adds the faster they are. Eventually, she hopes to train with a contract creature, so she can even better her skills. So far Aya has mastered her timing and reaction skills.


Making a weapon:
Fingerless Gloves- unarmed
Damage: +5%
Accuracy: 0 (weapon Attunement)
Augments:
1. Chakra Drain
2. Vampiric
3. -Locked-
(bought these in training)
 
Aya said:
Aya said:
Placeholder

class
Splat
HP: (55+Level) * Stamina
CP: (40+Level) * Chakra Control
Class Bonus: Class bonus features
High:
Average: Dodge, Genjutsu Save, Ninjutsu Accuracy, Ranged Accuracy, Melee Accuracy
Low: Genjutsu DC

Using some class points
+4 Hp and Cp Mod (4 points)

Approved.
 
Aya said:
Applying for abilities:

Weapon Attunement
Aya has spent most of her days mastering fighting, she has spent almost all of her free time perfecting her Taijutsu, and weapon use. She wants nothing more than to be able to fight, and prove that she is strong, no matter what. So when she is not in class, she is alone training in one of many of her spots. She prefers unarmed combat, usually picking gloves or knuckles as her choice of weapon, but she will use what ever is available. So she does not focus her training on just one weapon type, in case she has to use a different weapon.

Acrobatics
Aya has had to depend on the art of dodging, jumping, and maneuvering around in order to survive. She found certain attackers will hesitate if she does a flip off of a building while running away, humans and their fascination with things they cannot do themselves. She’s found tumbling, makes it easier to dodge, that was vital as a child since one hit could be the death of her. Aya works on her agility when she can, if she is not training her taijutsu, she is trying to become faster. She’s always worked on being hard to catch and hard to hit.

Hyperactive
Aya might be moody, on the inside, but she is very hyper if she allows herself to be. She loves showing her energy, as a child it was hard to show her energetic side, but since coming to Kumo she has let go and allowed herself to be hyper. When she gets going, she talks fast and sometimes mixes up words, some words that were never meant to be mixed. She could jump off the walls when she gets excited, she might fake a smile, but her hyperactiveness is truly natural. She can’t sit still, even when she wants to do something other than laying down, her foot is tapping, or her leg is shaking.

Healing Factor
Aya has been through a lot, since a small child she has had to fight to survive. Unfortunately, she did lose battles, often ending up injured. Where she grew up did not exactly have medical available, so she usually had to heal naturally, unless someone near by knew how to treat injuries, or knew any medical jutsu. Aya lost more than she won, got hit more than she dodged. Eventually, her body started healing faster, since she needed to. Her determination to live made her able to heal faster, and get back up again. She focuses on trying to get better at dodging so she doesn’t have to worry about getting hit, but her healing factor still goes strong.

Quick Reaction
Aya has spent almost all of her free time perfecting her fighting skills, and weapon use. She’s always worked on being hard to catch and hard to hit. She has had to fight to survive, so she has had to become faster and react quicker. when she is not in class, she is alone training and working on her Taijutsu. She has found a few sparring partners to perfect her counter attacks and quick reactions. She also trains on rotating dummies, the more force she adds the faster they are. Eventually, she hopes to train with a contract creature, so she can even better her skills. So far Aya has mastered her timing and reaction skills.


Making a weapon:
Fingerless Gloves- unarmed
Damage: +5%
Accuracy: 0 (weapon Attunement)
Augments:
1. Chakra Drain
2. Vampiric
3. -Locked-
(bought these in training)

Aya said:
Declaring inventory slots
Pouch - Tools
Light Armor
Explosive Note


Aya said:
https://www.ninpocho.com/viewtopic.php?f=374&t=58731 Wind Valkyrie Approval

Profile https://www.ninpocho.com/viewtopic.php?f=77&t=58718

I want to use some CA points to get

Solid Breath<i></i> - Independent Special Move (3 points)
A song is merely wind expelled from the mouth. Wind that can be formed into a deadly weapon that will cut and slice. This weapon is just as solid and at least as deadly as any weapon of metal could be.
A Wind Valkyrie are capable of mending and forming weapons out of the air itself, though the state is still as light as gas, it can still cut and pierce as any normal weapons. Normally as the air itself, it can be amplified using the same element as well.
Effect: User creates a weapon out of solid wind. This weapon has the Special Composition: Wind augment which does not count against the maximum number of equipped augments. Costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain.

My PL is 300
So 3 points


Also approved. Sorry about that.
 
Applying for more abilities

Quickdraw
Aya felt far from where she wanted to be, she had been studying and practicing her fighting abilities, doing everything she could to become stronger and faster. The main thing she wanted was to be able to equip her weapon quickly. She could move fast, react fast, no she needed to be ready even faster. Aya dedicated hours to practicing equipping her weapon rapidly and with precision. At first she was still slow, and clumsy. It took her a bit before she could equip her prefered weapon swiftly. She eventually could arm herself in a speedy fashion. She needed to be fast, since even a moment wasted could be the end. Aya felt like everything about her needed to be fast, including getting her weapon ready.

Sixth Sense
When Aya wasn’t working in the tea house or studying her books, she was sleeping, but most of her free time she spent training to become a better Kunoichi. She had been studying of new ways to better herself, and one of the ways was using her senses. She knew plenty of people who could see chakra, and cast genjutsu, but they had dojutsu assisting them, she didn’t have that, but she could train herself to sense it. She spent a few days meditating, and getting into her senses. She always had a tingle, like when someone was watching her, or if something just felt off about someone, but now she was singling that sense out and bringing it to the surface. Aya was able to sense the environment around her, if someone was trying to sneak up on her, she’d sense them. Though it wasn’t 100% of the time, now she could do it at least.

Sentinel - ANBU Branch -free slot-
Since joining ANBU Aya had become more skilled, faster, stronger, and more keen to her sense. She trained to be a hunter, and a watcher, under her different mentor's eyes she was able to spot people and objects faster. It was one thing to be fast, but to identify a foe from friend quickly was life or death. Aya was able to over come her difficulties and was determined to become the best. One of her weaknesses was sight, and with harsh and long training, she was able to overcome her physical abilities. She also took a few visits to the doctor, but she was able to train her eyesight. This took months to do, and eventually, she earned herself the Sentinel armor, after proving her skills.
 
Aya said:
Applying for more abilities

Quickdraw
Aya felt far from where she wanted to be, she had been studying and practicing her fighting abilities, doing everything she could to become stronger and faster. The main thing she wanted was to be able to equip her weapon quickly. She could move fast, react fast, no she needed to be ready even faster. Aya dedicated hours to practicing equipping her weapon rapidly and with precision. At first she was still slow, and clumsy. It took her a bit before she could equip her prefered weapon swiftly. She eventually could arm herself in a speedy fashion. She needed to be fast, since even a moment wasted could be the end. Aya felt like everything about her needed to be fast, including getting her weapon ready.

Sixth Sense
When Aya wasn’t working in the tea house or studying her books, she was sleeping, but most of her free time she spent training to become a better Kunoichi. She had been studying of new ways to better herself, and one of the ways was using her senses. She knew plenty of people who could see chakra, and cast genjutsu, but they had dojutsu assisting them, she didn’t have that, but she could train herself to sense it. She spent a few days meditating, and getting into her senses. She always had a tingle, like when someone was watching her, or if something just felt off about someone, but now she was singling that sense out and bringing it to the surface. Aya was able to sense the environment around her, if someone was trying to sneak up on her, she’d sense them. Though it wasn’t 100% of the time, now she could do it at least.

Sentinel - ANBU Branch -free slot-
Since joining ANBU Aya had become more skilled, faster, stronger, and more keen to her sense. She trained to be a hunter, and a watcher, under her different mentor's eyes she was able to spot people and objects faster. It was one thing to be fast, but to identify a foe from friend quickly was life or death. Aya was able to over come her difficulties and was determined to become the best. One of her weaknesses was sight, and with harsh and long training, she was able to overcome her physical abilities. She also took a few visits to the doctor, but she was able to train her eyesight. This took months to do, and eventually, she earned herself the Sentinel armor, after proving her skills.

Approved
 
Since the Siekon has updated while I was inactive I would like to take the Cobalt route of the BL. I state that here right?

Seikon
Seikon.png

A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhuman techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies.
084 PL - Distorting Wake (Rank 1), Unreal Celerity (Rank 1)
168 PL - Wait Reaction (Rank 1)
252 PL - Synchronized Multipresence (Rank 1)
336 PL - Wait Reaction (Rank 2)
420 PL - Distorting Wake (Rank 2), Reality Distortion (Rank 1)
504 PL - Unreal Celerity (Rank 2)
588 PL - Wait Reaction (Rank 3), Synchronized Multipresence (Rank 2)
672 PL - Distorting Wake (Rank 3), Reality Distortion (Rank 2)
756 PL - Synchronized Multipresence (Rank 3)
840 PL - Unreal Celerity (Rank 3), Reality Distortion (Rank 3)

---

Distorting Wake - Passive
Seikon Clan members constantly exude a reality warping energy from their body which is similar to chakra but at the same time different. This can cause the Seikon shinobi to appear as if they are multiple places at once and make their movements difficult to predict thanks to shadows and optical tricks that their presence generates.

Rank 1: +1 Dodge
Rank 2: +2 Dodge
Rank 3: +3 Dodge

---

Unreal Celerity - Passive
Most Seikon are masters of speed and grace but for reasons that no-one seems to understand, sometimes not even the Seikon. In truth, their unnatural speed comes from the fact that many are unconsciously willing themselves to overcome the limits that reality sets on what a human being can and cannot do.

Rank 1: The Seikon can choose up to 1 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -3 Accuracy/Genjutsu DC.
Rank 2: The Seikon can choose up to 1.5 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2.5 Accuracy/Genjutsu DC.
Rank 3: The Seikon can choose up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2 Accuracy/Genjutsu DC.

Notes:
- Actions effected by Unreal Celerity must be whole actions, and must be used at the beginning of the round. ('Whole actions' simply means that you cannot prioritize part of the AP of an action, e.g. you cannot move up a 3 AP jutsu by 2 AP).
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.

---

Wait Reaction - Dependent Special Move
Manipulating the threads of reality is such an easy feat for a Seikon that they can do so with barely a second thought--such as casually attaching a devastating blow to the tail end of their dodge.

Rank 1: The user may combo an Activated Auto-dodge with an attack. The attack gains +1 Accuracy.
Rank 2: The user may combo an Activated Auto-dodge with an attack. The attack gains +2 Accuracy and may not be auto-dodged.
Rank 3: The user may combo an Activated Auto-dodge with an attack. The attack gains +3 Accuracy and may not be auto-dodged.

Cost: Cost of the Activated Auto-dodge being used + 20% CP

Notes:
- Attacks made with Wait Reaction take precedence over comboed attacks the user auto-dodged the first part of, and always occur before the rest of that combo.
- Requires a twenty second cooldown between uses.

---

Synchronized Multipresence - Flexible Style
It is said that Seikon clan members are omnipresent; that they are everywhere at once when they choose to be. This is only partly true, as the Seikon have the ability to overcharge themselves with their reality bending energies, releasing it in such a way that seems to distort the reality around them. This creates multiple "clones" of themselves, afterimages created by their energy that appear and fade at random moments nearby around them.

Rank 1/2/3: The user's first attack each round is automatically considered a Sneak Attack.

Chakra Style: At Rank 1 of this style, the user no longer suffers the -2 Dodge penalty for using Body Switch. At Rank 2, they gain +1 Dodge for the duration of the round instead. At Rank 3, they gain an additional Activated Auto-dodge per round. (Does not stack with similar effects.)

Physical Style: Wait Reaction has its cooldown time reduced by 5 seconds at Rank 1 of this style, 7 seconds at Rank 2, and 10 seconds at Rank 3.

Special Action: While this Style is active, the user may use Body Switch without additional items or clones. They Body Switch with "After-Images" instead. All Body Switch rules still apply.

Cost: .5 AP to enter, .5 AP to drop out

Notes:
- This is a Flexible Style, meaning the user chooses whether it is a Physical Style or a Chakra Style upon entering it, which it will remain for the rest of that battle (even if deactivated and reactivated). The effects and CP cost increase depend on which type is selected.
- While active as a Chakra Style, the user pays +5% CP costs. While active as a Physical Style, the user pays +15% CP costs.
- While in use as a Chakra Style, effects apply to modifications of Body Switch such as Quicksilver Step and Wait Reaction as well.
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

---

Reality Distortion - Buffing Taijutsu
A tug of the air, a pull on the world, and the Seikon is fully capable of vanishing from specific senses of their enemies, protecting their minds. At higher levels, they may even use this skill as a partial shield from the physical as well.

Rank 1: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage.
Rank 2: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +5% Damage Reduction against Ninjutsu and Taijutsu, but their own attacks cost +15% CP to use.
Rank 3: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +10% Damage Reduction against Ninjutsu and Taijutsu, but all of their own attacks cost +10% CP to use.

Costs:
Rank 1: 335 CP, 1.75 AP
Rank 2: 420 CP, 1.75 AP
Rank 3: 630 CP, 1.75 AP

Notes:
- The user cannot cast Genjutsu while this is active.
- Requires ten seconds of cooldown after ending before it can be used again.
- If the user takes more than 10%/15%/20% of their Max HP in damage while it is active, the effects of Reality Distortion immediately end.
- Genjutsu on the user resume their effects after Reality Distortion ends, regardless of how it ends.
----

Cobalt
DZEWD5D.png

The second, lesser-seen branch of the Seikon family, Cobalt Seikon focus on manipulating space and time in their immediate vicinity. Usually use of their talents is heralded by a ripple of blue in the air. Because of how taxing this power is, their abilities can sometimes be seen as inconsistent and unreliable. However, no one can argue with their strength.
924 PL - Reality Shift (Rank 1), World Shatter (Rank 1)
1008 PL - Ripple Shield (Rank 1)
1092 PL - World Shatter (Rank 2)
1176 PL - Reality Shift (Rank 2), Ripple Shield (Rank 2)
1260 PL - Particle Disruption (Rank 1)
1344 PL - Reality Shift (Rank 3), World Shatter (Rank 3)
1428 PL - Particle Disruption (Rank 2),
1512 PL - Boundary Field (Rank 1)
1596 PL - Particle Disruption (Rank 3)
1680 PL - Ripple Shield (Rank 3), Boundary Field (Rank 2)
1764 PL - Boundary Field (Rank 3)

---

Reality Shift - Passive
When a Cobalt Seikon is actively manipulating their chakra, unusual things can happen. One of the most consistent of those things is the deep blue aura that pulses around them in time with their manipulation of it, clearing a path into and out of any sphere they wish to traverse.

Rank 1: Every 15 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 2 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 2: Every 10 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1.5 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 3: Every 5 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that. The user may alternately use this to automatically break out of any bind.

Note:
- If there is no listed AP cost for entering/exiting the Arena or breaking out of the bind affecting the user, the cost will default to 1 AP at all ranks.

---

Ripple Shield - Passive
Another consistent talent of the Cobalt Seikon is the way they unconsciously manipulate the air around them to absorb nastier blows. Or, well...not quite the air, but that's certainly what it appears to be, creating an odd distortion effect around them whenever such an attack is softened. What the Cobalt Seikon themselves sees isn't something they tend to tell anyone.

Rank 1: The user gains the ability Implacable for free, without it taking an Ability Slot.
Rank 2: Implacable now negates the first two Bleeding, Suppression, Called Shot, or Secondary Effects inflicted upon them during each round.
Rank 3: The AP cost of Implacable's Special Action is reduced to .5, with a usage limit of three times per round (unless the user is wearing Heavy Armor, in which case it is unlimited).


Notes:
- The user does not need to be wearing Light Armor or Heavy Armor to have this skill apply.
---


World Shatter - Non-Elemental Ninjutsu
A Cobalt Seikon cares not for the standard laws of physics that state how things work. If they don't like the condition of the ground they are standing on, the brightness of the sun in the sky, or the number and position of obstacles in their way, they can simply change it all.

Rank 1: The user is able to modify the Terrain Modifiers of the battle one stage in either direction for both Terrain and Visibility.
Rank 2: The user is able to modify the Terrain Modifiers of the battle two stages in either direction for both Terrain and Visibility.
Rank 3: The user is able to modify the Terrain Modifiers of the battle by any amount in either direction for both Terrain and Visibility.

Special Action - Fragmentation: If there is another jutsu active on the field when this is cast that alters Terrain Modifiers in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield (even if they have it at a higher rank).

Rank 1 Cost: 730 CP, 2.5 AP
Rank 2 Cost: 840 CP, 2.5 AP
Rank 3 Cost: 910 CP, 2.5 AP

Notes:
- The effects of World Shatter do not wear off and last the whole battle; essentially, the 'default' conditions of the topic are altered by this jutsu.
- Only one active jutsu may be destroyed per use of Fragmentation.

---

Particle Disruption - Dependent Special Move
One of the most lethal skills that can be used by a Cobalt Seikon, this technique focuses the attention the Seikon upon a single hapless target, and condenses their reality warping energy to literally shatter a portion of the victim's atomic structure. This skill cannot be seen as it takes effect on an microscopic level, though this causes catastrophic pain and suffering upon the unfortunate target as it destroys their very being from it's base.

Rank 1: The affected Ninjutsu gains +2 accuracy, and bypasses all barriers.
Rank 2: The affected Ninjutsu gains +2 accuracy, and bypasses all barriers and Damage Reduction.
Rank 3: The affected Ninjutsu gains +2 accuracy, and negates all barriers and Damage Reduction, destroying them and dealing normal damage to the target.

Cost: Cost of the Ninjutsu being used +20%

Notes:
- At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
- Requires ten seconds of cooldown between uses.
- Only maintained/activated Damage Reduction is destroyed; passive Damage Reduction is only negated until after the next attack hits the target. (Rank 3 only)
- If the target(s) struck lack barriers and Damage Reduction, the affected Ninjutsu instead deals +10% damage.

---

Boundary Field - Non-Elemental Ninjutsu
The culmination of a Cobalt Seikon's skillset is the ability to seize control of their element of the battlefield, locking down the ability of others to manipulate space-time. Often space looks distorted when this technique is active, and those more sensitive to chakra or adept in a similar field have reported the Cobalt Seikon's trademark deep blue haze partially shrouding the area, marking out a visible bubble.

Rank 1: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at +0 against the user in order to successfully use a combo; if they fail, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack.
Rank 2: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -1 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
Rank 3: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -2 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.

Rank 1 Cost: 2200 CP, 3 AP to initiate; 1100 CP/round to maintain.
Rank 2 Cost: 2530 CP, 3 AP to initiate; 1270 CP/round to maintain.
Rank 3 Cost: 2750 CP, 3 AP to initiate; 1380 CP/round to maintain.


Notes:
- This is considered a Terrain jutsu.
- May be maintained for up to three rounds.
- At all ranks, other combatants must pass a Ninjutsu Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- After deactivation, regardless of how, requires ten seconds before it may be activated again.
 
Since the Siekon has updated while I was inactive I would like to take the Cobalt route of the BL. I state that here right?

Seikon
Seikon.png

A unique clan that has the odd, yet powerful ability to control and bend reality to their liking. Members of the Seikon clan are deadly opponents that seem to have abilities that simply seem to surpass all natural limits, their inhuman techniques warping reality in such away at the most opportune times for themselves...or the most deadly for their enemies.
084 PL - Distorting Wake (Rank 1), Unreal Celerity (Rank 1)
168 PL - Wait Reaction (Rank 1)
252 PL - Synchronized Multipresence (Rank 1)
336 PL - Wait Reaction (Rank 2)
420 PL - Distorting Wake (Rank 2), Reality Distortion (Rank 1)
504 PL - Unreal Celerity (Rank 2)
588 PL - Wait Reaction (Rank 3), Synchronized Multipresence (Rank 2)
672 PL - Distorting Wake (Rank 3), Reality Distortion (Rank 2)
756 PL - Synchronized Multipresence (Rank 3)
840 PL - Unreal Celerity (Rank 3), Reality Distortion (Rank 3)

---

Distorting Wake - Passive
Seikon Clan members constantly exude a reality warping energy from their body which is similar to chakra but at the same time different. This can cause the Seikon shinobi to appear as if they are multiple places at once and make their movements difficult to predict thanks to shadows and optical tricks that their presence generates.

Rank 1: +1 Dodge
Rank 2: +2 Dodge
Rank 3: +3 Dodge

---

Unreal Celerity - Passive
Most Seikon are masters of speed and grace but for reasons that no-one seems to understand, sometimes not even the Seikon. In truth, their unnatural speed comes from the fact that many are unconsciously willing themselves to overcome the limits that reality sets on what a human being can and cannot do.

Rank 1: The Seikon can choose up to 1 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -3 Accuracy/Genjutsu DC.
Rank 2: The Seikon can choose up to 1.5 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2.5 Accuracy/Genjutsu DC.
Rank 3: The Seikon can choose up to 2 AP's worth of actions to gain priority over all other actions in that round. Jutsu used this way have -2 Accuracy/Genjutsu DC.

Notes:
- Actions effected by Unreal Celerity must be whole actions, and must be used at the beginning of the round. ('Whole actions' simply means that you cannot prioritize part of the AP of an action, e.g. you cannot move up a 3 AP jutsu by 2 AP).
- In the result that the Seikon's action and the opponent's action both have priority over all other actions, they resolve in normal AP stack fashion in regards to each other.

---

Wait Reaction - Dependent Special Move
Manipulating the threads of reality is such an easy feat for a Seikon that they can do so with barely a second thought--such as casually attaching a devastating blow to the tail end of their dodge.

Rank 1: The user may combo an Activated Auto-dodge with an attack. The attack gains +1 Accuracy.
Rank 2: The user may combo an Activated Auto-dodge with an attack. The attack gains +2 Accuracy and may not be auto-dodged.
Rank 3: The user may combo an Activated Auto-dodge with an attack. The attack gains +3 Accuracy and may not be auto-dodged.

Cost: Cost of the Activated Auto-dodge being used + 20% CP

Notes:
- Attacks made with Wait Reaction take precedence over comboed attacks the user auto-dodged the first part of, and always occur before the rest of that combo.
- Requires a twenty second cooldown between uses.

---

Synchronized Multipresence - Flexible Style
It is said that Seikon clan members are omnipresent; that they are everywhere at once when they choose to be. This is only partly true, as the Seikon have the ability to overcharge themselves with their reality bending energies, releasing it in such a way that seems to distort the reality around them. This creates multiple "clones" of themselves, afterimages created by their energy that appear and fade at random moments nearby around them.

Rank 1/2/3: The user's first attack each round is automatically considered a Sneak Attack.

Chakra Style: At Rank 1 of this style, the user no longer suffers the -2 Dodge penalty for using Body Switch. At Rank 2, they gain +1 Dodge for the duration of the round instead. At Rank 3, they gain an additional Activated Auto-dodge per round. (Does not stack with similar effects.)

Physical Style: Wait Reaction has its cooldown time reduced by 5 seconds at Rank 1 of this style, 7 seconds at Rank 2, and 10 seconds at Rank 3.

Special Action: While this Style is active, the user may use Body Switch without additional items or clones. They Body Switch with "After-Images" instead. All Body Switch rules still apply.

Cost: .5 AP to enter, .5 AP to drop out

Notes:
- This is a Flexible Style, meaning the user chooses whether it is a Physical Style or a Chakra Style upon entering it, which it will remain for the rest of that battle (even if deactivated and reactivated). The effects and CP cost increase depend on which type is selected.
- While active as a Chakra Style, the user pays +5% CP costs. While active as a Physical Style, the user pays +15% CP costs.
- While in use as a Chakra Style, effects apply to modifications of Body Switch such as Quicksilver Step and Wait Reaction as well.
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.

---

Reality Distortion - Buffing Taijutsu
A tug of the air, a pull on the world, and the Seikon is fully capable of vanishing from specific senses of their enemies, protecting their minds. At higher levels, they may even use this skill as a partial shield from the physical as well.

Rank 1: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage.
Rank 2: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +5% Damage Reduction against Ninjutsu and Taijutsu, but their own attacks cost +15% CP to use.
Rank 3: For ten seconds, any Genjutsu place on the user or that they are already under have their effects ignored, including damage. The user gains +10% Damage Reduction against Ninjutsu and Taijutsu, but all of their own attacks cost +10% CP to use.

Costs:
Rank 1: 335 CP, 1.75 AP
Rank 2: 420 CP, 1.75 AP
Rank 3: 630 CP, 1.75 AP

Notes:
- The user cannot cast Genjutsu while this is active.
- Requires ten seconds of cooldown after ending before it can be used again.
- If the user takes more than 10%/15%/20% of their Max HP in damage while it is active, the effects of Reality Distortion immediately end.
- Genjutsu on the user resume their effects after Reality Distortion ends, regardless of how it ends.
----

Cobalt
DZEWD5D.png

The second, lesser-seen branch of the Seikon family, Cobalt Seikon focus on manipulating space and time in their immediate vicinity. Usually use of their talents is heralded by a ripple of blue in the air. Because of how taxing this power is, their abilities can sometimes be seen as inconsistent and unreliable. However, no one can argue with their strength.
924 PL - Reality Shift (Rank 1), World Shatter (Rank 1)
1008 PL - Ripple Shield (Rank 1)
1092 PL - World Shatter (Rank 2)
1176 PL - Reality Shift (Rank 2), Ripple Shield (Rank 2)
1260 PL - Particle Disruption (Rank 1)
1344 PL - Reality Shift (Rank 3), World Shatter (Rank 3)
1428 PL - Particle Disruption (Rank 2),
1512 PL - Boundary Field (Rank 1)
1596 PL - Particle Disruption (Rank 3)
1680 PL - Ripple Shield (Rank 3), Boundary Field (Rank 2)
1764 PL - Boundary Field (Rank 3)

---

Reality Shift - Passive
When a Cobalt Seikon is actively manipulating their chakra, unusual things can happen. One of the most consistent of those things is the deep blue aura that pulses around them in time with their manipulation of it, clearing a path into and out of any sphere they wish to traverse.

Rank 1: Every 15 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 2 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 2: Every 10 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1.5 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that.
Rank 3: Every 5 seconds, the user may choose to automatically enter/exit any Arena effect with no check required. This cannot cost the user more than 1 AP, regardless of effects that would force them (or anyone crossing) to take more AP than that. The user may alternately use this to automatically break out of any bind.

Note:
- If there is no listed AP cost for entering/exiting the Arena or breaking out of the bind affecting the user, the cost will default to 1 AP at all ranks.

---

Ripple Shield - Passive
Another consistent talent of the Cobalt Seikon is the way they unconsciously manipulate the air around them to absorb nastier blows. Or, well...not quite the air, but that's certainly what it appears to be, creating an odd distortion effect around them whenever such an attack is softened. What the Cobalt Seikon themselves sees isn't something they tend to tell anyone.

Rank 1: The user gains the ability Implacable for free, without it taking an Ability Slot.
Rank 2: Implacable now negates the first two Bleeding, Suppression, Called Shot, or Secondary Effects inflicted upon them during each round.
Rank 3: The AP cost of Implacable's Special Action is reduced to .5, with a usage limit of three times per round (unless the user is wearing Heavy Armor, in which case it is unlimited).


Notes:
- The user does not need to be wearing Light Armor or Heavy Armor to have this skill apply.
---


World Shatter - Non-Elemental Ninjutsu
A Cobalt Seikon cares not for the standard laws of physics that state how things work. If they don't like the condition of the ground they are standing on, the brightness of the sun in the sky, or the number and position of obstacles in their way, they can simply change it all.

Rank 1: The user is able to modify the Terrain Modifiers of the battle one stage in either direction for both Terrain and Visibility.
Rank 2: The user is able to modify the Terrain Modifiers of the battle two stages in either direction for both Terrain and Visibility.
Rank 3: The user is able to modify the Terrain Modifiers of the battle by any amount in either direction for both Terrain and Visibility.

Special Action - Fragmentation: If there is another jutsu active on the field when this is cast that alters Terrain Modifiers in any way, the user may instead choose to destroy that with a Ninjutsu Check against the caster at -1/+0/+1 for +10% CP, after which the user may apply Rank 1 of this jutsu to the battlefield (even if they have it at a higher rank).

Rank 1 Cost: 730 CP, 2.5 AP
Rank 2 Cost: 840 CP, 2.5 AP
Rank 3 Cost: 910 CP, 2.5 AP

Notes:
- The effects of World Shatter do not wear off and last the whole battle; essentially, the 'default' conditions of the topic are altered by this jutsu.
- Only one active jutsu may be destroyed per use of Fragmentation.

---

Particle Disruption - Dependent Special Move
One of the most lethal skills that can be used by a Cobalt Seikon, this technique focuses the attention the Seikon upon a single hapless target, and condenses their reality warping energy to literally shatter a portion of the victim's atomic structure. This skill cannot be seen as it takes effect on an microscopic level, though this causes catastrophic pain and suffering upon the unfortunate target as it destroys their very being from it's base.

Rank 1: The affected Ninjutsu gains +2 accuracy, and bypasses all barriers.
Rank 2: The affected Ninjutsu gains +2 accuracy, and bypasses all barriers and Damage Reduction.
Rank 3: The affected Ninjutsu gains +2 accuracy, and negates all barriers and Damage Reduction, destroying them and dealing normal damage to the target.

Cost: Cost of the Ninjutsu being used +20%

Notes:
- At all ranks, the damage done by the affected attack cannot be reduced or blocked by any means.
- Requires ten seconds of cooldown between uses.
- Only maintained/activated Damage Reduction is destroyed; passive Damage Reduction is only negated until after the next attack hits the target. (Rank 3 only)
- If the target(s) struck lack barriers and Damage Reduction, the affected Ninjutsu instead deals +10% damage.

---

Boundary Field - Non-Elemental Ninjutsu
The culmination of a Cobalt Seikon's skillset is the ability to seize control of their element of the battlefield, locking down the ability of others to manipulate space-time. Often space looks distorted when this technique is active, and those more sensitive to chakra or adept in a similar field have reported the Cobalt Seikon's trademark deep blue haze partially shrouding the area, marking out a visible bubble.

Rank 1: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at +0 against the user in order to successfully use a combo; if they fail, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack.
Rank 2: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -1 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.
Rank 3: The user takes control of the battlefield, altering the time-space of it in a limited fashion. While this jutsu is active, effects that alter priority of attacks cannot be used, and passive effects that alter priority are disabled. (Does not apply to Seikon.) Opponents must pass a Ninjutsu Check at -2 against the user in order to successfully use a combo or any other Reflexive action; if they fail on a combo, the rest of the combo is still performed but at normal timing rather than immediately following the previous attack. If the enemy fails the check when using a Reflexive action that is not part of a combo, the action simply fails. No AP or CP is used for the failed action.

Rank 1 Cost: 2200 CP, 3 AP to initiate; 1100 CP/round to maintain.
Rank 2 Cost: 2530 CP, 3 AP to initiate; 1270 CP/round to maintain.
Rank 3 Cost: 2750 CP, 3 AP to initiate; 1380 CP/round to maintain.


Notes:
- This is considered a Terrain jutsu.
- May be maintained for up to three rounds.
- At all ranks, other combatants must pass a Ninjutsu Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- After deactivation, regardless of how, requires ten seconds before it may be activated again.
Yes, that's right. Approved!
 
Making my plant summon finally.
Acquired here: https://www.ninpocho.com/threads/the-first-petals-of-winter-private.58745/page-2#post-326516


Name: Sayuri
Description:
Sayuri is a plant-based creature. They stand at 6ft and weigh approximately 180lbs. It's easy to believe that they are female because of the flower-like petals and bright pink colors it has but plants are genderless. Sayuri has many leaves, and petals extruding off of its body, and thorns on its legs. The main color coving their body is pink, and petals almost form an article of skirt-like clothing on it. It cannot take off this skirt since it is attached to their body.
Personality:
Sayuri is still childlike and young in nature. They enjoy games, running, and training with their master. When it comes to strangers, only in social situations, Sayuri's attitude changes drastically, and they become very shy, and quiet. The fumble words, and have a lot of trouble saying what they want to say. In combat situations, Sayuri is observant, and laser-focused on the situation at hand. They only speak when they need to during combat, and don't like to chit chat during the battle, unlike their master.

History:
After Aya signed the contract with Kodama the newborn plant, names Lili became her partner. Later on, Aya started calling Lili Sayuri instead, since it had a better ring to it than Lili. Aya raised Sayuri, though even as a hatchling Sayruri knew their duties to their master. They had a child-like wonder about the world still and knew very little in the beginning. Unlike humans, plants creature like Sayuri is not completely useless at least and they have a sense of what they need to do.

When she tried to call Aya, master, Aya would not allow it, so Sayuri calls Aya "Yoshiaya", a combo of Aya's clan name and first name.

Sayuri stuck to Aya, but for the first few months, Sayuri was left in the Plant realm, where she trained and became stronger so she could serve her master well. They spent most of their time training while their master was in the overworld. They felt their Master didn't feel a connection with them, up until one day they were summoned by Yoshiaya, She asked them to train in the plant realm. So the two of them trained and lived together in the plant realm for a couple of years. They grew their bond and felt like more of a team than before.

Though Sayuri could call Yoshiaya a good friend, they couldn't understand why their master was so troubled while training, and when Sayuri tried to push their master to go back to the overworld, Yoshiaya said they didn't feel ready yet. So they kept training, while Sayuri grew stronger, and physically, Yoshiaya stayed almost the same. It seemed to frustrate their master, but Sayuri never viewed their master as weak because of this. They were very happy to train alongside their master, and be taught by them.

Other info:

Jutsu Types:

Poison Ninjutsu, Water Ninjutsu, NE Ninjutsu


Abilities:
1. Hyperactive


2. Healing Factor


3. Sharp Sense - General Contract Ability

Specialized Abilities:
Leaf Shield - Plant Contract Senjutsu
Aromatherapy - Plant Contract Independent Special Move
Solar Powered - Plant Contract Passive - Daylight



Class:
Wisping Meadows
HP: (34+15) x 600
CP: (44+15) x 600
Class Bonus: +4 Hp and Cp Mod
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Melee Accuracy
Low: Ranged Accuracy, Genjutsu DC
 
Did you mean to choose Wind Ninjutsu instead of NE Ninjutsu?
Also, I'd recommend creating a weapon for your contract, even if it can't use taijutsu with it. Contract creation rules are here- from the way they're worded, you should probably create a weapon just in case. Everything else looks good, so let me know when you're ready and I can approve this!
 
Making my plant summon finally.
Acquired here: https://www.ninpocho.com/threads/the-first-petals-of-winter-private.58745/page-2#post-326516


Name: Sayuri
Description:
Sayuri is a plant-based creature. They stand at 6ft and weigh approximately 180lbs. It's easy to believe that they are female because of the flower-like petals and bright pink colors it has but plants are genderless. Sayuri has many leaves, and petals extruding off of its body, and thorns on its legs. The main color coving their body is pink, and petals almost form an article of skirt-like clothing on it. It cannot take off this skirt since it is attached to their body.
Personality:
Sayuri is still childlike and young in nature. They enjoy games, running, and training with their master. When it comes to strangers, only in social situations, Sayuri's attitude changes drastically, and they become very shy, and quiet. The fumble words, and have a lot of trouble saying what they want to say. In combat situations, Sayuri is observant, and laser-focused on the situation at hand. They only speak when they need to during combat, and don't like to chit chat during the battle, unlike their master.

History:
After Aya signed the contract with Kodama the newborn plant, names Lili became her partner. Later on, Aya started calling Lili Sayuri instead, since it had a better ring to it than Lili. Aya raised Sayuri, though even as a hatchling Sayruri knew their duties to their master. They had a child-like wonder about the world still and knew very little in the beginning. Unlike humans, plants creature like Sayuri is not completely useless at least and they have a sense of what they need to do.

When she tried to call Aya, master, Aya would not allow it, so Sayuri calls Aya "Yoshiaya", a combo of Aya's clan name and first name.

Sayuri stuck to Aya, but for the first few months, Sayuri was left in the Plant realm, where she trained and became stronger so she could serve her master well. They spent most of their time training while their master was in the overworld. They felt their Master didn't feel a connection with them, up until one day they were summoned by Yoshiaya, She asked them to train in the plant realm. So the two of them trained and lived together in the plant realm for a couple of years. They grew their bond and felt like more of a team than before.

Though Sayuri could call Yoshiaya a good friend, they couldn't understand why their master was so troubled while training, and when Sayuri tried to push their master to go back to the overworld, Yoshiaya said they didn't feel ready yet. So they kept training, while Sayuri grew stronger, and physically, Yoshiaya stayed almost the same. It seemed to frustrate their master, but Sayuri never viewed their master as weak because of this. They were very happy to train alongside their master, and be taught by them.

Other info:

Jutsu Types:

Poison Ninjutsu, Water Ninjutsu, Wind Ninjutsu*


Abilities:
1. Hyperactive


2. Healing Factor


3. Sharp Sense - General Contract Ability

Specialized Abilities:
Leaf Shield - Plant Contract Senjutsu
Aromatherapy - Plant Contract Independent Special Move
Solar Powered - Plant Contract Passive
- Daylight



Class:
Wisping Meadows
HP: (34+15) x 600
CP: (44+15) x 600
Class Bonus: +4 Hp and Cp Mod
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Melee Accuracy
Low: Ranged Accuracy, Genjutsu DC

Oh yeah! I was gonna go NE but decided to go wind. Thanks for pointing it out.
 

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